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Sample records for ps game model

  1. Models and games

    NARCIS (Netherlands)

    Väänänen, J.

    2011-01-01

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

  2. Video game addiction, ADHD symptomatology, and video game reinforcement.

    Science.gov (United States)

    Mathews, Christine L; Morrell, Holly E R; Molle, Jon E

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  3. Physiologic Responses, Liking and Motivation for Playing the Same Video Game on an Active Versus a Traditional, Non-Active Gaming System.

    Science.gov (United States)

    Sanders, Gabriel J; Santo, Antonio S; Peacock, Corey A; Williamson, Megan L; VON Carlowitz, Kyle-Patrick; Barkley, Jacob E

    Evidence suggests that individuals playing certain video games on the Nintendo Wii® (Wii) exhibit increased energy expenditure versus traditional video games, although little research examines non-Wii Sports/Fit games. The purpose of this study is to assess physiologic responses, liking, and the relative reinforcing value (RRV) of a popular, non-Wii sports video game for the Wii relative to the same game played on a traditional, non-active system. Twenty-four college-aged students participated. Heart rate and oxygen consumption (V̇O 2 ) was assessed during rest and when playing the following games: Madden NFL 2011® for Playstation 2 (PS2 Madden) and the Wii (Wii Madden), and Wii Sports Boxing. The RRV was assessed for Wii Madden versus PS2 Madden. Analysis of variance demonstrated a main effect for condition ( p ≤ 0.01) as V̇O 2 (5.2 ± 0.2 ml·kg -1 ·min -1 Wii, 4.1 ± 0.1 ml·kg -1 ·min -1 PS2, 3.7 ± 0.1 ml·kg -1 ·min -1 , rest) and heart rate (89.2 · 2.7 bpm Wii, 79.7 ± 2.5 bpm PS2, 79.1 ± 2.5 bpm, rest) was greater for Wii Madden than PS2 Madden and rest. Heart Rate (105.4 ± 5.3 bpm) and V̇O 2 (10.4 ml·kg -1 ·min -1 ) for Wii Sports Boxing was significantly greater than all other conditions ( p ≤ 0.003). The RRV was not significantly different between Wii Madden and PS2 Madden ( p = 0.50). Compared to the same game on a traditional system, Wii Madden is more physiologically challenging and equally reinforcing. However, Wii Madden would not be categorized as moderate-intensity physical activity.

  4. The Game Enhanced Learning Model

    DEFF Research Database (Denmark)

    Reng, Lars; Schoenau-Fog, Henrik

    2016-01-01

    will describe the levels of the model, which is based on our experience in teaching professional game development at university level. Furthermore, we have been using the model to inspire numerous educators to improve their students’ motivation and skills. The model presents various game-based learning...... activities, and depicts their required planning and expected outcome through eight levels. At its lower levels, the model contains the possibilities of using stand-alone analogue and digital games as teachers, utilizing games as a facilitator of learning activities, exploiting gamification and motivating......In this paper, we will introduce the Game Enhanced learning Model (GEM), which describes a range of gameoriented learning activities. The model is intended to give an overview of the possibilities of game-based learning in general and all the way up to purposive game productions. In the paper, we...

  5. Modeling and Generating Strategy Games Mechanics

    DEFF Research Database (Denmark)

    Mahlmann, Tobias

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

  6. Traffic Games: Modeling Freeway Traffic with Game Theory.

    Science.gov (United States)

    Cortés-Berrueco, Luis E; Gershenson, Carlos; Stephens, Christopher R

    2016-01-01

    We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers' interactions.

  7. Game Maturity Model for Health Care.

    Science.gov (United States)

    de Boer, Jan C; Adriani, Paul; van Houwelingen, Jan Willem; Geerts, A

    2016-04-01

    This article introduces the Game Maturity Model for the healthcare industry as an extension to the general Game Maturity Model and describes the usage by two case studies of applied health games. The Game Maturity Model for healthcare provides a practical and value-adding method to assess existing games and to determine strategic considerations for application of applied health games. Our forecast is that within 5 years the use and development of applied games will have a role in our daily lives and the way we organize health care that will be similar to the role social media has today.

  8. A Model for Critical Games Literacy

    Science.gov (United States)

    Apperley, Tom; Beavis, Catherine

    2013-01-01

    This article outlines a model for teaching both computer games and videogames in the classroom for teachers. The model illustrates the connections between in-game actions and youth gaming culture. The article explains how the out-of-school knowledge building, creation and collaboration that occurs in gaming and gaming culture has an impact on…

  9. A Mathematical Model of Game Refinement and Its Applications to Sports Games

    Directory of Open Access Journals (Sweden)

    Arie Pratama Sutiono

    2015-10-01

    Full Text Available This paper explores a mathematical model of game progress. We claim that a realistic model of the game progress during the in-game period is not linear but exponential. The second derivative value, i.e., acceleration in the sense of dynamics, is derived from the model and we propose to use the value as a measure of game refinement. T his i s b ecause a cceleration o f g ame p rogress s hould b e r elated t o t he e motional impact i n our minds, as thrill or engagement in games. We also evaluate well known games using our theory like sport games, that would further be classified by the rule to finish the game. It is expected that the game refinement theory will be widely used as a tool to assess the quality of various types of games as a new game theory.

  10. Visual and Computational Modelling of Minority Games

    Directory of Open Access Journals (Sweden)

    Robertas Damaševičius

    2017-02-01

    Full Text Available The paper analyses the Minority Game and focuses on analysis and computational modelling of several variants (variable payoff, coalition-based and ternary voting of Minority Game using UAREI (User-Action-Rule-Entities-Interface model. UAREI is a model for formal specification of software gamification, and the UAREI visual modelling language is a language used for graphical representation of game mechanics. The URAEI model also provides the embedded executable modelling framework to evaluate how the rules of the game will work for the players in practice. We demonstrate flexibility of UAREI model for modelling different variants of Minority Game rules for game design.

  11. Educational game models: conceptualization and evaluation ...

    African Journals Online (AJOL)

    Educational game models: conceptualization and evaluation. ... The Game Object Model (GOM), that marries educational theory and game design, forms the basis for the development of the Persona Outlining ... AJOL African Journals Online.

  12. Quantum machine learning with glow for episodic tasks and decision games

    Science.gov (United States)

    Clausen, Jens; Briegel, Hans J.

    2018-02-01

    We consider a general class of models, where a reinforcement learning (RL) agent learns from cyclic interactions with an external environment via classical signals. Perceptual inputs are encoded as quantum states, which are subsequently transformed by a quantum channel representing the agent's memory, while the outcomes of measurements performed at the channel's output determine the agent's actions. The learning takes place via stepwise modifications of the channel properties. They are described by an update rule that is inspired by the projective simulation (PS) model and equipped with a glow mechanism that allows for a backpropagation of policy changes, analogous to the eligibility traces in RL and edge glow in PS. In this way, the model combines features of PS with the ability for generalization, offered by its physical embodiment as a quantum system. We apply the agent to various setups of an invasion game and a grid world, which serve as elementary model tasks allowing a direct comparison with a basic classical PS agent.

  13. A model for understanding and learning of the game process of computer games

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel; Majgaard, Gunver

    This abstract focuses on the computer game design process in the education of engineers at the university level. We present a model for understanding the different layers in the game design process, and an articulation of their intricate interconnectedness. Our motivation is propelled by our daily...... teaching practice of game design. We have observed a need for a design model that quickly can create an easily understandable overview over something as complex as the design processes of computer games. This posed a problem: how do we present a broad overview of the game design process and at the same...... time make sure that the students learn to act and reflect like game designers? We fell our game design model managed to just that end. Our model entails a guideline for the computer game design process in its entirety, and at same time distributes clear and easy understandable insight to a particular...

  14. Generating Computational Models for Serious Gaming

    NARCIS (Netherlands)

    Westera, Wim

    2018-01-01

    Many serious games include computational models that simulate dynamic systems. These models promote enhanced interaction and responsiveness. Under the social web paradigm more and more usable game authoring tools become available that enable prosumers to create their own games, but the inclusion of

  15. Models in cooperative game theory

    CERN Document Server

    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.

  16. The Sea of Simulation: Improving Naval Shiphandling Training and Readiness through Game-Based Learning

    Science.gov (United States)

    2012-03-01

    playing any video game on a computer in the last 6 months (non-console, Xbox , PS3)? (e.g., hours, days, weeks, months, etc.) Participant...COVE) shiphandling trainer. Students were later evaluated in COVE on their ability to maneuver a Guided Missile Destroyer, a similarly configured but...characteristics of one model and learning a new one through the course of their instruction. Our findings suggest that an individually accessible, game based

  17. From Playability to a Hierarchical Game Usability Model

    OpenAIRE

    Nacke, Lennart E.

    2010-01-01

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

  18. Participatory Simulation for Games with a Purpose – A Case Study. GI_Forum|GI_Forum 2017, Volume 1 |

    OpenAIRE

    2017-01-01

    This article demonstrates the use of participatory simulation (PS) techniques in the context of gaming and behavioural analysis. Typically, PS tools are conceptualized for educational purposes. We extend this traditional framework by developing a multiplayer game with the purpose of investigating behavioural effects of leadership in collective mobility decisions. The game was implemented with the NetLogo extension HubNet. Each participant in the game controlled one agent. The game’s goal was ...

  19. A Game Theoretic Model of Thermonuclear Cyberwar

    Energy Technology Data Exchange (ETDEWEB)

    Soper, Braden C. [Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States)

    2017-08-23

    In this paper we propose a formal game theoretic model of thermonuclear cyberwar based on ideas found in [1] and [2]. Our intention is that such a game will act as a first step toward building more complete formal models of Cross-Domain Deterrence (CDD). We believe the proposed thermonuclear cyberwar game is an ideal place to start on such an endeavor because the game can be fashioned in a way that is closely related to the classical models of nuclear deterrence [4–6], but with obvious modifications that will help to elucidate the complexities introduced by a second domain. We start with the classical bimatrix nuclear deterrence game based on the game of chicken, but introduce uncertainty via a left-of-launch cyber capability that one or both players may possess.

  20. Modeling Cyber Physical War Gaming

    Science.gov (United States)

    2017-08-07

    games share similar constructs. We also provide a game-theoretic approach to mathematically analyze attacker and defender strategies in cyber war...Military Practice of Course-of-Action Analysis 4 2. Game-Theoretic Method 7 2.1 Mathematical Model 7 2.2 Strategy Selection 10 2.2.1 Pure...officers, hundreds of combat and support vehicles, helicopters, sophisticated intelligence and communication equipment and specialists , artillery and

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

    CERN Document Server

    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

  2. Cognitive Modeling of Video Game Player User Experience

    Science.gov (United States)

    Bohil, Corey J.; Biocca, Frank A.

    2010-01-01

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

  3. Mean Field Games Models-A Brief Survey

    KAUST Repository

    Gomes, Diogo A.

    2013-11-20

    The mean-field framework was developed to study systems with an infinite number of rational agents in competition, which arise naturally in many applications. The systematic study of these problems was started, in the mathematical community by Lasry and Lions, and independently around the same time in the engineering community by P. Caines, Minyi Huang, and Roland Malhamé. Since these seminal contributions, the research in mean-field games has grown exponentially, and in this paper we present a brief survey of mean-field models as well as recent results and techniques. In the first part of this paper, we study reduced mean-field games, that is, mean-field games, which are written as a system of a Hamilton-Jacobi equation and a transport or Fokker-Planck equation. We start by the derivation of the models and by describing some of the existence results available in the literature. Then we discuss the uniqueness of a solution and propose a definition of relaxed solution for mean-field games that allows to establish uniqueness under minimal regularity hypothesis. A special class of mean-field games that we discuss in some detail is equivalent to the Euler-Lagrange equation of suitable functionals. We present in detail various additional examples, including extensions to population dynamics models. This section ends with a brief overview of the random variables point of view as well as some applications to extended mean-field games models. These extended models arise in problems where the costs incurred by the agents depend not only on the distribution of the other agents, but also on their actions. The second part of the paper concerns mean-field games in master form. These mean-field games can be modeled as a partial differential equation in an infinite dimensional space. We discuss both deterministic models as well as problems where the agents are correlated. We end the paper with a mean-field model for price impact. © 2013 Springer Science+Business Media New York.

  4. Mean Field Games Models-A Brief Survey

    KAUST Repository

    Gomes, Diogo A.; Saú de, Joã o

    2013-01-01

    The mean-field framework was developed to study systems with an infinite number of rational agents in competition, which arise naturally in many applications. The systematic study of these problems was started, in the mathematical community by Lasry and Lions, and independently around the same time in the engineering community by P. Caines, Minyi Huang, and Roland Malhamé. Since these seminal contributions, the research in mean-field games has grown exponentially, and in this paper we present a brief survey of mean-field models as well as recent results and techniques. In the first part of this paper, we study reduced mean-field games, that is, mean-field games, which are written as a system of a Hamilton-Jacobi equation and a transport or Fokker-Planck equation. We start by the derivation of the models and by describing some of the existence results available in the literature. Then we discuss the uniqueness of a solution and propose a definition of relaxed solution for mean-field games that allows to establish uniqueness under minimal regularity hypothesis. A special class of mean-field games that we discuss in some detail is equivalent to the Euler-Lagrange equation of suitable functionals. We present in detail various additional examples, including extensions to population dynamics models. This section ends with a brief overview of the random variables point of view as well as some applications to extended mean-field games models. These extended models arise in problems where the costs incurred by the agents depend not only on the distribution of the other agents, but also on their actions. The second part of the paper concerns mean-field games in master form. These mean-field games can be modeled as a partial differential equation in an infinite dimensional space. We discuss both deterministic models as well as problems where the agents are correlated. We end the paper with a mean-field model for price impact. © 2013 Springer Science+Business Media New York.

  5. Declarative Terrain Modeling for Military Training Games

    Directory of Open Access Journals (Sweden)

    Ruben M. Smelik

    2010-01-01

    Full Text Available Military training instructors increasingly often employ computer games to train soldiers in all sorts of skills and tactics. One of the difficulties instructors face when using games as a training tool is the creation of suitable content, including scenarios, entities, and corresponding terrain models. Terrain plays a key role in many military training games, as for example, in our case game Tactical Air Defense. However, current manual terrain editors are both too complex and too time-consuming to be useful for instructors; automatic terrain generation methods show a lot of potential, but still lack user control and intuitive editing capabilities. We present a novel way for instructors to model terrain for their training games: instead of constructing a terrain model using complex modeling tools, instructors can declare the required properties of their terrain using an advanced sketching interface. Our framework integrates terrain generation methods and manages dependencies between terrain features in order to automatically create a complete 3D terrain model that matches the sketch. With our framework, instructors can easily design a large variety of terrain models that meet their training requirements.

  6. Combinatorial structures to modeling simple games and applications

    Science.gov (United States)

    Molinero, Xavier

    2017-09-01

    We connect three different topics: combinatorial structures, game theory and chemistry. In particular, we establish the bases to represent some simple games, defined as influence games, and molecules, defined from atoms, by using combinatorial structures. First, we characterize simple games as influence games using influence graphs. It let us to modeling simple games as combinatorial structures (from the viewpoint of structures or graphs). Second, we formally define molecules as combinations of atoms. It let us to modeling molecules as combinatorial structures (from the viewpoint of combinations). It is open to generate such combinatorial structures using some specific techniques as genetic algorithms, (meta-)heuristics algorithms and parallel programming, among others.

  7. Collaborative learning model inquiring based on digital game

    Science.gov (United States)

    Yuan, Jiugen; Xing, Ruonan

    2012-04-01

    With the development of computer education software, digital educational game has become an important part in our life, entertainment and education. Therefore how to make full use of digital game's teaching functions and educate through entertainment has become the focus of current research. The thesis make a connection between educational game and collaborative learning, the current popular teaching model, and concludes digital game-based collaborative learning model combined with teaching practice.

  8. The effect of a peer on VO2 and game choice in 6-10 year old children

    Directory of Open Access Journals (Sweden)

    Lee Anne Siegmund

    2014-06-01

    Full Text Available Relative to sedentary video games (e.g., Playstation 2 (PS2, playing physically active video games (e.g., Nintendo Wii (Wii significantly increases caloric expenditure in children. Studies have demonstrated that the presence of a peer increases physical activity in children. We sought to determine if children would expend more energy and find playing Wii more motivating than PS2 when with a peer. Seventeen children (age 8.5 ± 0.4 years rested, played PS2 and Wii Sports Boxing for 10 minutes each, in two conditions: one in which the children rested/played the games alone (alone condition and another in which they played with a peer (peer condition. Oxygen consumption (VO2, and liking (visual analog scale was assessed for each 10-minute condition. After three 10-minute resting/gaming conditions, motivation was assessed using a relative reinforcing value task (RRV in which children performed computer mouse presses to gain additional access for either PS2 or Wii. VO2 was greater (p Conclusion: The presence of a peer increased VO2 during Wii play for boys but not girls. Surprisingly, the presence of a peer decreased children’s motivation to play Wii versus PS2.

  9. When Video Games Tell Stories: A Model of Video Game Narrative Architectures

    Directory of Open Access Journals (Sweden)

    Marcello Arnaldo Picucci

    2014-11-01

    Full Text Available In the present study a model is proposed offering a comprehensive categorization of video game narrative structures intended as the methods and techniques used by game designers and allowed by the medium to deliver the story content throughout the gameplay in collaboration with the players. A case is first made for the presence of narrative in video games and its growth of importance as a central component in game design. An in-depth analysis ensues focusing on how games tell stories, guided by the criteria of linearity/nonlinearity, interactivity and randomness. Light is shed upon the fundamental architectures through which stories are told as well as the essential boundaries posed by the close link between narrative and game AI.

  10. Advances in Games Technology: Software, Models, and Intelligence

    Science.gov (United States)

    Prakash, Edmond; Brindle, Geoff; Jones, Kevin; Zhou, Suiping; Chaudhari, Narendra S.; Wong, Kok-Wai

    2009-01-01

    Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and…

  11. Forest insurance market participants’ game behavior in China: An analysis based on tripartite dynamic game model

    Directory of Open Access Journals (Sweden)

    Ning Ma

    2015-11-01

    Full Text Available Purpose: In forest insurance market, there are three main participants including the insurance company, the forest farmer and the government. As different participant has different benefit object, there will be a complex and dynamic game relationship among all participants. The purpose of this paper is to make the game relationship among all participants in forest insurance market clear, and then to put forward some policy suggestions on the implementation of forest insurance from the view of game theory. Design/methodology/approach: Firstly, the static game model between the insurance company and the forest farmer is set up. According to the result of static game model, it’s difficult to implement forest insurance without government. Secondly, the tripartite dynamic game model among the government, the insurance company and the forest farmer is proposed, and the equilibrium solution of tripartite dynamic game model is acquired. Finally, the behavioral characteristics of all participants are analyzed according to the equilibrium solution of tripartite dynamic game model. Findings: the government’s allowance will be an important positive factor to implement forest insurance. The loss of the insurance company, which the lower insurance premium brings, can be compensated by the allowance from the government. The more the government provides allowance, the more actively the insurance company will implement forest insurance at a low insurance premium. In this situation, the forest farmer will be more likely to purchase the forest insurance, then the scope of forest insurance implementation will expend. Originality/value: There is a complex and dynamic game relationship among all participants in forest insurance market. Based on the tripartite dynamic game model, to make the game relationship between each participant clear is conducive to the implementation of forest insurance market in China.

  12. The expected-outcome model of two-player games

    CERN Document Server

    Abramson, Bruce

    1990-01-01

    The Expected-Outcome Model of Two-Player Games deals with the expected-outcome model of two-player games, in which the relative merit of game-tree nodes, rather than board positions, is considered. The ambiguity of static evaluation and the problems it generates in the search system are examined and the development of a domain-independent static evaluator is described. Comprised of eight chapters, this book begins with an overview of the rationale for the mathematical study of games, followed by a discussion on some previous artificial intelligence (AI) research efforts on game-trees. The nex

  13. Temperature dependence of o-Ps annihilation lifetime in non-uniform cylindrical pores in comparison with ETE model

    Energy Technology Data Exchange (ETDEWEB)

    Khaghani, Morteza, E-mail: m.khaghani@pgs.usb.ac.ir; Mehmandoost-Khajeh-Dad, Ali Akbar, E-mail: mehmandoost@phys.usb.ac.ir

    2017-04-01

    Highlights: • Using the well known multi-physics program COMSOL calculating o-Ps annihilation lifetime in complex geometries. • Investigation of shape non-uniformity of cylindrical pores on o-Ps annihilation lifetime. • Verifying temperature dependency of o-Ps lifetime in non-uniform cylindrical pores. • Suggesting PALS at low temperature as a method to verify pore uniformity in porous material. - Abstract: Ortho-positronium (o-Ps) annihilation lifetime was calculated in non-uniform cylinder-shaped pores by solving Schrodinger equation using a well-known multi-physics program called COMSOL. The o-Ps annihilation lifetime variation in terms of temperature was calculated on the basis of ETE model via a numerical method. The COMSOL simulations indicate that as long as the pore is uniform cylinder-shaped, the results agree with those of two-dimensional ETE model, whereas deformations in the cylinder shape (indentation or protrusion) change the temperature behavior of ETE model and, thereby, higher values are predicted for o-Ps lifetime in the pore at lower temperatures. The geometry of the non-uniform cylinder-shaped pores, which is accompanied by empirical evidence, can be used for the analysis of empirical results obtained from positron lifetime spectroscopy in different temperatures.

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

    Science.gov (United States)

    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…

  15. On the crystallization behavior of syndiotactic-b-atactic polystyrene stereodiblock copolymers, atactic/syndiotactic polystyrene blends, and aPS/sPS blends modified with sPS-b-aPS

    Energy Technology Data Exchange (ETDEWEB)

    Annunziata, Liana, E-mail: liana.annunziatta@univ-rennes1.fr [Organométalliques et Catalyse, UMR 6226 Sciences Chimiques CNRS, Université de Rennes 1, Campus de Beaulieu, F-35042 Rennes Cedex (France); Monasse, Bernard, E-mail: bernard.monasse@mines-paristech.fr [Mines-ParisTech, CEMEF, Centre de Mise en Forme des Matériaux, UMR CNRS 7635, Sophia Antipolis (France); Rizzo, Paola; Guerra, Gaetano [Dipartimento di Chimica e Biologia, Università degli studi di Salerno, Via Ponte don Melillo, I-84084 Fisciano, SA (Italy); Duc, Michel [Total Petrochemicals Research Feluy, Zone Industrielle Feluy C, B-7181 Seneffe (Belgium); Carpentier, Jean-François, E-mail: jean-francois.carpentier@univ-rennes1.fr [Organométalliques et Catalyse, UMR 6226 Sciences Chimiques CNRS, Université de Rennes 1, Campus de Beaulieu, F-35042 Rennes Cedex (France)

    2013-09-16

    Crystallization and morphological features of syndiotactic-b-atactic polystyrene stereodiblock copolymers (sPS-b-aPS), atactic/syndiotactic polystyrene blends (aPS/sPS), and aPS/sPS blends modified with sPS-b-aPS, with different compositions in aPS and sPS, have been investigated using differential scanning calorimetry (DSC), polarized light optical microscopy (POM) and wide angle X-ray diffraction (WAXRD) techniques. For comparative purposes, the properties of parent pristine sPS samples were also studied. WAXRD analyses revealed for all the samples, independently from their composition (aPS/sPS ratio) and structure (blends, block copolymers, blends modified with block copolymers), the same polymorphic β form of sPS. The molecular weight of aPS and sPS showed opposite effects on the crystallization of 50:50 aPS/sPS blends: the lower the molecular weight of aPS, the slower the crystallization while the lower the molecular weight of sPS, the faster the crystallization. DSC studies performed under both isothermal and non-isothermal conditions, independently confirmed by POM studies, led to a clear trend for the crystallization rate at a given sPS/aPS ratio (ca. 50:50 and 20:80): sPS homopolymers > sPS-b-aPS block copolymers ∼sPS/aPS blends modified with sPS-b-aPS copolymers > sPS/aPS blends. Interestingly, sPS-b-aPS block copolymers not only crystallized faster than blends, but also affected positively the crystallization behavior of blends. At 50:50 sPS/aPS ratio, blends (Blend-2), block copolymers (Cop-1) and blends modified with block copolymers (Blend-2-mod) crystallized via spherulitic crystalline growth controlled by an interfacial process. In all cases, an instantaneous nucleation was observed. The density of nuclei in block copolymers (160,000−190,000 nuclei mm{sup −3}) was always higher than that in blends and modified blends (30,000−60,000 nuclei mm{sup −3}), even for quite different sPS/aPS ratio. At 20:80 sPS/aPS ratio, the block copolymers

  16. A Study of Prisoner’s Dilemma Game Model with Incomplete Information

    Directory of Open Access Journals (Sweden)

    Xiuqin Deng

    2015-01-01

    Full Text Available Prisoners’ dilemma is a typical game theory issue. In our study, it is regarded as an incomplete information game with unpublicized game strategies. We solve our problem by establishing a machine learning model using Bayes formula. The model established is referred to as the Bayes model. Based on the Bayesian model, we can make the prediction of players’ choices to better complete the unknown information in the game. And we suggest the hash table to make improvement in space and time complexity. We build a game system with several types of game strategy for testing. In double- or multiplayer games, the Bayes model is more superior to other strategy models; the total income using Bayes model is higher than that of other models. Moreover, from the result of the games on the natural model with Bayes model, as well as the natural model with TFT model, it is found that Bayes model accrued more benefits than TFT model on average. This demonstrates that the Bayes model introduced in this study is feasible and effective. Therefore, it provides a novel method of solving incomplete information game problem.

  17. A Model-driven Framework for Educational Game Design

    Directory of Open Access Journals (Sweden)

    Bill Roungas

    2016-09-01

    Full Text Available Educational games are a class of serious games whose main purpose is to teach some subject to their players. Despite the many existing design frameworks, these games are too often created in an ad-hoc manner, and typically without the use of a game design document (GDD. We argue that a reason for this phenomenon is that current ways to structure, create and update GDDs do not increase the value of the artifact in the design and development process. As a solution, we propose a model-driven, web-based knowledge management environment that supports game designers in the creation of a GDD that accounts for and relates educational and entertainment game elements. The foundation of our approach is our devised conceptual model for educational games, which also defines the structure of the design environment. We present promising results from an evaluation of our environment with eight experts in serious games.

  18. An optical model for implementing Parrondo’s game and designing stochastic game with long-term memory

    International Nuclear Information System (INIS)

    Si Tieyan

    2012-01-01

    Highlights: ► Using a photon propagating through a designed array of beam splitters to simulate Parrondo’s game paradox. ► Design the optical flowchart for implementing Parrondo history-dependent game paradox. ► Design new game with long-term memory on a designed tree lattice and loop lattice. - Abstract: An optical model for a photon propagating through a designed array of beam splitters is developed to give a physical implementation of Parrondo’s game and Parrondo’s history-dependent game. The winner in this optical model is a photon passed the beam splitter. The loser is a photon being reflected by the beam splitter. The optical beam splitter is the coin-tosser. We designed new games with long-term memory by using this optical diagram method. The optical output of the combined game of two losing games could be a win, or a loss, or an oscillation between win and loss. The modern technology to implement this optical model is well developed. A circularly polarized photon is a possible candidate for this physical implementation in laboratory.

  19. Persuasive Game Design : A model and its definitions

    NARCIS (Netherlands)

    Visch, V.T.; Vegt, N.J.H.; Anderiesen, H.; Van der Kooij, K.

    2013-01-01

    The following position paper proposes a general theoretical model for persuasive game design. This model combines existing theories on persuasive technology, serious gaming, and gamification. The model is based on user experience, gamification design, and transfer effects.

  20. Model for Educational Game Using Natural User Interface

    Directory of Open Access Journals (Sweden)

    Azrulhizam Shapi’i

    2016-01-01

    Full Text Available Natural User Interface (NUI is a new approach that has become increasingly popular in Human-Computer Interaction (HCI. The use of this technology is widely used in almost all sectors, including the field of education. In recent years, there are a lot of educational games using NUI technology in the market such as Kinect game. Kinect is a sensor that can recognize body movements, postures, and voices in three dimensions. It enables users to control and interact with game without the need of using game controller. However, the contents of most existing Kinect games do not follow the standard curriculum in classroom, thus making it do not fully achieve the learning objectives. Hence, this research proposes a design model as a guideline in designing educational game using NUI. A prototype has been developed as one of the objectives in this study. The prototype is based on proposed model to ensure and assess the effectiveness of the model. The outcomes of this study conclude that the proposed model contributed to the design method for the development of the educational game using NUI. Furthermore, evaluation results of the prototype show a good response from participant and in line with the standard curriculum.

  1. The effectiveness and efficiency of model driven game design

    NARCIS (Netherlands)

    Dormans, Joris

    2012-01-01

    In order for techniques from Model Driven Engineering to be accepted at large by the game industry, it is critical that the effectiveness and efficiency of these techniques are proven for game development. There is no lack of game design models, but there is no model that has surfaced as an industry

  2. Modelling the costs of natural hazards in games

    Science.gov (United States)

    Bostenaru-Dan, M.

    2012-04-01

    We will present the application of (socio-)economic models coming from games theory to urban planning and to large scale architectural tasks, the most frequent one presented being that of the church. The importance of games will be seen as a continuation of the role played by toys for the development of skills of the architects. While toys dealt with the development of 3D viewing and more realistic "building" focusing, for example, on details, games use stylized construction management models with "symbols" for resources, being it in a board game or in a computer supported social environment. 22 October 1997 to 31 May 1998 the Canadian Centre of Architecture hosted the exhibition "Toy Town". Apart of architecture toys, a field where principles of city building apply are architecture games. City building games are a subgenre of construction and management games, the best know of each is SimCity. In its initial version of 1989 SimCity included disaster scenarios including the 1906 San Francisco earthquake, but also flooding, fire etc. During the further development only the fire remained as well implemented as the initial scenarios. It was a way to look at the role of disasters in urban planning, not only as way for a new begin, but also as mitigation and earthquake management. It is to be noted that disasters represented in SimCity 2000 are converted to such which develop in surface, such as fire and flood. Earthquake damage which occures at random buildings is not modelled. Also, the fight against the consequences of the disaster, fire and flood are done in a realtime first hand action game, not as construction management game. However, there are costs associated to mitigating the disaster, such as the costs for fire fighters. Today such city building games evolved to 3D applications, the semantic enrichment of which involves the economic model. The digital 3D model will be compared with the "hard copy" 3D model which architecture toys represent. Models for Sim

  3. High-precision calculation of loosely bound states of LiPs+ and NaPs+

    International Nuclear Information System (INIS)

    Yamashita, Takuma; Kino, Yasushi

    2015-01-01

    A positronic alkali atom would be the first step to investigate behavior of a positronium(Ps) in an external field from atoms/molecules because the system can be regarded as a simple three-body system using model potentials reflecting electron orbitals of the ion core. In order to precisely determine binding energies and structures of positronic alkali atoms (LiPs + and NaPs + ), we improve the model potential so as to reproduce highly excited atomic energy levels of alkali atoms (Li and Na). The polarization potential included by the model potential is expanded in terms of Gaussian functions to finely determine a short range part of the potential which has been assumed to be a simple form. We find better reproducibility not only of atomic levels of the alkali atoms but also of the dipole polarizability of the core ion than previous works. We construct a model potential between a positron and an ion core based on the model potential between the valence electron and ion core. Binding energies associated with a dissociation of the alkali ion core and positronium, and interparticle distances are recalculated. Our results show slightly deeper bound than other previous studies. (paper)

  4. Autogenerator-based modelling framework for development of strategic games simulations: rational pigs game extended.

    Science.gov (United States)

    Fabac, Robert; Radošević, Danijel; Magdalenić, Ivan

    2014-01-01

    When considering strategic games from the conceptual perspective that focuses on the questions of participants' decision-making rationality, the very issues of modelling and simulation are rarely discussed. The well-known Rational Pigs matrix game has been relatively intensively analyzed in terms of reassessment of the logic of two players involved in asymmetric situations as gluttons that differ significantly by their attributes. This paper presents a successful attempt of using autogenerator for creating the framework of the game, including the predefined scenarios and corresponding payoffs. Autogenerator offers flexibility concerning the specification of game parameters, which consist of variations in the number of simultaneous players and their features and game objects and their attributes as well as some general game characteristics. In the proposed approach the model of autogenerator was upgraded so as to enable program specification updates. For the purpose of treatment of more complex strategic scenarios, we created the Rational Pigs Game Extended (RPGE), in which the introduction of a third glutton entails significant structural changes. In addition, due to the existence of particular attributes of the new player, "the tramp," one equilibrium point from the original game is destabilized which has an influence on the decision-making of rational players.

  5. Identification of a effective cooperation model in the game positioning in a volleyball game

    Directory of Open Access Journals (Sweden)

    Leszek Mazur

    2017-06-01

    Full Text Available Purpose: The paper is aimed at identification of a model which shows the effective cooperation in the game positioning (exactly in receiving-passing the ball in a volleyball game. Design/methodology/approach: The original research method is used in this thesis which is called pragmatic unique case study. The research is aimed at observation USA team playing volleyball during The Olympic Games in Rio de Janeiro 2016.  Findings: There is a cooperation model in receiving and passing the ball among USA volleyball team players found, based on the observation. There are also other cooperation models used by teams.                     Research and practical limitations/implications: Based in the research I can tell that there are different models of cooperation in the game positioning in volleyball. The teams which are the most effective use different models of cooperation while playing.                     Originality/value: The paper is original and leads to think about the identification of the process of cooperation in team games. More research in this field is recommended.

  6. Player behavioural modelling for video games

    NARCIS (Netherlands)

    van Lankveld, G.; Spronck, P.H.M.; Bakkes, S.C.J.

    2012-01-01

    Player behavioural modelling has grown from a means to improve the playing strength of computer programs that play classic games (e.g., chess), to a means for impacting the player experience and satisfaction in video games, as well as in cross-domain applications such as interactive storytelling. In

  7. A review of game-theoretic models of road user behaviour.

    Science.gov (United States)

    Elvik, Rune

    2014-01-01

    This paper reviews game-theoretic models that have been developed to explain road user behaviour in situations where road users interact with each other. The paper includes the following game-theoretic models: 1.A general model of the interaction between road users and their possible reaction to measures improving safety (behavioural adaptation).2.Choice of vehicle size as a Prisoners’ dilemma game.3.Speed choice as a co-ordination game.4.Speed compliance as a game between drivers and the police.5.Merging into traffic from an acceleration lane as a mixed-strategy game.6.Choice of level of attention in following situations as an evolutionary game.7.Choice of departure time to avoid congestion as variant of a Prisoners’ dilemma game.8.Interaction between cyclists crossing the road and car drivers.9.Dipping headlights at night well ahead of the point when glare becomes noticeable.10.Choice of evasive action in a situation when cars are on collision course. The models reviewed are different in many respects, but a common feature of the models is that they can explain how informal norms of behaviour can develop among road users and be sustained even if these informal norms violate the formal regulations of the traffic code. Game-theoretic models are not applicable to every conceivable interaction between road users or to situations in which road users choose behaviour without interacting with other road users. Nevertheless, it is likely that game-theoretic models can be applied more widely than they have been until now. Copyright © 2013 Elsevier Ltd. All rights reserved.

  8. A forecasting model of gaming revenues in Clark County, Nevada

    International Nuclear Information System (INIS)

    Edwards, B.; Bando, A.; Basset, G.; Rosen, A.; Meenan, C.; Carlson, J.

    1992-01-01

    This paper describes the Western Area Gaming and Economic Response Simulator (WAGERS), a forecasting model that emphasizes the role of the gaming industry in Clark County, Nevada. It is designed to generate forecasts of gaming revenues in Clark County, whose regional economy is dominated by the gaming industry, and identify the exogenous variables that affect gaming revenues. This model will provide baseline forecasts of Clark County gaming revenues in order to assess changes in gaming related economic activity resulting from future events like the siting of a permanent high-level radioactive waste repository at Yucca Mountain

  9. A forecasting model of gaming revenues in Clark County, Nevada

    Energy Technology Data Exchange (ETDEWEB)

    Edwards, B.; Bando, A.; Bassett, G.; Rosen, A. [Argonne National Lab., IL (United States); Carlson, J.; Meenan, C. [Science Applications International Corp., Las Vegas, NV (United States)

    1992-04-01

    This paper describes the Western Area Gaming and Economic Response Simulator (WAGERS), a forecasting model that emphasizes the role of the gaming industry in Clark County, Nevada. It is designed to generate forecasts of gaming revenues in Clark County, whose regional economy is dominated by the gaming industry, an identify the exogenous variables that affect gaming revenues. This model will provide baseline forecasts of Clark County gaming revenues in order to assess changes in gaming related economic activity resulting from future events like the siting of a permanent high-level radioactive waste repository at Yucca Mountain.

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

    DEFF Research Database (Denmark)

    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...

  11. Prediction of stock markets by the evolutionary mix-game model

    Science.gov (United States)

    Chen, Fang; Gou, Chengling; Guo, Xiaoqian; Gao, Jieping

    2008-06-01

    This paper presents the efforts of using the evolutionary mix-game model, which is a modified form of the agent-based mix-game model, to predict financial time series. Here, we have carried out three methods to improve the original mix-game model by adding the abilities of strategy evolution to agents, and then applying the new model referred to as the evolutionary mix-game model to forecast the Shanghai Stock Exchange Composite Index. The results show that these modifications can improve the accuracy of prediction greatly when proper parameters are chosen.

  12. The Sensitivity of State Differential Game Vessel Traffic Model

    Directory of Open Access Journals (Sweden)

    Lisowski Józef

    2016-04-01

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

  13. Analisis Model Penelusuran Backward Chaining dalam Mendeteksi Tingkat Kecanduan Game pada Anak

    Directory of Open Access Journals (Sweden)

    Anastasya Latubessy

    2017-10-01

    Full Text Available Game addiction rate can be detected by applying expert system. This study developed a model of game addiction analysis using backward chaining. This model uses six types of game addiction behavior, among others, salience, euphoria, conflict, tolerance, withdrawal, relapse and reinstatement. Someone is said to be addicted to the game if it meets at least three types of game addiction behavior. Testing the validity of the model is done by testing the closeness of the agreement between the model analysis and expert analysis, resulting in a value of 0.78 which means having a strong agreement. Tingkat kecanduan game dapat dideteksi dengan mengaplikasikan sistem pakar. Penelitian ini mengembangkan model analisis tingkat kecanduan game menggunakan backward chaining. Model ini menggunakan enam jenis perilaku kecanduan game antara lain, salience, euphoria, conflict, tolerance, withdrawal, relapse dan reinstatement. Seseorang dikatakan kecanduan game jika memenuhi paling sedikit tiga jenis perilaku kecanduan game. Pengujian validitas model dilakukan dengan menguji keeratan kesepakatan antara analisis model dan analisis pakar, menghasilkan nilai 0,78 yang berarti memiliki keeratan kesepakatan kuat.

  14. Motivation Monitoring and Assessment Extension for Input-Process-Outcome Game Model

    Science.gov (United States)

    Ghergulescu, Ioana; Muntean, Cristina Hava

    2014-01-01

    This article proposes a Motivation Assessment-oriented Input-Process-Outcome Game Model (MotIPO), which extends the Input-Process-Outcome game model with game-centred and player-centred motivation assessments performed right from the beginning of the game-play. A feasibility case-study involving 67 participants playing an educational game and…

  15. Theoretical considerations regarding the existence of PsO and PsS+

    International Nuclear Information System (INIS)

    Farazdel, A.; Cade, P.E.

    1977-01-01

    It has been proposed from experimental studies and in analogy with hydrogen compounds that PsO may be an entity of some importance, or an intermediate, in the reaction of positronium, Ps, with aqueous oxyacid species such as H 2 PO 4 - , HSO 4 - , ClO 4 - , and NO 3 - . This communication explores the stability of PsO and PsS, or [O - :e + ] and [S - :e + ], respectively, relative to dissociation into Ps and O( 3 P) or S( 3 P) on the basis of restricted Hartree-Fock calculations for the PsO and PsS systems and certain correlation correction arguments. A reasonable lower estimate of the dissociation energy to Y+Ps of >-0.47 eV for PsO and >0.70 eV for PsS is obtained. It is suggested that a modest correlation correction to the positron affinity (PA) of O - would very probably lead to a bound state system for PsO. (Auth.)

  16. A forecasting model of gaming revenues in Clark County, Nevada

    International Nuclear Information System (INIS)

    Edwards, B.; Bando, A.; Bassett, G.; Rosen, A.; Carlson, J.; Meenan, C.

    1992-01-01

    This paper describes the Western Area Gaining and Economic Response Simulator (WAGERS), a forecasting model that emphasizes the role of the gaming industry in Clark County, Nevada. It is designed to generate forecasts of gaming revenues in Clark County, whose regional economy is dominated by the gaming industry, an identify the exogenous variables that affect gaming revenues. This model will provide baseline forecasts of Clark County gaming revenues in order to assess changes in gaming related economic activity resulting from future events like the siting of a permanent high-level radioactive waste repository at Yucca Mountain

  17. Perceived game realism: a test of three alternative models.

    Science.gov (United States)

    Ribbens, Wannes

    2013-01-01

    Perceived realism is considered a key concept in explaining the mental processing of media messages and the societal impact of media. Despite its importance, little is known about its conceptualization and dimensional structure, especially with regard to digital games. The aim of this study was to test a six-factor model of perceived game realism comprised of simulational realism, freedom of choice, perceptual pervasiveness, social realism, authenticity, and character involvement and to assess it against an alternative single- and five-factor model. Data were collected from 380 male digital game users who judged the realism of the first-person shooter Half-Life 2 based upon their previous experience with the game. Confirmatory factor analysis was applied to investigate which model fits the data best. The results support the six-factor model over the single- and five-factor solutions. The study contributes to our knowledge of perceived game realism by further developing its conceptualization and measurement.

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

    OpenAIRE

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

    2012-01-01

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

  19. Designer Modeling for Personalized Game Content Creation Tools

    DEFF Research Database (Denmark)

    Liapis, Antonios; Yannakakis, Georgios N.; Togelius, Julian

    2013-01-01

    preferences, goals and processes from their interaction with a computer-aided design tool, and suggests methods and domains within game development where such a model can be applied. We describe how designer modeling could be integrated with current work on automated and mixed-initiative content creation......With the growing use of automated content creation and computer-aided design tools in game development, there is potential for enhancing the design process through personalized interactions between the software and the game developer. This paper proposes designer modeling for capturing the designer’s......, and envision future directions which focus on personalizing the processes to a designer’s particular wishes....

  20. Feature Analysis for Modeling Game Content Quality

    DEFF Research Database (Denmark)

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

    2011-01-01

    ’ preferences, and by defining the smallest game session size for which the model can still predict reported emotion with acceptable accuracy. Neuroevolutionary preference learning is used to approximate the function from game content to reported emotional preferences. The experiments are based on a modified...

  1. Business Models for Successfully Maintaining Games for Health.

    Science.gov (United States)

    Baranowski, Moderator Tom; Isaac, Participants Fikry; Ashford, Chris; Goldman, Ron; Lenihan, David J; Poole, Brent; Buday, Richard; van Rijswijk, Jurriaan

    2013-04-01

    Videogames for health provide innovative, exciting, and possibly highly effective new media for helping players change their behaviors or otherwise benefit their health. Getting the right videogames into the hands of players who can benefit most in a way that pays for the continued innovation and creation of such games is a current challenge. Entertainment videogame companies, which create games primarily to enhance players' enjoyment, have used the general business marketplace (e.g., online stores, walk-in stores, app stores) to deliver their products directly to consumers and earn enough capital to invest in making new products. No one believes, however, that enough kids or adults would use the general business marketplace to purchase games for health in sufficient volume to provide the down payment for the innovation and creation of new games for health. A successful business model is critical to the financial future of games for health. We asked members of our Editorial Board who are in health-related companies (Fikry Isaac, MD, MPH), in several game development companies (Chris Ashford, Ron Goldman, David J. Lenihan, Brent Poole, and Richard Buday, FAIA), and the head of the Games for Health Europe Foundation (Jurriaan van Rijswijk, MSc) to address questions in a roundtable about the current and possible future business models for games for health.

  2. Complexity of repeated game model in electric power triopoly

    International Nuclear Information System (INIS)

    Ma Junhai; Ji Weizhuo

    2009-01-01

    According to the repeated game model in electric power duopoly, a triopoly outputs game model is presented. On the basis of some hypotheses, the dynamic characters are demonstrated with theoretical analysis and numerical simulations. The results show that the triopoly model is a chaotic system and it is better than the duopoly model in applications.

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

    OpenAIRE

    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...

  4. Keeping up with video game technology: objective analysis of Xbox Kinect™ and PlayStation 3 Move™ for use in burn rehabilitation.

    Science.gov (United States)

    Parry, Ingrid; Carbullido, Clarissa; Kawada, Jason; Bagley, Anita; Sen, Soman; Greenhalgh, David; Palmieri, Tina

    2014-08-01

    Commercially available interactive video games are commonly used in rehabilitation to aide in physical recovery from a variety of conditions and injuries, including burns. Most video games were not originally designed for rehabilitation purposes and although some games have shown therapeutic potential in burn rehabilitation, the physical demands of more recently released video games, such as Microsoft Xbox Kinect™ (Kinect) and Sony PlayStation 3 Move™ (PS Move), have not been objectively evaluated. Video game technology is constantly evolving and demonstrating different immersive qualities and interactive demands that may or may not have therapeutic potential for patients recovering from burns. This study analyzed the upper extremity motion demands of Kinect and PS Move using three-dimensional motion analysis to determine their applicability in burn rehabilitation. Thirty normal children played each video game while real-time movement of their upper extremities was measured to determine maximal excursion and amount of elevation time. Maximal shoulder flexion, shoulder abduction and elbow flexion range of motion were significantly greater while playing Kinect than the PS Move (p≤0.01). Elevation time of the arms above 120° was also significantly longer with Kinect (p<0.05). The physical demands for shoulder and elbow range of motion while playing the Kinect, and to a lesser extent PS Move, are comparable to functional motion needed for daily tasks such as eating with a utensil and hair combing. Therefore, these more recently released commercially available video games show therapeutic potential in burn rehabilitation. Objectively quantifying the physical demands of video games commonly used in rehabilitation aides clinicians in the integration of them into practice and lays the framework for further research on their efficacy. Copyright © 2013 Elsevier Ltd and ISBI. All rights reserved.

  5. Modeling the Smartphone Game to Improve Players Focus Case Study of Game Dumb Ways to Die

    Directory of Open Access Journals (Sweden)

    Elisa Purnamasari

    2014-10-01

    There are a need to find some characteristics of a game which has positive effects for the players. Those characteristics can be formulated as the example of a good game. This paper will analyze the opinion and produce the conclusion from a survey of playing "Dumb Ways to Die to generate a positive game model.

  6. Modeling of drug-mediated CYP3A4 induction by using human iPS cell-derived enterocyte-like cells

    International Nuclear Information System (INIS)

    Negoro, Ryosuke; Takayama, Kazuo; Nagamoto, Yasuhito; Sakurai, Fuminori; Tachibana, Masashi; Mizuguchi, Hiroyuki

    2016-01-01

    Many drugs have potential to induce the expression of drug-metabolizing enzymes, particularly cytochrome P450 3A4 (CYP3A4), in small intestinal enterocytes. Therefore, a model that can accurately evaluate drug-mediated CYP3A4 induction is urgently needed. In this study, we overlaid Matrigel on the human induced pluripotent stem cells-derived enterocyte-like cells (hiPS-ELCs) to generate the mature hiPS-ELCs that could be applied to drug-mediated CYP3A4 induction test. By overlaying Matrigel in the maturation process of enterocyte-like cells, the gene expression levels of intestinal markers (VILLIN, sucrase-isomaltase, intestine-specific homeobox, caudal type homeobox 2, and intestinal fatty acid-binding protein) were enhanced suggesting that the enterocyte-like cells were maturated by Matrigel overlay. The percentage of VILLIN-positive cells in the hiPS-ELCs found to be approximately 55.6%. To examine the CYP3A4 induction potential, the hiPS-ELCs were treated with various drugs. Treatment with dexamethasone, phenobarbital, rifampicin, or 1α,25-dihydroxyvitamin D3 resulted in 5.8-fold, 13.4-fold, 9.8-fold, or 95.0-fold induction of CYP3A4 expression relative to that in the untreated controls, respectively. These results suggest that our hiPS-ELCs would be a useful model for CYP3A4 induction test. - Highlights: • The hiPS-ELCs were matured by Matrigel overlay. • The hiPS-ELCs expressed intestinal nuclear receptors, such as PXR, GR and VDR. • The hiPS-ELC is a useful model for the drug-mediated CYP3A4 induction test.

  7. Modeling of drug-mediated CYP3A4 induction by using human iPS cell-derived enterocyte-like cells

    Energy Technology Data Exchange (ETDEWEB)

    Negoro, Ryosuke [Laboratory of Biochemistry and Molecular Biology, Graduate School of Pharmaceutical Sciences, Osaka University, Osaka 565-0871 (Japan); Takayama, Kazuo [Laboratory of Biochemistry and Molecular Biology, Graduate School of Pharmaceutical Sciences, Osaka University, Osaka 565-0871 (Japan); The Keihanshin Consortium for Fostering the Next Generation of Global Leaders in Research (K-CONNEX), Kyoto University, Kyoto 606-8302 (Japan); Laboratory of Hepatocyte Regulation, National Institute of Biomedical Innovation, Health and Nutrition, Osaka 567-0085 (Japan); Nagamoto, Yasuhito [Laboratory of Biochemistry and Molecular Biology, Graduate School of Pharmaceutical Sciences, Osaka University, Osaka 565-0871 (Japan); Laboratory of Hepatocyte Regulation, National Institute of Biomedical Innovation, Health and Nutrition, Osaka 567-0085 (Japan); Sakurai, Fuminori [Laboratory of Biochemistry and Molecular Biology, Graduate School of Pharmaceutical Sciences, Osaka University, Osaka 565-0871 (Japan); Laboratory of Regulatory Sciences for Oligonucleotide Therapeutics, Clinical Drug Development Project, Graduate School of Pharmaceutical Sciences, Osaka University Osaka 565-0871 (Japan); Tachibana, Masashi [Laboratory of Biochemistry and Molecular Biology, Graduate School of Pharmaceutical Sciences, Osaka University, Osaka 565-0871 (Japan); Mizuguchi, Hiroyuki, E-mail: mizuguch@phs.osaka-u.ac.jp [Laboratory of Biochemistry and Molecular Biology, Graduate School of Pharmaceutical Sciences, Osaka University, Osaka 565-0871 (Japan); Laboratory of Hepatocyte Regulation, National Institute of Biomedical Innovation, Health and Nutrition, Osaka 567-0085 (Japan); Global Center for Medical Engineering and Informatics, Osaka University, Osaka 565-0871 (Japan)

    2016-04-15

    Many drugs have potential to induce the expression of drug-metabolizing enzymes, particularly cytochrome P450 3A4 (CYP3A4), in small intestinal enterocytes. Therefore, a model that can accurately evaluate drug-mediated CYP3A4 induction is urgently needed. In this study, we overlaid Matrigel on the human induced pluripotent stem cells-derived enterocyte-like cells (hiPS-ELCs) to generate the mature hiPS-ELCs that could be applied to drug-mediated CYP3A4 induction test. By overlaying Matrigel in the maturation process of enterocyte-like cells, the gene expression levels of intestinal markers (VILLIN, sucrase-isomaltase, intestine-specific homeobox, caudal type homeobox 2, and intestinal fatty acid-binding protein) were enhanced suggesting that the enterocyte-like cells were maturated by Matrigel overlay. The percentage of VILLIN-positive cells in the hiPS-ELCs found to be approximately 55.6%. To examine the CYP3A4 induction potential, the hiPS-ELCs were treated with various drugs. Treatment with dexamethasone, phenobarbital, rifampicin, or 1α,25-dihydroxyvitamin D3 resulted in 5.8-fold, 13.4-fold, 9.8-fold, or 95.0-fold induction of CYP3A4 expression relative to that in the untreated controls, respectively. These results suggest that our hiPS-ELCs would be a useful model for CYP3A4 induction test. - Highlights: • The hiPS-ELCs were matured by Matrigel overlay. • The hiPS-ELCs expressed intestinal nuclear receptors, such as PXR, GR and VDR. • The hiPS-ELC is a useful model for the drug-mediated CYP3A4 induction test.

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

    African Journals Online (AJOL)

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

  9. Route Choice Model Based on Game Theory for Commuters

    Directory of Open Access Journals (Sweden)

    Licai Yang

    2016-06-01

    Full Text Available The traffic behaviours of commuters may cause traffic congestion during peak hours. Advanced Traffic Information System can provide dynamic information to travellers. Due to the lack of timeliness and comprehensiveness, the provided information cannot satisfy the travellers’ needs. Since the assumptions of traditional route choice model based on Expected Utility Theory conflict with the actual situation, a route choice model based on Game Theory is proposed to provide reliable route choice to commuters in actual situation in this paper. The proposed model treats the alternative routes as game players and utilizes the precision of predicted information and familiarity of traffic condition to build a game. The optimal route can be generated considering Nash Equilibrium by solving the route choice game. Simulations and experimental analysis show that the proposed model can describe the commuters’ routine route choice decisionexactly and the provided route is reliable.

  10. Quantitative Models of Imperfect Deception in Network Security using Signaling Games with Evidence

    OpenAIRE

    Pawlick, Jeffrey; Zhu, Quanyan

    2017-01-01

    Deception plays a critical role in many interactions in communication and network security. Game-theoretic models called "cheap talk signaling games" capture the dynamic and information asymmetric nature of deceptive interactions. But signaling games inherently model undetectable deception. In this paper, we investigate a model of signaling games in which the receiver can detect deception with some probability. This model nests traditional signaling games and complete information Stackelberg ...

  11. The Simulation of Financial Markets by Agent-Based Mix-Game Models

    OpenAIRE

    Chengling Gou

    2006-01-01

    This paper studies the simulation of financial markets using an agent-based mix-game model which is a variant of the minority game (MG). It specifies the spectra of parameters of mix-game models that fit financial markets by investigating the dynamic behaviors of mix-game models under a wide range of parameters. The main findings are (a) in order to approach efficiency, agents in a real financial market must be heterogeneous, boundedly rational and subject to asymmetric information; (b) an ac...

  12. Dynamic behaviours of mix-game model and its application

    Institute of Scientific and Technical Information of China (English)

    Gou Cheng-Ling

    2006-01-01

    In this paper a minority game (MG) is modified by adding into it some agents who play a majority game. Such a game is referred to as a mix-game. The highlight of this model is that the two groups of agents in the mix-game have different bounded abilities to deal with historical information and to count their own performance. Through simulations,it is found that the local volatilities change a lot by adding some agents who play the majority game into the MG,and the change of local volatilities greatly depends on different combinations of historical memories of the two groups.Furthermore, the analyses of the underlying mechanisms for this finding are made. The applications of mix-game mode are also given as an example.

  13. Modelling human emotions for tactical decision-making games

    NARCIS (Netherlands)

    Visschedijk, G.C.; Lazonder, A.W.; Hulst, A.H. van der; Vink, N.; Leemkuil, H.

    2013-01-01

    The training of tactical decision making increasingly occurs through serious computer games. A challenging aspect of designing such games is the modelling of human emotions. Two studieswere performed to investigate the relation between fidelity and human emotion recognition in virtual human

  14. Exploiting Textured 3D Models for Developing Serious Games

    Directory of Open Access Journals (Sweden)

    G. Kontogianni

    2015-08-01

    Full Text Available Digital technologies have affected significantly many fields of computer graphics such as Games and especially the field of the Serious Games. These games are usually used for educational proposes in many fields such as Health Care, Military applications, Education, Government etc. Especially Digital Cultural Heritage is a scientific area that Serious Games are applied and lately many applications appear in the related literature. Realistic 3D textured models which have been produced using different photogrammetric methods could be a useful tool for the creation of Serious Game applications in order to make the final result more realistic and close to the reality. The basic goal of this paper is how 3D textured models which are produced by photogrammetric methods can be useful for developing a more realistic environment of a Serious Game. The application of this project aims at the creation of an educational game for the Ancient Agora of Athens. The 3D models used vary not only as far as their production methods (i.e. Time of Flight laser scanner, Structure from Motion, Virtual historical reconstruction etc. is concerned, but also as far as their era as some of them illustrated according to their existing situation and some others according to how these monuments looked like in the past. The Unity 3D® game developing environment was used for creating this application, in which all these models were inserted in the same file format. For the application two diachronic virtual tours of the Athenian Agora were produced. The first one illustrates the Agora as it is today and the second one at the 2nd century A.D. Finally the future perspective for the evolution of this game is presented which includes the addition of some questions that the user will be able to answer. Finally an evaluation is scheduled to be performed at the end of the project.

  15. Exploiting Textured 3D Models for Developing Serious Games

    Science.gov (United States)

    Kontogianni, G.; Georgopoulos, A.

    2015-08-01

    Digital technologies have affected significantly many fields of computer graphics such as Games and especially the field of the Serious Games. These games are usually used for educational proposes in many fields such as Health Care, Military applications, Education, Government etc. Especially Digital Cultural Heritage is a scientific area that Serious Games are applied and lately many applications appear in the related literature. Realistic 3D textured models which have been produced using different photogrammetric methods could be a useful tool for the creation of Serious Game applications in order to make the final result more realistic and close to the reality. The basic goal of this paper is how 3D textured models which are produced by photogrammetric methods can be useful for developing a more realistic environment of a Serious Game. The application of this project aims at the creation of an educational game for the Ancient Agora of Athens. The 3D models used vary not only as far as their production methods (i.e. Time of Flight laser scanner, Structure from Motion, Virtual historical reconstruction etc.) is concerned, but also as far as their era as some of them illustrated according to their existing situation and some others according to how these monuments looked like in the past. The Unity 3D® game developing environment was used for creating this application, in which all these models were inserted in the same file format. For the application two diachronic virtual tours of the Athenian Agora were produced. The first one illustrates the Agora as it is today and the second one at the 2nd century A.D. Finally the future perspective for the evolution of this game is presented which includes the addition of some questions that the user will be able to answer. Finally an evaluation is scheduled to be performed at the end of the project.

  16. A SURVEY OF STACKELBERG DIFFERENTIAL GAME MODELS IN SUPPLY AND MARKETING CHANNELS

    Institute of Scientific and Technical Information of China (English)

    Xiuli HE; Ashutosh PRASAD; Suresh P. SETHI; Genaro J. GUTIERREZ

    2007-01-01

    Stackelberg differential game models have been used to study sequential decision making in noncooperative games in diverse fields. In this paper, we survey recent applications of Stackelberg differential game models to the supply chain management and marketing channels literatures. A common feature of these applications is the specification of the game structure: a decentralized channel composed of a manufacturer and independent retailers, and a sequential decision procedure with demand and supply dynamics and coordination issues. In supply chain management, Stackelberg differential games have been used to investigate inventory issues, wholesale and retail pricing strategies, and outsourcing in dynamic environments. The underlying demand typically has growth dynamics or seasonal variation. In marketing, Stackelberg differential games have been used to model cooperative advertising programs, store brand and national brand advertising strategies, shelf space allocation, and pricing and advertising decisions. The demand dynamics are usually extensions of the classical advertising capital models or sales-advertising response models. We begin by explaining the Stackelberg differential game solution methodology and then provide a description of the models and results reported in the literature.

  17. Game dynamic model for yeast development.

    Science.gov (United States)

    Huang, Yuanyuan; Wu, Zhijun

    2012-07-01

    Game theoretic models, along with replicator equations, have been applied successfully to the study of evolution of populations of competing species, including the growth of a population, the reaching of the population to an equilibrium state, and the evolutionary stability of the state. In this paper, we analyze a game model proposed by Gore et al. (Nature 456:253-256, 2009) in their recent study on the co-development of two mixed yeast strains. We examine the mathematical properties of this model with varying experimental parameters. We simulate the growths of the yeast strains and compare them with the experimental results. We also compute and analyze the equilibrium state of the system and prove that it is asymptotically and evolutionarily stable.

  18. Modelling human emotions for tactical decision-making games

    NARCIS (Netherlands)

    Visschedijk, G.; Lazonder, Adrianus W.; van der Hulst, A.; Vink, N.; Leemkuil, Hendrik H.

    2013-01-01

    The training of tactical decision making increasingly occurs through serious computer games. A challenging aspect of designing such games is the modelling of human emotions. Two studies were performed to investigate the relation between fidelity and human emotion recognition in virtual human

  19. Asymmetric PS-block-(PS-co-PB)-block-PS block copolymers: morphology formation and deformation behaviour

    International Nuclear Information System (INIS)

    Adhikari, Rameshwar; Huy, Trinh An; Buschnakowski, Matthias; Michler, Goerg H; Knoll, Konrad

    2004-01-01

    Morphology formation and deformation behaviour of asymmetric styrene/butadiene triblock copolymers (total polystyrene (PS) content ∼70%) consisting of PS outer blocks held apart by a styrene-co-butadiene random copolymer block (PS-co-PB) each were investigated. The techniques used were differential scanning calorimetry, transmission electron microscopy, uniaxial tensile testing and Fourier-transform infrared spectroscopy. A significant shift of the phase behaviour relative to that of a neat symmetric triblock copolymer was observed, which can be attributed to the asymmetric architecture and the presence of PS-co-PB as a soft block. The mechanical properties and the microdeformation phenomena were mainly controlled by the nature of their solid-state morphology. Independent of morphology type, the soft phase was found to deform to a significantly higher degree of orientation when compared with the hard phase

  20. A game-theoretical model of private power production

    International Nuclear Information System (INIS)

    Xing, W.; Wu, F.F.

    2001-01-01

    Private power production has sprung up all over the world. The build-operate-transfer (BOT) arrangement has emerged as one of the most important options for private power production, especially in developing countries with rapidly growing demand and financial shortages. Based on oligopoly theory, the paper proposes a Stackelberg game model between a BOT investor and an electric utility whereby they can negotiate a long-term energy contract. Asymmetric pricing schemes are taken into account such that a host utility purchases electricity from a BOT company at its ''avoided cost'', and sells its electricity to end users at its ''average cost''. Our Stackelberg game model is transferred into a two-level optimization problem, and then solved by an iterative algorithm. The game model is demonstrated by an illustrative example. (author)

  1. Analyzing Interaction Patterns to Verify a Simulation/Game Model

    Science.gov (United States)

    Myers, Rodney Dean

    2012-01-01

    In order for simulations and games to be effective for learning, instructional designers must verify that the underlying computational models being used have an appropriate degree of fidelity to the conceptual models of their real-world counterparts. A simulation/game that provides incorrect feedback is likely to promote misunderstanding and…

  2. Kidnapping model: an extension of Selten's game.

    Science.gov (United States)

    Iqbal, Azhar; Masson, Virginie; Abbott, Derek

    2017-12-01

    Selten's game is a kidnapping model where the probability of capturing the kidnapper is independent of whether the hostage has been released or executed. Most often, in view of the elevated sensitivities involved, authorities put greater effort and resources into capturing the kidnapper if the hostage has been executed, in contrast with the case when a ransom is paid to secure the hostage's release. In this paper, we study the asymmetric game when the probability of capturing the kidnapper depends on whether the hostage has been executed or not and find a new uniquely determined perfect equilibrium point in Selten's game.

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

    Directory of Open Access Journals (Sweden)

    Paula Bleckmann

    2015-07-01

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

  4. Illustrating a Model-Game-Model Paradigm for Using Human Wargames in Analysis

    Science.gov (United States)

    2017-02-01

    example, a risk -taking model with glorious objectives may give little weight to worst-case possibilities; a risk - averse model concerned primarily with... framing than with details. How can an analytic process that includes gaming contribute? Figure 1 uses the metaphor of learning a game such as chess when...strategies. We might then do some analysis and report tentative conclusions, including suggestions on how to frame mental models, but we would also want

  5. Modeling intelligent agent beliefs in a card game scenario

    Science.gov (United States)

    Gołuński, Marcel; Tomanek, Roman; WÄ siewicz, Piotr

    In this paper we explore the problem of intelligent agent beliefs. We model agent beliefs using multimodal logics of belief, KD45(m) system implemented as a directed graph depicting Kripke semantics, precisely. We present a card game engine application which allows multiple agents to connect to a given game session and play the card game. As an example simplified version of popular Saboteur card game is used. Implementation was done in Java language using following libraries and applications: Apache Mina, LWJGL.

  6. A systemic domain model for ambient pervasive persuasive games

    OpenAIRE

    Eglin, Roger; Eyles, Mark; Dansey, Neil

    2008-01-01

    By the development of the system domain model it is hoped that a greater conceptual and theoretical clarity may be brought to understanding the complex and multifaceted nature of pervasive and ambient computer games. This paper presents a conceptual model, the system domain model, to illustrate domain areas that exist in a console, pervasive or ambient game. It is implicit that the regions that the systemic domain model describes are contextually dependent. By developing this model it is poss...

  7. Synthesis of NiPS3 and CoPS and its hydrogen storage capacity

    International Nuclear Information System (INIS)

    Ismail, N.; Madian, M.; El-Meligi, A.A.

    2014-01-01

    Highlights: • Preparation of NiPS 3 and CoPS using solid state reaction. • Characterization of compounds using XRD, TEM, SEM and IR. • Measuring the compounds thermal stability. • Estimation of the hydrogen storage capacity. -- Abstract: Prepared CoPS and NiPS 3 are studied as new materials for hydrogen energy storage. Single phase of CoPS and NiPS 3 were grown separately in evacuated silicatube via solid state reaction at 650 °C with controlled heating rate 1 °C/min. X-ray diffraction patterns confirm the formation of the desired compounds. Both CoPS and NiPS 3 exhibited high thermal stability up to 700 °C and 630 °C, respectively. The morphology of the prepared samples was investigated using scanning electron microscopy and folded sheets appeared in the transmission electron microscopy. The samples were exposed to 20 bar applied hydrogen pressure at 80 K. Both compounds appear to have feasible hydrogen storage capacity. CoPS was capable to adsorb 1.7 wt% while NiPS 3 storage capacity reached 1.2 wt%

  8. An introduction to game-theoretic modelling

    CERN Document Server

    Mesterton-Gibbons, Mike

    2000-01-01

    This is an introduction to game theory and applications with an emphasis on self-discovery from the perspective of a mathematical modeller. The book deals in a unified manner with the central concepts of both classical and evolutionary game theory. The key ideas are illustrated throughout by a wide variety of well-chosen examples of both human and non-human behavior, including car pooling, price fixing, food sharing, sex allocation and competition for territories or oviposition sites. There are numerous exercises with solutions.

  9. Game Theory and its Relationship with Linear Programming Models ...

    African Journals Online (AJOL)

    Game Theory and its Relationship with Linear Programming Models. ... This paper shows that game theory and linear programming problem are closely related subjects since any computing method devised for ... AJOL African Journals Online.

  10. A game-theoretical model of private power production

    Energy Technology Data Exchange (ETDEWEB)

    Xing, W.; Wu, F.F. [University of Hong Kong (China). Dept. of Electrical and Electronic Engineering

    2001-03-01

    Private power production has sprung up all over the world. The build-operate-transfer (BOT) arrangement has emerged as one of the most important options for private power production, especially in developing countries with rapidly growing demand and financial shortages. Based on oligopoly theory, the paper proposes a Stackelberg game model between a BOT investor and an electric utility whereby they can negotiate a long-term energy contract. Asymmetric pricing schemes are taken into account such that a host utility purchases electricity from a BOT company at its ''avoided cost'', and sells its electricity to end users at its ''average cost''. Our Stackelberg game model is transferred into a two-level optimization problem, and then solved by an iterative algorithm. The game model is demonstrated by an illustrative example. (author)

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

    Science.gov (United States)

    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.

  12. The PrPS4 type structure and a filled variant: the compounds TbPS4 and LiEuPS4

    International Nuclear Information System (INIS)

    Joergens, S.; Alili, L.; Mewis, A.

    2005-01-01

    Colourless single crystals of TbPS 4 (a = 10.696(2), c = 19.053(4) Aa) were obtained by reaction of the elements (750 C; 30 h). The compound crystallizes with the PrPS 4 type structure (I4 1 /acd; Z = 16). The structure consists of isolated PS 4 tetrahedra each surrounded by four Tb 3+ cations. Both crystallographically different Tb 3+ cations are coordinated by eight sulfur atoms which are part of four PS 4 tetrahedra. Orange single crystals of LiEuPS 4 (a = 11.498(2), c = 19.882(4) Aa) were prepared by reaction of Eu and P with Li 2 S 4 (700 C; 20 h). The crystal structure corresponds to the PrPS 4 type, in which tubes running along [001] are occupied by Li atoms, which are surrounded by four S atoms in strongly distorted tetrahedra. LiS 4 and PS 4 tetrahedra are connected via common edges into alternating chains. (orig.)

  13. PENGARUH MODEL PEMBELAJARAN TERHADAP PEMAHAMAN KONSEP BERMAIN FIELD GAME SISWA SEKOLAH DASAR

    Directory of Open Access Journals (Sweden)

    Y. Touvan Juni Samodra

    2015-06-01

    Full Text Available Abstrak: Tujuan penelitian adalah untuk mengetahui pengaruh dua model pembelajaran terhadap pemahaman konsep bermain field game. Model pembelajaran dalam penelitian ini adalah direct instructional (DI dan Teaching Game for Undertanding (TGfU Metzler (2000. Desain penelitian adalah eksperimen post tes only. Sampel penelitian 80 siswa sekolah dasar yang terbagi atas dua kelompok eksperimen. Kelompok dengan treatment TGfU dan DI. Penelitian dilaksanakan selama 16 kali pertemuan. Pemahaman konsep bermain diukur dengan game performance assessment instrument (GPAI. Analisis data melalui teknik statistik inferensial (t-tes. Hasil uji t menunjukkan bahwa pemahaman konsep bermain tidak berbeda secara signifikan antara kedua kelompok eksperimen. Hal ini dilihat dari signifikansi hitung Uji t 0.869. Kata Kunci: TGfU, direct instructional, pemahaman konsep bermain field game THE INFLUENCES OF LEARNING MODELS ON UNDERSTANDING OF THE CONCEPT OF PLAYING FIELD GAME OF PRIMARY SCHOOL STUDENTS Abstract: The research was aimed to find influences of two learning models on the basic skills of play and the concept of field game. The learning models in this research included direct instructional (DI and teaching game for understanding (TGfU by Metzler (2000. Research design was exsperiment post test only. Sampel were 80 students elementary school with two groups exsperiment. One group treatment by DI and other with TGfU. The research was carry out in 16 meeting. The understanding of the concept of play was measured with game performance assessment instrument (GPAI. Independent samples T test show that learning model have the same effect on understanding of the concept of game with sig. score 0.8. Keywords: TGfU, direct instructional, understanding of the concepts of play field game

  14. The Simulation of Financial Markets by an Agent-Based Mix-Game Model

    OpenAIRE

    Chengling Gou

    2006-01-01

    This paper studies the simulation of financial markets using an agent-based mix-game model which is a variant of the minority game (MG). It specifies the spectra of parameters of mix-game models that fit financial markets by investigating the dynamic behaviors of mix-game models under a wide range of parameters. The main findings are (a) in order to approach efficiency, agents in a real financial market must be heterogeneous, boundedly rational and subject to asymmetric information; (b) an ac...

  15. An Evolving Asymmetric Game for Modeling Interdictor-Smuggler Problems

    Science.gov (United States)

    2016-06-01

    ASYMMETRIC GAME FOR MODELING INTERDICTOR-SMUGGLER PROBLEMS by Richard J. Allain June 2016 Thesis Advisor: David L. Alderson Second Reader: W...DATES COVERED Master’s thesis 4. TITLE AND SUBTITLE AN EVOLVING ASYMMETRIC GAME FOR MODELING INTERDICTOR- SMUGGLER PROBLEMS 5. FUNDING NUMBERS 6...NAVAL POSTGRADUATE SCHOOL MONTEREY, CALIFORNIA THESIS Approved for public release; distribution is unlimited AN EVOLVING

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

    Directory of Open Access Journals (Sweden)

    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.

  17. Modeling Routinization in Games: An Information Theory Approach

    DEFF Research Database (Denmark)

    Wallner, Simon; Pichlmair, Martin; Hecher, Michael

    2015-01-01

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

  18. Spatial interaction models facility location using game theory

    CERN Document Server

    D'Amato, Egidio; Pardalos, Panos

    2017-01-01

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

  19. Modelling Human Emotions for Tactical Decision-Making Games

    Science.gov (United States)

    Visschedijk, Gillian C.; Lazonder, Ard W.; van der Hulst, Anja; Vink, Nathalie; Leemkuil, Henny

    2013-01-01

    The training of tactical decision making increasingly occurs through serious computer games. A challenging aspect of designing such games is the modelling of human emotions. Two studies were performed to investigate the relation between fidelity and human emotion recognition in virtual human characters. Study 1 compared five versions of a virtual…

  20. Game Based Learning (GBL) adoption model for universities: cesim ...

    African Journals Online (AJOL)

    Game Based Learning (GBL) adoption model for universities: cesim simulation. ... The global market has escalated the need of Game Based Learning (GBL) to offer a wide range of courses since there is a ... AJOL African Journals Online.

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

    Directory of Open Access Journals (Sweden)

    Aiko Sato

    2016-01-01

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

  2. Modelling human problem solving with data from an online game.

    Science.gov (United States)

    Rach, Tim; Kirsch, Alexandra

    2016-11-01

    Since the beginning of cognitive science, researchers have tried to understand human strategies in order to develop efficient and adequate computational methods. In the domain of problem solving, the travelling salesperson problem has been used for the investigation and modelling of human solutions. We propose to extend this effort with an online game, in which instances of the travelling salesperson problem have to be solved in the context of a game experience. We report on our effort to design and run such a game, present the data contained in the resulting openly available data set and provide an outlook on the use of games in general for cognitive science research. In addition, we present three geometrical models mapping the starting point preferences in the problems presented in the game as the result of an evaluation of the data set.

  3. [Testing a Model to Predict Problem Gambling in Speculative Game Users].

    Science.gov (United States)

    Park, Hyangjin; Kim, Suk Sun

    2018-04-01

    The purpose of the study was to develop and test a model for predicting problem gambling in speculative game users based on Blaszczynski and Nower's pathways model of problem and pathological gambling. The participants were 262 speculative game users recruited from seven speculative gambling places located in Seoul, Gangwon, and Gyeonggi, Korea. They completed a structured self-report questionnaire comprising measures of problem gambling, negative emotions, attentional impulsivity, motor impulsivity, non-planning impulsivity, gambler's fallacy, and gambling self-efficacy. Structural Equation Modeling was used to test the hypothesized model and to examine the direct and indirect effects on problem gambling in speculative game users using SPSS 22.0 and AMOS 20.0 programs. The hypothetical research model provided a reasonable fit to the data. Negative emotions, motor impulsivity, gambler's fallacy, and gambling self-efficacy had direct effects on problem gambling in speculative game users, while indirect effects were reported for negative emotions, motor impulsivity, and gambler's fallacy. These predictors explained 75.2% problem gambling in speculative game users. The findings suggest that developing intervention programs to reduce negative emotions, motor impulsivity, and gambler's fallacy, and to increase gambling self-efficacy in speculative game users are needed to prevent their problem gambling. © 2018 Korean Society of Nursing Science.

  4. Game equilibrium models I evolution and game dynamics

    CERN Document Server

    1991-01-01

    There are two main approaches towards the phenotypic analysis of frequency dependent natural selection. First, there is the approach of evolutionary game theory, which was introduced in 1973 by John Maynard Smith and George R. Price. In this theory, the dynamical process of natural selection is not modeled explicitly. Instead, the selective forces acting within a population are represented by a fitness function, which is then analysed according to the concept of an evolutionarily stable strategy or ESS. Later on, the static approach of evolutionary game theory has been complemented by a dynamic stability analysis of the replicator equations. Introduced by Peter D. Taylor and Leo B. Jonker in 1978, these equations specify a class of dynamical systems, which provide a simple dynamic description of a selection process. Usually, the investigation of the replicator dynamics centers around a stability analysis of their stationary solutions. Although evolutionary stability and dynamic stability both intend to charac...

  5. The Model of Games to Develop Fundamental Movement of Kindergarten Students

    Directory of Open Access Journals (Sweden)

    Kristanto Adi Nugroho

    2018-05-01

    Full Text Available The study aimed for developing a game model to optimize the achievement of the fundamental movement of kindergarten students. The results of the research were expected to be a credible and standardized reference for teachers in teaching. The research was conducted using research and development method which was divided into two stages, namely pre-development stage and development stage. The pre-development stage consisted of literature review, relevant research and preliminary studies. The development stage consisted of drafting, expert validation, limited-scale trials, large-scale trials, and operational trials. Expert validation involved two experts using focus group discussion (FGD techniques. The limited scale and extensive test were conducted to see the aspects of substantive content, and the implementation of the model has been qualitatively suitable for the use in the kindergarten. There were 10 children as research subjects were tested on a limited-scale test and there were 24 children on a large-scale test. In operational test using experimental method, there were 47 children. The Instruments used in data collection process at the pre-development stage were interview guides and field notes while in the development stage the researcher used questionnaires and Fundamental Motor Pattern Assessment Instrument to measure the level of motion skills of the children. The data analysis techniques used were qualitative and quantitative analysis (statistics. Result studied of the development of the game model consisted of ten game models, namely: 1 the flying bird game; 2 the ball relay game; 3 The ball kicking game; 4 the balloon tapping game; 5 the seeking and jumping game; 6 the arranging letter game; 7 the sticking picture game; 8 the composing names game; 9 the frog counting game, and 10 the numbers adventure games. Based on the content validator’s assessment, the content of materials was 86 points (82% which was in very good category, the

  6. Simulation of Instability at Transition Energy with a New Impedance Model for CERN PS

    CERN Document Server

    Wang, Na; Biancacci, Nicolo; Migliorati, Mauro; Persichelli, Serena; Sterbini, Guido

    2016-01-01

    Instabilities driven by the transverse impedance are proven to be one of the limitations for the high intensity reach of the CERN PS. Since several years, fast single bunch vertical instability at transition energy has been observed with the high intensity bunch serving the neu-tron Time-of-Flight facility (n-ToF). In order to better understand the instability mechanism, a dedicated meas-urement campaign took place. The results were compared with macro-particle simulations with PyHEADTAIL based on the new impedance model developed for the PS. Instability threshold and growth rate for different longitu-dinal emittances and beam intensities were studied.

  7. Speedminton: Using the Tactical Games Model in Secondary Physical Education

    Science.gov (United States)

    Oh, Hyun-Ju; Bullard, Susan; Hovatter, Rhonda

    2011-01-01

    Teaching and learning of sport and sports-related games dominates the curriculum in most secondary physical education programs in America. For many secondary school students, playing games can be exciting and lead to a lifetime of participation in sport-related activities. Using the Tactical Games Model (TGM) (Mitchell et al., 2006) to teach the…

  8. Attribution models and the Cooperative Game Theory

    OpenAIRE

    Cano Berlanga, Sebastian; Vilella, Cori

    2017-01-01

    The current paper studies the attribution model used by Google Analytics. Precisely, we use the Cooperative Game Theory to propose a fair distribution of the revenues among the considered channels, in order to facilitate the cooperation and to guarantee stability. We define a transferable utility convex cooperative game from the observed frequencies and we use the Shapley value to allocate the revenues among the di erent channels. Furthermore, we evaluate the impact of an advertising...

  9. Anomalies in social behaviors and exploratory activities in an APPswe/PS1 mouse model of Alzheimer's disease.

    Science.gov (United States)

    Filali, Mohammed; Lalonde, Robert; Rivest, Serge

    2011-10-24

    Alzheimer's disease is characterized by deficits in social communication, associated with generalized apathy or agitation, as well as social memory. To assess social behaviors in 6-month-old male APPswe/PS1 bigenics relative to non-transgenic controls, the 3-chamber test was used, together with open-field and elevated plus-maze tests of exploration. APPswe/PS1 mice were less willing to engage in social interaction than wild-type, avoiding an unfamiliar stimulus mouse, probably not due to generalized apathy because in both tests of exploratory activity the mutants were hyperactive. This study reveals reduced "sociability" combined with hyperactivity in an APPswe/PS1 mouse model of Alzheimer dementia. Copyright © 2011 Elsevier Inc. All rights reserved.

  10. Loss of GABAergic inputs in APP/PS1 mouse model of Alzheimer's disease

    Directory of Open Access Journals (Sweden)

    Tutu Oyelami

    2014-04-01

    Full Text Available Alzheimer's disease (AD is characterized by symptoms which include seizures, sleep disruption, loss of memory as well as anxiety in patients. Of particular importance is the possibility of preventing the progressive loss of neuronal projections in the disease. Transgenic mice overexpressing EOFAD mutant PS1 (L166P and mutant APP (APP KM670/671NL Swedish (APP/PS1 develop a very early and robust Amyloid pathology and display synaptic plasticity impairments and cognitive dysfunction. Here we investigated GABAergic neurotransmission, using multi-electrode array (MEA technology and pharmacological manipulation to quantify the effect of GABA Blockers on field excitatory postsynaptic potentials (fEPSP, and immunostaining of GABAergic neurons. Using MEA technology we confirm impaired LTP induction by high frequency stimulation in APPPS1 hippocampal CA1 region that was associated with reduced alteration of the pair pulse ratio after LTP induction. Synaptic dysfunction was also observed under manipulation of external Calcium concentration and input-output curve. Electrophysiological recordings from brain slice of CA1 hippocampus area, in the presence of GABAergic receptors blockers cocktails further demonstrated significant reduction in the GABAergic inputs in APP/PS1 mice. Moreover, immunostaining of GAD65 a specific marker for GABAergic neurons revealed reduction of the GABAergic inputs in CA1 area of the hippocampus. These results might be linked to increased seizure sensitivity, premature death and cognitive dysfunction in this animal model of AD. Further in depth analysis of GABAergic dysfunction in APP/PS1 mice is required and may open new perspectives for AD therapy by restoring GABAergic function.

  11. A Fractional Supervision Game Model of Multiple Stakeholders and Numerical Simulation

    Directory of Open Access Journals (Sweden)

    Rongwu Lu

    2017-01-01

    Full Text Available Considering the popular use of a certain kind of supervision management problem in many fields, we firstly build an ordinary supervision game model of multiple stakeholders. Secondly, a fractional supervision game model is set up and solved based on the theory of fractional calculus and a predictor-corrector numerical approach. Thirdly, the methods of phase diagram and time series graph were applied to simulate and analyse the dynamic process of the fractional order game model. Results of numerical solutions are given to illustrate our conclusions and referred to the practice.

  12. An auction game model for pool-based electricity markets

    International Nuclear Information System (INIS)

    Gan, Deqiang; Wang, Jianquan; Bourcier, Donald V.

    2005-01-01

    A single-period auction game model for analyzing strategic behavior in pool-based electricity markets is introduced in the paper. We study the Nash equilibrium in a pure strategy sense of such games. First an equilibrium existence lemma is proved. Equilibrium characterization under tight capacity constraints is provided. Then it is demonstrated that an auction game does not possess a pure strategy Nash equilibrium under a wide range of market conditions. The paper provides a characterization of equilibrium under weak capacity constraints. We apply the introduced results to analyze market power indices presented in our earlier work and in related reports. Applications to actual market analysis, as well as limitations of the introduced model are provided. (author)

  13. Live Life to the Power of PS2: Locating the Digital Games Industry in the New Media Environment

    OpenAIRE

    Kerr, Aphra

    2016-01-01

    The digital games industry is a global entertainment business stretching from Tokyo to San Francisco to London. In May each year, game developers from around the world meet in Los Angeles to pitch their ideas to publishers, sneak a preview of other games and do licensing deals with hardware companies and Hollywood studios. The show has much in common with Melia and Cannes: it has all the glitz, the hype and the stars. The main difference is that the stars are non-human, the digital game produ...

  14. Modeling and Generating Strategy Games Mechanics

    OpenAIRE

    Mahlmann, Tobias

    2013-01-01

    Strategy games are a popular genre of games with a long history, originatingfrom games like Chess or Go. The first strategy games were published as“Kriegspiele” (engl. wargames) in the late 18th century, intended for the education of young cadets. Since then strategy games were refined and transformed over two centuries into a medium of entertainment. Today’s computer strategy games have their roots in the board- and roleplaying games of the 20th century and enjoy great popularity. We use str...

  15. Centralised gaming models: providing optimal gambling behaviour controls

    OpenAIRE

    Griffiths, MD; Wood, RTA

    2009-01-01

    The expansion in the gaming industry and its widening attraction points to the need for ever more verifiable means of controlling problem gambling. Various strategies have been built into casino venue operations to address this, but recently, following a new focus on social responsibility, a group of experts considered the possibilities of a centralised gaming model as a more effective control mechanism for dealing with gambling behaviours.

  16. War-gaming application for future space systems acquisition: MATLAB implementation of war-gaming acquisition models and simulation results

    Science.gov (United States)

    Vienhage, Paul; Barcomb, Heather; Marshall, Karel; Black, William A.; Coons, Amanda; Tran, Hien T.; Nguyen, Tien M.; Guillen, Andy T.; Yoh, James; Kizer, Justin; Rogers, Blake A.

    2017-05-01

    The paper describes the MATLAB (MathWorks) programs that were developed during the REU workshop1 to implement The Aerospace Corporation developed Unified Game-based Acquisition Framework and Advanced Game - based Mathematical Framework (UGAF-AGMF) and its associated War-Gaming Engine (WGE) models. Each game can be played from the perspectives of the Department of Defense Acquisition Authority (DAA) or of an individual contractor (KTR). The programs also implement Aerospace's optimum "Program and Technical Baseline (PTB) and associated acquisition" strategy that combines low Total Ownership Cost (TOC) with innovative designs while still meeting warfighter needs. The paper also describes the Bayesian Acquisition War-Gaming approach using Monte Carlo simulations, a numerical analysis technique to account for uncertainty in decision making, which simulate the PTB development and acquisition processes and will detail the procedure of the implementation and the interactions between the games.

  17. Study on system dynamics of evolutionary mix-game models

    Science.gov (United States)

    Gou, Chengling; Guo, Xiaoqian; Chen, Fang

    2008-11-01

    Mix-game model is ameliorated from an agent-based MG model, which is used to simulate the real financial market. Different from MG, there are two groups of agents in Mix-game: Group 1 plays a majority game and Group 2 plays a minority game. These two groups of agents have different bounded abilities to deal with historical information and to count their own performance. In this paper, we modify Mix-game model by assigning the evolution abilities to agents: if the winning rates of agents are smaller than a threshold, they will copy the best strategies the other agent has; and agents will repeat such evolution at certain time intervals. Through simulations this paper finds: (1) the average winning rates of agents in Group 1 and the mean volatilities increase with the increases of the thresholds of Group 1; (2) the average winning rates of both groups decrease but the mean volatilities of system increase with the increase of the thresholds of Group 2; (3) the thresholds of Group 2 have greater impact on system dynamics than the thresholds of Group 1; (4) the characteristics of system dynamics under different time intervals of strategy change are similar to each other qualitatively, but they are different quantitatively; (5) As the time interval of strategy change increases from 1 to 20, the system behaves more and more stable and the performances of agents in both groups become better also.

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

    NARCIS (Netherlands)

    Westera, Wim

    2017-01-01

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

  19. Learning and evolution in games and oligopoly models

    NARCIS (Netherlands)

    Possajennikov, A.

    2000-01-01

    Dynamic models of adjustment, as well as static models of equilibrium, are important to understand economic reality. This thesis considers such dynamic models applied to economic games. The models can broadly be divided into two categories: learning and evolution. This thesis analyzes reinforcement

  20. PPARγ agonist pioglitazone improves cerebellar dysfunction at pre-Aβ deposition stage in APPswe/PS1dE9 Alzheimer's disease model mice

    International Nuclear Information System (INIS)

    Toba, Junya; Nikkuni, Miyu; Ishizeki, Masato; Yoshii, Aya; Watamura, Naoto; Inoue, Takafumi; Ohshima, Toshio

    2016-01-01

    Alzheimer's disease (AD) is one of the best known neurodegenerative diseases; it causes dementia and its pathological features include accumulation of amyloid β (Aβ) and neurofibrillary tangles (NFTs) in the brain. Elevated Cdk5 activity and CRMP2 phosphorylation have been reported in the brains of AD model mice at the early stage of the disease, but the significance thereof in human AD remains unelucidated. We have recently reported that Aβ accumulation in the cerebellum of AD model APPswe/PS1dE9 (APP/PS1) mice, and cerebellar dysfunctions, such as impairment of motor coordination ability and long-term depression (LTD) induction, at the pre-Aβ accumulation stage. In the present study, we found increased phosphorylation levels of CRMP2 as well as increased p35 protein levels in the cerebellum of APP/PS1 mice. Interestingly, we show that pioglitazone, an agonist of peroxisome proliferator-activated receptor γ, normalized the p35 protein and CRMP2 phosphorylation levels in the cerebellum. Impaired motor coordination ability and LTD in APP/PS1 mice were ameliorated by pioglitazone treatment at the pre-Aβ accumulation stage. These results suggest a correlation between CRMP2 phosphorylation and AD pathophysiology, and indicate the effectiveness of pioglitazone treatment at the pre-Aβ accumulation stage in AD model mice. -- Highlights: •Phosphorylation level of CRMP2 increased in the cerebellum of APP/PS1 mice. •p35 protein levels increased in the cerebellum of APP/PS1 mice. •Pioglitazone treatment improved cerebellar dysfunction of APP/PS1 mice.

  1. Playing with Process: Video Game Choice as a Model of Behavior

    Science.gov (United States)

    Waelchli, Paul

    2010-01-01

    Popular culture experience in video games creates avenues to practice information literacy skills and model research in a real-world setting. Video games create a unique popular culture experience where players can invest dozens of hours on one game, create characters to identify with, organize skill sets and plot points, collaborate with people…

  2. A Computer-Assisted Learning Model Based on the Digital Game Exponential Reward System

    Science.gov (United States)

    Moon, Man-Ki; Jahng, Surng-Gahb; Kim, Tae-Yong

    2011-01-01

    The aim of this research was to construct a motivational model which would stimulate voluntary and proactive learning using digital game methods offering players more freedom and control. The theoretical framework of this research lays the foundation for a pedagogical learning model based on digital games. We analyzed the game reward system, which…

  3. Modeling Multiple Human-Automation Distributed Systems using Network-form Games

    Science.gov (United States)

    Brat, Guillaume

    2012-01-01

    The paper describes at a high-level the network-form game framework (based on Bayes net and game theory), which can be used to model and analyze safety issues in large, distributed, mixed human-automation systems such as NextGen.

  4. Game mechanics engine

    OpenAIRE

    Magnusson, Lars V

    2011-01-01

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

  5. Online Media Business Models: Lessons from the Video Game Sector

    OpenAIRE

    Komorowski, Marlen; Delaere, Simon

    2016-01-01

    Today’s media industry is characterized by disruptive changes and business models have been acknowledged as a driving force for success. Current business model research manages only to grasp static descriptions while in reality media managers are struggling with the dynamics of the industry. This article aims to close this gap by investigating a new paradigm of online media business models. Based on three video game case studies of the massively multiplayer online role-playing game genre, thi...

  6. A Platform Independent Game Technology Model for Model Driven Serious Games Development

    Science.gov (United States)

    Tang, Stephen; Hanneghan, Martin; Carter, Christopher

    2013-01-01

    Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…

  7. User experience & user-centered design : health games user research model

    NARCIS (Netherlands)

    Folkerts, Jef

    2014-01-01

    This poster sketches the outlines of a theoretical research framework to assess whether and on what grounds certain behavioral effects may be attributed to particular game mechanics and game play aspects. It is founded on the Elaboration Likelihood Model of Persuasion (ELM), which is quite

  8. Probability-of-Superiority SEM (PS-SEM—Detecting Probability-Based Multivariate Relationships in Behavioral Research

    Directory of Open Access Journals (Sweden)

    Johnson Ching-Hong Li

    2018-06-01

    Full Text Available In behavioral research, exploring bivariate relationships between variables X and Y based on the concept of probability-of-superiority (PS has received increasing attention. Unlike the conventional, linear-based bivariate relationship (e.g., Pearson's correlation, PS defines that X and Y can be related based on their likelihood—e.g., a student who is above mean in SAT has 63% likelihood of achieving an above-mean college GPA. Despite its increasing attention, the concept of PS is restricted to a simple bivariate scenario (X-Y pair, which hinders the development and application of PS in popular multivariate modeling such as structural equation modeling (SEM. Therefore, this study addresses an empirical-based simulation study that explores the potential of detecting PS-based relationship in SEM, called PS-SEM. The simulation results showed that the proposed PS-SEM method can detect and identify PS-based when data follow PS-based relationships, thereby providing a useful method for researchers to explore PS-based SEM in their studies. Conclusions, implications, and future directions based on the findings are also discussed.

  9. The Physiologic and Behavioral Implications of Playing Active and Sedentary Video Games in a Seated and Standing Position.

    Science.gov (United States)

    Sanders, Gabriel J; Rebold, Michael; Peacock, Corey A; Williamson, Meagan L; Santo, Antonio S; Barkley, Jacob E

    Previous studies have assessed physiologic response while playing video games per manufacturer instructions with participants standing during active video game play and seated during sedentary game play. It is not known whether an assigned seated or standing position affects positional preference and oxygen consumption (VO2) while gaming. The purpose of the study was to assess VO2 and preference of playing active and sedentary video games in a seated and standing position. VO2 was assessed in 25 participants during four, 20-minute conditions; resting, PlayStation 2 Madden NFL Football 2011, Nintendo Wii-Sports Boxing and Nintendo Wii Madden NFL Football 2011. Each condition was divided into two positional conditions (10 minutes seated, 10 minutes standing) and each participant indicated their positional preference after each 20-minute condition. Standing VO2 (4.4 ± 0.2 ml • kg-1 • min-1 PS2, 4.6 ± 0.1 ml • kg-1 • min-1 Wii Madden, 6.8 ± 0.3 ml • kg-1 • min-1Wii Boxing) was significantly (p ≤ 0.001) greater than seated VO2 (4.0 ± 0.1 ml • kg-1 • min-1 PS2, 4.2 ± 0.1 ml • kg-1 • min-1 Wii Madden, 6.1 ± 0.3 ml • kg-1 • min-1Wii Boxing) for each gaming condition. Participants preferred (p ≤ 0.001) to sit for all gaming conditions except Wii Boxing. Playing video games while standing increases VO2 to a greater extent than playing the same games in a seated position. Standing was only preferred for the most physiologically challenging game, Wii Boxing. Gaming position should be considered when assessing the physiologic and behavioral outcomes of playing video games.

  10. Determination of grafting conversion degree in PS/PS-graft-POSS/POSS hybrid nanocomposites obtained through reactive processing

    International Nuclear Information System (INIS)

    Bianchi, Otavio; Repenning, Gustavo B.; Mauler, Raquel S.; Oliveira, Ricardo V.B.; Canto, Leonardo B.

    2011-01-01

    Hybrid nanocomposites of polystyrene (PS) and polyhedral oligomeric silsesquioxanes (POSS) - PS/PS-graft-POSS/POSS - with different grafting degrees were prepared by reactive melt processing using dicumyl peroxide (DCP) as initiator in the presence or absence of styrene monomer as radical transfer agent. Gel permeation chromatography (GPC) using triple-detector and proton nuclear magnetic resonance (NMR 1 H) analyses were used together to determine the conversion degree of PS-graft-POSS as a function of the reactive processing conditions adopted. GPC was employed to evaluate the effects of grafting (PS-graft-POSS) and PS chains degradation (β scission) that occur simultaneously during processing on the variation of average molecular masses and distributions for each PS/POSS sample. PS/POSS systems processed with styrene showed higher weight average molecular weights (M w ) and lower polydispersity indexes (M w /M n ), as a result of higher grafting (PS-graft-POSS) conversion (28-40%) and lower PS chain degradation level, as compared to PS/POSS systems processed without styrene in which the degree of grafting conversion was around 25-28%. (author)

  11. Modelling a traditional game as an agent in HIV/AIDS behaviour ...

    African Journals Online (AJOL)

    Modelling a traditional game as an agent in HIV/AIDS behaviour-change education and communication. ... such as traditional games as a means of health communication and agent of behaviour change. ... AJOL African Journals Online.

  12. The Play Curricular Activity Reflection Discussion Model for Game-Based Learning

    Science.gov (United States)

    Foster, Aroutis; Shah, Mamta

    2015-01-01

    This article elucidates the process of game-based learning in classrooms through the use of the Play Curricular activity Reflection Discussion (PCaRD) model. A mixed-methods study was conducted at a high school to implement three games with the PCaRD model in a year-long elective course. Data sources included interviews and observations for…

  13. Game Theoretic Modeling of Water Resources Allocation Under Hydro-Climatic Uncertainty

    Science.gov (United States)

    Brown, C.; Lall, U.; Siegfried, T.

    2005-12-01

    Typical hydrologic and economic modeling approaches rely on assumptions of climate stationarity and economic conditions of ideal markets and rational decision-makers. In this study, we incorporate hydroclimatic variability with a game theoretic approach to simulate and evaluate common water allocation paradigms. Game Theory may be particularly appropriate for modeling water allocation decisions. First, a game theoretic approach allows economic analysis in situations where price theory doesn't apply, which is typically the case in water resources where markets are thin, players are few, and rules of exchange are highly constrained by legal or cultural traditions. Previous studies confirm that game theory is applicable to water resources decision problems, yet applications and modeling based on these principles is only rarely observed in the literature. Second, there are numerous existing theoretical and empirical studies of specific games and human behavior that may be applied in the development of predictive water allocation models. With this framework, one can evaluate alternative orderings and rules regarding the fraction of available water that one is allowed to appropriate. Specific attributes of the players involved in water resources management complicate the determination of solutions to game theory models. While an analytical approach will be useful for providing general insights, the variety of preference structures of individual players in a realistic water scenario will likely require a simulation approach. We propose a simulation approach incorporating the rationality, self-interest and equilibrium concepts of game theory with an agent-based modeling framework that allows the distinct properties of each player to be expressed and allows the performance of the system to manifest the integrative effect of these factors. Underlying this framework, we apply a realistic representation of spatio-temporal hydrologic variability and incorporate the impact of

  14. ToPS: a framework to manipulate probabilistic models of sequence data.

    Directory of Open Access Journals (Sweden)

    André Yoshiaki Kashiwabara

    Full Text Available Discrete Markovian models can be used to characterize patterns in sequences of values and have many applications in biological sequence analysis, including gene prediction, CpG island detection, alignment, and protein profiling. We present ToPS, a computational framework that can be used to implement different applications in bioinformatics analysis by combining eight kinds of models: (i independent and identically distributed process; (ii variable-length Markov chain; (iii inhomogeneous Markov chain; (iv hidden Markov model; (v profile hidden Markov model; (vi pair hidden Markov model; (vii generalized hidden Markov model; and (viii similarity based sequence weighting. The framework includes functionality for training, simulation and decoding of the models. Additionally, it provides two methods to help parameter setting: Akaike and Bayesian information criteria (AIC and BIC. The models can be used stand-alone, combined in Bayesian classifiers, or included in more complex, multi-model, probabilistic architectures using GHMMs. In particular the framework provides a novel, flexible, implementation of decoding in GHMMs that detects when the architecture can be traversed efficiently.

  15. A Game-Theoretic Model of Grounding for Referential Communication Tasks

    Science.gov (United States)

    Thompson, William

    2009-01-01

    Conversational grounding theory proposes that language use is a form of rational joint action, by which dialog participants systematically and collaboratively add to their common ground of shared knowledge and beliefs. Following recent work applying "game theory" to pragmatics, this thesis develops a game-theoretic model of grounding that…

  16. Modelling of Ne-like copper X-ray laser driven by 1.2 ps short pulse and 280 ps background pulse configuration

    International Nuclear Information System (INIS)

    Demir, A.; Kenar, N.; Goktas, H.; Tallents, G.J.

    2004-01-01

    Detailed simulations of Ne-like Cu x-ray laser are undertaken using the EHYBRID code. The atomic physics data are obtained using the Cowan code. The optimization calculations are performed in terms of the intensity of background and the time separation between the background and the short pulse. The optimum value is obtained for the conditions of a Nd:glass laser with 1.2 ps pulse at 4.4 x 10 15 W cm -2 irradiance pumping a plasma pre-formed by a 280 ps duration pulse at 5.4 x 10 12 W cm -2 with peak-to-peak pulse separation set at 300 ps. X-ray resonance lines between 6 A and 15 A emitted from copper plasmas have been simulated. Free-free and free-bound emission from the Si-, Al-, Mg-, Na-, Ne- and F-like ions is calculated in the simulation. (author)

  17. Teaching Tip: Using Rapid Game Prototyping for Exploring Requirements Discovery and Modeling

    Science.gov (United States)

    Dalal, Nikunj

    2012-01-01

    We describe the use of rapid game prototyping as a pedagogic technique to experientially explore and learn requirements discovery, modeling, and specification in systems analysis and design courses. Students have a natural interest in gaming that transcends age, gender, and background. Rapid digital game creation is used to build computer games…

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

    International Nuclear Information System (INIS)

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

    2013-01-01

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

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

    Energy Technology Data Exchange (ETDEWEB)

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

    2013-05-15

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

  20. Dynamic Bayesian Network Modeling of Game Based Diagnostic Assessments. CRESST Report 837

    Science.gov (United States)

    Levy, Roy

    2014-01-01

    Digital games offer an appealing environment for assessing student proficiencies, including skills and misconceptions in a diagnostic setting. This paper proposes a dynamic Bayesian network modeling approach for observations of student performance from an educational video game. A Bayesian approach to model construction, calibration, and use in…

  1. ps-ro Fuzzy Open(Closed Functions and ps-ro Fuzzy Semi-Homeomorphism

    Directory of Open Access Journals (Sweden)

    Pankaj Chettri

    2015-11-01

    Full Text Available The aim of this paper is to introduce and characterize some new class of functions in a fuzzy topological space termed as ps-ro fuzzy open(closed functions, ps-ro fuzzy pre semiopen functions and ps-ro fuzzy semi-homeomorphism. The interrelation among these concepts and also their relations with the parallel existing concepts are established. It is also shown with the help of examples that these newly introduced concepts are independent of the well known existing allied concepts.

  2. Model Appreciative Learning Untuk Perancangan Reward Pada Game Pendidikan

    OpenAIRE

    Haryanto, Hanny; Kardianawati, Acun; Rosyidah, Umi

    2017-01-01

    Reward adalah elemen dari game yang sangat penting untuk membentuk pengalaman positif dan motivasi bagi pemain. Reward dalam suatu game pendidikan memegang peranan penting dalam menjaga motivasi pembelajar dan memberikan evaluasi dari apa yang dikerjakan. Namun perancangan reward seringkali masih tidak terkonsep dengan baik, acak dan bersifat subjektif. Penelitian ini menggunakan model Appreciative Learning, yang terdiri dari tahapan Discovery, Dream, Design dan Destiny, untuk mel...

  3. Last PS magnet refurbished

    CERN Multimedia

    2009-01-01

    PS Magnet Refurbishment Programme Completed. The 51st and final refurbished magnet was transported to the PS on Tuesday 3 February. The repair and consolidation work on the PS started back in 2003 when two magnets and a busbar connection were found to be faulty during routine high-voltage tests. The cause of the fault was a combination of age and radiation on electrical insulation. After further investigation the decision was taken to overhaul half of the PS’s 100 magnets to reduce the risk of a similar fault. As from 20 February the PS ring will start a five-week test programme to be ready for operation at the end of March.

  4. Internet gaming disorder: Inadequate diagnostic criteria wrapped in a constraining conceptual model.

    Science.gov (United States)

    Starcevic, Vladan

    2017-06-01

    Background and aims The paper "Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field" by Kuss, Griffiths, and Pontes (in press) critically examines the DSM-5 diagnostic criteria for Internet gaming disorder (IGD) and addresses the issue of whether IGD should be reconceptualized as gaming disorder, regardless of whether video games are played online or offline. This commentary provides additional critical perspectives on the concept of IGD. Methods The focus of this commentary is on the addiction model on which the concept of IGD is based, the nature of the DSM-5 criteria for IGD, and the inclusion of withdrawal symptoms and tolerance as the diagnostic criteria for IGD. Results The addiction framework on which the DSM-5 concept of IGD is based is not without problems and represents only one of multiple theoretical approaches to problematic gaming. The polythetic, non-hierarchical DSM-5 diagnostic criteria for IGD make the concept of IGD unacceptably heterogeneous. There is no support for maintaining withdrawal symptoms and tolerance as the diagnostic criteria for IGD without their substantial revision. Conclusions The addiction model of IGD is constraining and does not contribute to a better understanding of the various patterns of problematic gaming. The corresponding diagnostic criteria need a thorough overhaul, which should be based on a model of problematic gaming that can accommodate its disparate aspects.

  5. Effects of External Digital Elevation Model Inaccuracy on StaMPS-PS Processing: A Case Study in Shenzhen, China

    Directory of Open Access Journals (Sweden)

    Yanan Du

    2017-11-01

    Full Text Available External Digital Elevation Models (DEMs with different resolutions and accuracies cause different topographic residuals in differential interferograms of Multi-temporal InSAR (MTInSAR, especially for the phase-based StaMPS-PS. The PS selection and deformation parameter estimation of StaMPS-PS are closely related to the spatially uncorrected error, which is directly affected by external DEMs. However, it is still far from clear how the high resolution and accurate external DEM affects the results of the StaMPS-PS (e.g., PS selection and deformation parameter calculation on different platforms (X band TerraSAR, C band ENVISAT ASAR and L band ALOS/PALSAR1. In this study, abundant synthetic tests are performed to assess the influences of external DEMs on parameter estimations, such as the mean deformation rate and the deformation time-series. Real SAR images, covering Shenzhen city in China, are also selected to analyze the PS selection and distribution as well as to validate the results of synthetic tests. The results show that the PS points selected by the 5 m TanDEM-X DEM are 10.32%, 4.25% and 0.34% more than those selected by the 30 m SRTM DEM at X, C and L bands SAR platforms, respectively, when a multi-look geocoding operation is adopted for X band in the SRTM DEM case. We also find that the influences of external DEMs on the mean deformation rate are not significant and are inversely proportional to the wavelength of the satellite platforms. The standard deviations of the mean deformation rate difference for the X, C and L bands are 0.54, 0.30 and 0.10 mm/year, respectively. Similarly, the influences of external DEMs on the deformation time-series estimation for the three platforms are also slight, except for local artifacts whose root-mean-square error (RMSE ≥ 6 mm. Based on these analyses, some implications and suggestions for external DEMs on StaMPS-PS processing are discussed and provided.

  6. Language learning apps or games: an investigation utilizing the RETAIN model

    Directory of Open Access Journals (Sweden)

    Glenda A. Gunter

    2016-01-01

    Full Text Available Abstract: Combining games with mobile devices can promote learning opportunities at the learners' fingertips and enable ubiquitous learning experiences. As teachers increasingly assign games to reinforce language learning, it becomes essential to evaluate how effective these applications are in helping students learn the content or develop the skills that the games are reinforcing. This article examines two English language learning apps under the RETAIN model (GUNTER; KENNY; VICK, 2008. The findings indicate that although these apps offer some language learning opportunities, they do not present scenario-based quality or gameplay, among other elements, if they are to be considered games.

  7. Game theory : Noncooperative games

    NARCIS (Netherlands)

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

    2015-01-01

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

  8. PPARγ agonist pioglitazone improves cerebellar dysfunction at pre-Aβ deposition stage in APPswe/PS1dE9 Alzheimer's disease model mice

    Energy Technology Data Exchange (ETDEWEB)

    Toba, Junya; Nikkuni, Miyu [Laboratory for Molecular Brain Science, Department of Life Science and Medical Bioscience, Graduate School of Advanced Science and Engineering, Waseda University, Tokyo, 162-8480 Japan (Japan); Ishizeki, Masato [Laboratory for Neurophysiology, Department of Life Science and Medical Bioscience, Graduate School of Advanced Science and Engineering, Waseda University, Tokyo, 162-8480 Japan (Japan); Yoshii, Aya; Watamura, Naoto [Laboratory for Molecular Brain Science, Department of Life Science and Medical Bioscience, Graduate School of Advanced Science and Engineering, Waseda University, Tokyo, 162-8480 Japan (Japan); Inoue, Takafumi [Laboratory for Neurophysiology, Department of Life Science and Medical Bioscience, Graduate School of Advanced Science and Engineering, Waseda University, Tokyo, 162-8480 Japan (Japan); Ohshima, Toshio, E-mail: ohshima@waseda.jp [Laboratory for Molecular Brain Science, Department of Life Science and Medical Bioscience, Graduate School of Advanced Science and Engineering, Waseda University, Tokyo, 162-8480 Japan (Japan)

    2016-05-13

    Alzheimer's disease (AD) is one of the best known neurodegenerative diseases; it causes dementia and its pathological features include accumulation of amyloid β (Aβ) and neurofibrillary tangles (NFTs) in the brain. Elevated Cdk5 activity and CRMP2 phosphorylation have been reported in the brains of AD model mice at the early stage of the disease, but the significance thereof in human AD remains unelucidated. We have recently reported that Aβ accumulation in the cerebellum of AD model APPswe/PS1dE9 (APP/PS1) mice, and cerebellar dysfunctions, such as impairment of motor coordination ability and long-term depression (LTD) induction, at the pre-Aβ accumulation stage. In the present study, we found increased phosphorylation levels of CRMP2 as well as increased p35 protein levels in the cerebellum of APP/PS1 mice. Interestingly, we show that pioglitazone, an agonist of peroxisome proliferator-activated receptor γ, normalized the p35 protein and CRMP2 phosphorylation levels in the cerebellum. Impaired motor coordination ability and LTD in APP/PS1 mice were ameliorated by pioglitazone treatment at the pre-Aβ accumulation stage. These results suggest a correlation between CRMP2 phosphorylation and AD pathophysiology, and indicate the effectiveness of pioglitazone treatment at the pre-Aβ accumulation stage in AD model mice. -- Highlights: •Phosphorylation level of CRMP2 increased in the cerebellum of APP/PS1 mice. •p35 protein levels increased in the cerebellum of APP/PS1 mice. •Pioglitazone treatment improved cerebellar dysfunction of APP/PS1 mice.

  9. A mean-field game economic growth model

    KAUST Repository

    Gomes, Diogo A.; Lafleche, Laurent; Nurbekyan, Levon

    2016-01-01

    Here, we examine a mean-field game (MFG) that models the economic growth of a population of non-cooperative, rational agents. In this MFG, agents are described by two state variables - the capital and consumer goods they own. Each agent seeks

  10. Personalised gaming

    NARCIS (Netherlands)

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

    2012-01-01

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

  11. iPS-Cinderella Story in Cell Biology

    Directory of Open Access Journals (Sweden)

    Editorial

    2010-01-01

    pluripotency and thus paving the way for use of iPS in humansIn this issue of JSRM we have Dr.Yukio Nakamura writing about Disease specific iPS cells which could serve as tools for understanding the underlying mechanisms of diseases which are less understood so far or which could be used as study models for drug discovery for disease therapy. Adding another positive futuristic step to this is the paper by Kataoka et al., who have shown that the iPS cells could be grown in a three dimensional scaffold in which their earlier studies have shown feasibility of a 200 time passaging of mouse foteal epithelial stem cells and neural stem cells. The strengths of Nakamura et al and that of Kataoka et al combined virtually, we see a much brighter picture for the iPS cells which might be in future much cleaner, be grown in an undifferentiated manner and be stored for long; then instead of cord blood storage all I dream is whenever a child is born we may simply custom make iPS for that child and cryopreserve it; May the dreams come true!Dr. Sheikh Riazuddin’s article about lin-c-kit+ BM-derived stem cells repair Infarcted Heart and Dr.Pravin Potdar’s article about Mesenchymal Stem Cells from adipose tissue give some basic understandings of the possible clinical translations. Happy reading!

  12. DiPS: A Unifying Approach for developing System Software

    OpenAIRE

    Michiels, Sam; Matthijs, Frank; Walravens, Dirk; Verbaeten, Pierre

    2002-01-01

    In this paper we unify three essential features for flexible system software: a component oriented approach, self-adaptation and separation of concerns.We propose DiPS (Distrinet Protocol Stack), a component framework, which offers components, an anonymous interaction model and connectors to handle non-functional aspects such as concurrency. DiPS has effectively been used in industrial protocol stacks and device drivers.

  13. AI model for computer games based on case based reasoning and AI planning

    NARCIS (Netherlands)

    Menkovski, V.; Metafas, D.

    2008-01-01

    Making efficient AI models for games with imperfect information can be a particular challenge. Considering the large number of possible moves and the incorporated uncertainties building game trees for these games becomes very difficult due to the exponential growth of the number of nodes at each

  14. Enterprise games: creating and implementing a model to simulate logistics operations

    Directory of Open Access Journals (Sweden)

    Alander Ornellas Ornellas

    2008-07-01

    Full Text Available This work proposes an enterprise game model to simulate the main logistics operations in a supply chain. The need of a simple tool, but well structured and able to create a dynamic learning environment without making it too complex motivated this study and development. The work begins with a comparative analysis between the main reference models about enterprise logistics, included in the bibliography related to best practices in logistics decision-making. Then, concepts of simulation and games are described, its interrelations, characteristics and importance as learning method. The definition of the best practices is, then, used to guide the construction of the main characteristics for the proposed model. The results obtained show the efficacy of the model as a tool capable of creating a dynamic environment for learning purposes to complement traditional teaching techniques. Key-words: Enterprise Games, Supply Chain, Logistics, Simulation, Learning.

  15. Simulating Serious Games: A Discrete-Time Computational Model Based on Cognitive Flow Theory

    Science.gov (United States)

    Westera, Wim

    2018-01-01

    This paper presents a computational model for simulating how people learn from serious games. While avoiding the combinatorial explosion of a games micro-states, the model offers a meso-level pathfinding approach, which is guided by cognitive flow theory and various concepts from learning sciences. It extends a basic, existing model by exposing…

  16. Utility Function for modeling Group Multicriteria Decision Making problems as games

    OpenAIRE

    Alexandre Bevilacqua Leoneti

    2016-01-01

    To assist in the decision making process, several multicriteria methods have been proposed. However, the existing methods assume a single decision-maker and do not consider decision under risk, which is better addressed by Game Theory. Hence, the aim of this research is to propose a Utility Function that makes it possible to model Group Multicriteria Decision Making problems as games. The advantage of using Game Theory for solving Group Multicriteria Decision Making problems is to evaluate th...

  17. Bipartite Graphs as Models of Population Structures in Evolutionary Multiplayer Games

    Science.gov (United States)

    Peña, Jorge; Rochat, Yannick

    2012-01-01

    By combining evolutionary game theory and graph theory, “games on graphs” study the evolutionary dynamics of frequency-dependent selection in population structures modeled as geographical or social networks. Networks are usually represented by means of unipartite graphs, and social interactions by two-person games such as the famous prisoner’s dilemma. Unipartite graphs have also been used for modeling interactions going beyond pairwise interactions. In this paper, we argue that bipartite graphs are a better alternative to unipartite graphs for describing population structures in evolutionary multiplayer games. To illustrate this point, we make use of bipartite graphs to investigate, by means of computer simulations, the evolution of cooperation under the conventional and the distributed N-person prisoner’s dilemma. We show that several implicit assumptions arising from the standard approach based on unipartite graphs (such as the definition of replacement neighborhoods, the intertwining of individual and group diversity, and the large overlap of interaction neighborhoods) can have a large impact on the resulting evolutionary dynamics. Our work provides a clear example of the importance of construction procedures in games on graphs, of the suitability of bigraphs and hypergraphs for computational modeling, and of the importance of concepts from social network analysis such as centrality, centralization and bipartite clustering for the understanding of dynamical processes occurring on networked population structures. PMID:22970237

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

    Directory of Open Access Journals (Sweden)

    Kathryn Merrick

    2016-07-01

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

  19. Game-Based Teaching

    DEFF Research Database (Denmark)

    Hanghøj, Thorkild

    2013-01-01

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

  20. Teaching Using Computer Games

    Science.gov (United States)

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

    2011-01-01

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

  1. Examining human behavior in video games: The development of a computational model to measure aggression.

    Science.gov (United States)

    Lamb, Richard; Annetta, Leonard; Hoston, Douglas; Shapiro, Marina; Matthews, Benjamin

    2018-06-01

    Video games with violent content have raised considerable concern in popular media and within academia. Recently, there has been considerable attention regarding the claim of the relationship between aggression and video game play. The authors of this study propose the use of a new class of tools developed via computational models to allow examination of the question of whether there is a relationship between violent video games and aggression. The purpose of this study is to computationally model and compare the General Aggression Model with the Diathesis Mode of Aggression related to the play of violent content in video games. A secondary purpose is to provide a method of measuring and examining individual aggression arising from video game play. Total participants examined for this study are N = 1065. This study occurs in three phases. Phase 1 is the development and quantification of the profile combination of traits via latent class profile analysis. Phase 2 is the training of the artificial neural network. Phase 3 is the comparison of each model as a computational model with and without the presence of video game violence. Results suggest that a combination of environmental factors and genetic predispositions trigger aggression related to video games.

  2. Establishing an Educational Game Development Model: From the Experience of Teaching Search Engine Optimization

    Science.gov (United States)

    Lui, Richard W. C.; Au, Cheuk Hang

    2018-01-01

    This article describes how different literatures have suggested the positive role of educational games in students' learning, but it can be hard to find an existing game for student learning. Some lecturers may try to develop a game for their courses, but there were not many effective models for educational board game development. The authors have…

  3. Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model.

    Science.gov (United States)

    Wang, Xiaohui; Goh, Dion Hoe-Lian

    2017-11-01

    The current study systematically reviews and summarizes the existing literature of game acceptance, identifies the core determinants, and evaluates the strength of the relationships in the extended technology acceptance model. Moreover, this study segments video games into two categories: hedonic and utilitarian and examines player acceptance of these two types separately. Through a meta-analysis of 50 articles, we find that perceived ease of use (PEOU), perceived usefulness (PU), and perceived enjoyment (PE) significantly associate with attitude and behavioral intention. PE is the dominant predictor of hedonic game acceptance, while PEOU and PU are the main determinants of utilitarian game acceptance. Furthermore, we find that respondent type and game platform are significant moderators. Findings of this study provide critical insights into the phenomenon of game acceptance and suggest directions for future research.

  4. Sworn testimony of the model evidence: Gaussian Mixture Importance (GAME) sampling

    Science.gov (United States)

    Volpi, Elena; Schoups, Gerrit; Firmani, Giovanni; Vrugt, Jasper A.

    2017-07-01

    What is the "best" model? The answer to this question lies in part in the eyes of the beholder, nevertheless a good model must blend rigorous theory with redeeming qualities such as parsimony and quality of fit. Model selection is used to make inferences, via weighted averaging, from a set of K candidate models, Mk; k=>(1,…,K>), and help identify which model is most supported by the observed data, Y>˜=>(y˜1,…,y˜n>). Here, we introduce a new and robust estimator of the model evidence, p>(Y>˜|Mk>), which acts as normalizing constant in the denominator of Bayes' theorem and provides a single quantitative measure of relative support for each hypothesis that integrates model accuracy, uncertainty, and complexity. However, p>(Y>˜|Mk>) is analytically intractable for most practical modeling problems. Our method, coined GAussian Mixture importancE (GAME) sampling, uses bridge sampling of a mixture distribution fitted to samples of the posterior model parameter distribution derived from MCMC simulation. We benchmark the accuracy and reliability of GAME sampling by application to a diverse set of multivariate target distributions (up to 100 dimensions) with known values of p>(Y>˜|Mk>) and to hypothesis testing using numerical modeling of the rainfall-runoff transformation of the Leaf River watershed in Mississippi, USA. These case studies demonstrate that GAME sampling provides robust and unbiased estimates of the evidence at a relatively small computational cost outperforming commonly used estimators. The GAME sampler is implemented in the MATLAB package of DREAM and simplifies considerably scientific inquiry through hypothesis testing and model selection.

  5. Taurine in drinking water recovers learning and memory in the adult APP/PS1 mouse model of Alzheimer's disease

    Science.gov (United States)

    Kim, Hye Yun; Kim, Hyunjin V.; Yoon, Jin H.; Kang, Bo Ram; Cho, Soo Min; Lee, Sejin; Kim, Ji Yoon; Kim, Joo Won; Cho, Yakdol; Woo, Jiwan; Kim, YoungSoo

    2014-01-01

    Alzheimer's disease (AD) is a lethal progressive neurological disorder affecting the memory. Recently, US Food and Drug Administration mitigated the standard for drug approval, allowing symptomatic drugs that only improve cognitive deficits to be allowed to accelerate on to clinical trials. Our study focuses on taurine, an endogenous amino acid found in high concentrations in humans. It has demonstrated neuroprotective properties against many forms of dementia. In this study, we assessed cognitively enhancing property of taurine in transgenic mouse model of AD. We orally administered taurine via drinking water to adult APP/PS1 transgenic mouse model for 6 weeks. Taurine treatment rescued cognitive deficits in APP/PS1 mice up to the age-matching wild-type mice in Y-maze and passive avoidance tests without modifying the behaviours of cognitively normal mice. In the cortex of APP/PS1 mice, taurine slightly decreased insoluble fraction of Aβ. While the exact mechanism of taurine in AD has not yet been ascertained, our results suggest that taurine can aid cognitive impairment and may inhibit Aβ-related damages. PMID:25502280

  6. Fusing Visual and Behavioral Cues for Modeling User Experience in Games

    DEFF Research Database (Denmark)

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

    2013-01-01

    Estimating affective and cognitive states in condi- tions of rich human-computer interaction, such as in games, is a field of growing academic and commercial interest. Entertain- ment and serious games can benefit from recent advances in the field as, having access to predictors of the current...... state of the player (or learner) can provide useful information for feeding adaptation mechanisms that aim to maximize engagement or learning effects. In this paper, we introduce a large data corpus derived from 58 participants that play the popular Super Mario Bros platform game and attempt to create...... accurate models of player experience for this game genre. Within the view of the current research, features extracted both from player gameplay behavior and game levels, and player visual characteristics have been utilized as potential indicators of reported affect expressed as pairwise preferences between...

  7. Synthesis and Characterization of the Rubidium Thiophosphate Rb 6 (PS 5 )(P 2 S 10 ) and the Rubidium Silver Thiophosphates Rb 2 AgPS 4 , RbAg 5 (PS 4 ) 2 and Rb 3 Ag 9 (PS 4 ) 4

    KAUST Repository

    Alahmary, Fatimah S.; Davaasuren, Bambar; Khanderi, Jayaprakash; Rothenberger, Alexander

    2016-01-01

    The metal thiophosphates Rb2AgPS4 (2), RbAg5(PS4)2 (3), and Rb3Ag9(PS4)4 (4) were synthesized by stoichiometric reactions, whereas Rb6(PS5)(P2S10) (1) was prepared with excess amount of sulfur. The compounds crystallize as follows: 1 monoclinic, P21

  8. The Tripartite Game Model for Electricity Pricing in Consideration of the Power Quality

    Directory of Open Access Journals (Sweden)

    Tianlei Zang

    2017-12-01

    Full Text Available Under the Energy Internet concept the distribution and management of resources in the electricity market have been gradually transiting from a centralized pattern to a decentralized pattern. Correspondingly, the methodological model for the analysis of economic behaviors needs to be upgraded too. Based on the idea of non-cooperative game theory, this paper puts forward a tripartite game model for electricity pricing in consideration of the power quality, which is applicable to the electricity market under the Energy Internet with distributed generation, including the State Grid Corporation of China (SGCC, generating companies (GENCOs and the marketers which correspond to the regional power-retailing companies. Then, the sequential quadratic programming based on the quasi-Newton method is given to solve the game model. Finally, four sets of tests with different game factors are carried out to verify the validity and feasibility of the proposed model and algorithm. The SGCC price, the cost and the number of GENCOs and the cross-regional environment are considered in each test, respectively. The results show that this model can adapt well to the various conditions.

  9. Asymmetric Evolutionary Games

    Science.gov (United States)

    McAvoy, Alex; Hauert, Christoph

    2015-01-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner’s Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games. PMID:26308326

  10. Archetypal Game Recommender Systems

    DEFF Research Database (Denmark)

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

    2014-01-01

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

  11. Game Based Learning (GBL) Adoption Model for Universities ...

    African Journals Online (AJOL)

    pc

    2018-03-05

    Mar 5, 2018 ... faced while adopting Game Based Learning (GBL) model, its benefits and ... preferred traditional lectures styles, 7% online class and. 34% preferred .... students in developing problem-solving skills which in return may help ...

  12. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

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

  13. Modeling Game Avatar Synergy and Opposition through Embedding in Multiplayer Online Battle Arena Games

    OpenAIRE

    Chen, Zhengxing; Xu, Yuyu; Nguyen, Truong-Huy D.; Sun, Yizhou; El-Nasr, Magy Seif

    2018-01-01

    Multiplayer Online Battle Arena (MOBA) games have received increasing worldwide popularity recently. In such games, players compete in teams against each other by controlling selected game avatars, each of which is designed with different strengths and weaknesses. Intuitively, putting together game avatars that complement each other (synergy) and suppress those of opponents (opposition) would result in a stronger team. In-depth understanding of synergy and opposition relationships among game ...

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

    NARCIS (Netherlands)

    L. Waltman (Ludo)

    2011-01-01

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

  15. Linear programming models and methods of matrix games with payoffs of triangular fuzzy numbers

    CERN Document Server

    Li, Deng-Feng

    2016-01-01

    This book addresses two-person zero-sum finite games in which the payoffs in any situation are expressed with fuzzy numbers. The purpose of this book is to develop a suite of effective and efficient linear programming models and methods for solving matrix games with payoffs in fuzzy numbers. Divided into six chapters, it discusses the concepts of solutions of matrix games with payoffs of intervals, along with their linear programming models and methods. Furthermore, it is directly relevant to the research field of matrix games under uncertain economic management. The book offers a valuable resource for readers involved in theoretical research and practical applications from a range of different fields including game theory, operational research, management science, fuzzy mathematical programming, fuzzy mathematics, industrial engineering, business and social economics. .

  16. Generative Agents for Player Decision Modeling in Games

    DEFF Research Database (Denmark)

    Holmgård, Christoffer; Liapis, Antonios; Togelius, Julian

    2014-01-01

    This paper presents a method for modeling player decision making through the use of agents as AI-driven personas. The paper argues that artificial agents, as generative player models, have properties that allow them to be used as psyhometrically valid, abstract simulations of a human player......’s internal decision making processes. Such agents can then be used to interpret human decision making, as personas and playtesting tools in the game design process, as baselines for adapting agents to mimic classes of human players, or as believable, human-like opponents. This argument is explored...... in a crowdsourced decision making experiment, in which the decisions of human players are recorded in a small-scale dungeon themed puzzle game. Human decisions are compared to the decisions of a number of a priori defined “archetypical” agent-personas, and the humans are characterized by their likeness...

  17. Design of Game Space

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2011-01-01

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

  18. Sensation Seeking and Online Gaming Addiction in Adolescents: A Moderated Mediation Model of Positive Affective Associations and Impulsivity.

    Science.gov (United States)

    Hu, Jianping; Zhen, Shuangju; Yu, Chengfu; Zhang, Qiuyan; Zhang, Wei

    2017-01-01

    Based on the Dual Systems Model (Somerville et al., 2010; Steinberg, 2010a) and the biosocial-affect model (Romer and Hennessy, 2007) of adolescent sensation seeking and problem behaviors, the present study examined how (affective associations with online games as a mediator) and when (impulsivity as a moderator) did sensation seeking influence online gaming addiction in adolescence. A total of 375 Chinese male adolescents (mean age = 16.02 years, SD = 0.85) from southern China completed anonymous questionnaires regarding sensation seeking, positive affective associations with online games, impulsivity, and online gaming addiction. Our findings revealed that sensation seeking, positive affective associations with online games and impulsivity were each significantly and positively associated with online gaming addiction in adolescents. Positive affective associations mediated the relationship between sensation seeking and online gaming addiction. Further, impulsivity moderated the relationship between positive affective associations and online gaming addiction, such that the association between positive affective association and online gaming addiction was stronger for high than for low impulsivity adolescents. These findings underscore the importance of integrating the biosocial-affect model and the Dual Systems Model to understand how and when sensation seeking impacts adolescent online gaming addiction.

  19. Sensation Seeking and Online Gaming Addiction in Adolescents: A Moderated Mediation Model of Positive Affective Associations and Impulsivity

    Directory of Open Access Journals (Sweden)

    Jianping Hu

    2017-05-01

    Full Text Available Based on the Dual Systems Model (Somerville et al., 2010; Steinberg, 2010a and the biosocial-affect model (Romer and Hennessy, 2007 of adolescent sensation seeking and problem behaviors, the present study examined how (affective associations with online games as a mediator and when (impulsivity as a moderator did sensation seeking influence online gaming addiction in adolescence. A total of 375 Chinese male adolescents (mean age = 16.02 years, SD = 0.85 from southern China completed anonymous questionnaires regarding sensation seeking, positive affective associations with online games, impulsivity, and online gaming addiction. Our findings revealed that sensation seeking, positive affective associations with online games and impulsivity were each significantly and positively associated with online gaming addiction in adolescents. Positive affective associations mediated the relationship between sensation seeking and online gaming addiction. Further, impulsivity moderated the relationship between positive affective associations and online gaming addiction, such that the association between positive affective association and online gaming addiction was stronger for high than for low impulsivity adolescents. These findings underscore the importance of integrating the biosocial-affect model and the Dual Systems Model to understand how and when sensation seeking impacts adolescent online gaming addiction.

  20. Sensation Seeking and Online Gaming Addiction in Adolescents: A Moderated Mediation Model of Positive Affective Associations and Impulsivity

    Science.gov (United States)

    Hu, Jianping; Zhen, Shuangju; Yu, Chengfu; Zhang, Qiuyan; Zhang, Wei

    2017-01-01

    Based on the Dual Systems Model (Somerville et al., 2010; Steinberg, 2010a) and the biosocial-affect model (Romer and Hennessy, 2007) of adolescent sensation seeking and problem behaviors, the present study examined how (affective associations with online games as a mediator) and when (impulsivity as a moderator) did sensation seeking influence online gaming addiction in adolescence. A total of 375 Chinese male adolescents (mean age = 16.02 years, SD = 0.85) from southern China completed anonymous questionnaires regarding sensation seeking, positive affective associations with online games, impulsivity, and online gaming addiction. Our findings revealed that sensation seeking, positive affective associations with online games and impulsivity were each significantly and positively associated with online gaming addiction in adolescents. Positive affective associations mediated the relationship between sensation seeking and online gaming addiction. Further, impulsivity moderated the relationship between positive affective associations and online gaming addiction, such that the association between positive affective association and online gaming addiction was stronger for high than for low impulsivity adolescents. These findings underscore the importance of integrating the biosocial-affect model and the Dual Systems Model to understand how and when sensation seeking impacts adolescent online gaming addiction. PMID:28529494

  1. A cognitive-behavioral model of problematic online gaming in adolescents aged 12-22 years

    NARCIS (Netherlands)

    Haagsma, M.C.; Caplan, S.E.; Peters, O.; Pieterse, M.E.

    2013-01-01

    The aim of this study was to apply the cognitive behavioral model of problematic Internet use to the context of online game use to obtain a better understanding of problematic use of online games and its negative consequences. In total, 597 online game playing adolescents aged 12-22 years

  2. PS Booster - Festive colloquium

    CERN Multimedia

    2012-01-01

    A festive colloquium will be held to celebrate the 40th anniversary of the PS Booster on Friday, 28 September at 2 p.m. in the CERN council chamber. The meeting will be open to everybody. Read more on the PS Booster in the CERN Bulletin and in the CERN Courier.

  3. Symmetry of dipositronium Ps2

    International Nuclear Information System (INIS)

    Schrader, D.M.

    2004-01-01

    We work out the complete symmetry and spin problem for diatomic positronium Ps 2 for the ground and singly excited states of zero orbital angular momentum. The general form of the wave function for each state is given, with due regard to charge conjugation parity. Annihilation rates are discussed, and correlations to dissociation products are deduced. We indicate how the approach is extensible to larger aggregates: i.e., PsPs n , n>2

  4. Change in the game : business model innovation in the video game industry across time

    OpenAIRE

    Locke, Austin; Uhrínová, Bianka

    2017-01-01

    Technological innovation has changed business models across multiple industries – retail (Amazon), taxi (Uber), hotel (Airbnb). Through exploratory research, using secondary data, this thesis describes changes that have occurred in video gaming industry from its creation to the current, modern era that are connected to technological innovation. Based on the current research of business models, the authors created a “Value Creation-Revenue Stream Framework” that they use to anal...

  5. A game theory-based trust measurement model for social networks.

    Science.gov (United States)

    Wang, Yingjie; Cai, Zhipeng; Yin, Guisheng; Gao, Yang; Tong, Xiangrong; Han, Qilong

    2016-01-01

    In social networks, trust is a complex social network. Participants in online social networks want to share information and experiences with as many reliable users as possible. However, the modeling of trust is complicated and application dependent. Modeling trust needs to consider interaction history, recommendation, user behaviors and so on. Therefore, modeling trust is an important focus for online social networks. We propose a game theory-based trust measurement model for social networks. The trust degree is calculated from three aspects, service reliability, feedback effectiveness, recommendation credibility, to get more accurate result. In addition, to alleviate the free-riding problem, we propose a game theory-based punishment mechanism for specific trust and global trust, respectively. We prove that the proposed trust measurement model is effective. The free-riding problem can be resolved effectively through adding the proposed punishment mechanism.

  6. The Poker-Litigation Game

    OpenAIRE

    Guerra-Pujol, Enrique

    2015-01-01

    Is litigation a serious search for truth or simply a game of skill or luck? Although the process of litigation has been modeled as a Prisoner's Dilemma, as a War of Attrition, as a Game of Chicken and even as a simple coin toss, no one has formally modeled litigation as a game of poker. This paper is the first to do so. We present a simple "poker-litigation game" and find the optimal strategy for playing this game.

  7. Game theory at work: OR models and algorythms to solve multi-actor heterogeneous decision problems

    NARCIS (Netherlands)

    Sáiz Pérez, M.E.

    2007-01-01

    Key words: Game theory, operations research, optimisation methods, algorithms. The objective of this thesis is to explore the potential of combining Game Theory (GT) models with Operations Research (OR) modelling. This includes development of algorithms to solve these complex OR models for

  8. Mathematical game theory and applications

    CERN Document Server

    Mazalov, Vladimir

    2014-01-01

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

  9. Long-Term Treatment with Liraglutide, a Glucagon-Like Peptide-1 (GLP-1 Receptor Agonist, Has No Effect on β-Amyloid Plaque Load in Two Transgenic APP/PS1 Mouse Models of Alzheimer's Disease.

    Directory of Open Access Journals (Sweden)

    Henrik H Hansen

    Full Text Available One of the major histopathological hallmarks of Alzheimer's disease (AD is cerebral deposits of extracellular β-amyloid peptides. Preclinical studies have pointed to glucagon-like peptide 1 (GLP-1 receptors as a potential novel target in the treatment of AD. GLP-1 receptor agonists, including exendin-4 and liraglutide, have been shown to promote plaque-lowering and mnemonic effects of in a number of experimental models of AD. Transgenic mouse models carrying genetic mutations of amyloid protein precursor (APP and presenilin-1 (PS1 are commonly used to assess the pharmacodynamics of potential amyloidosis-lowering and pro-cognitive compounds. In this study, effects of long-term liraglutide treatment were therefore determined in two double APP/PS1 transgenic mouse models of Alzheimer's disease carrying different clinical APP/PS1 mutations, i.e. the 'London' (hAPPLon/PS1A246E and 'Swedish' mutation variant (hAPPSwe/PS1ΔE9 of APP, with co-expression of distinct PS1 variants. Liraglutide was administered in 5 month-old hAPPLon/PS1A246E mice for 3 months (100 or 500 ng/kg/day, s.c., or 7 month-old hAPPSwe/PS1ΔE9 mice for 5 months (500 ng/kg/day, s.c.. In both models, regional plaque load was quantified throughout the brain using stereological methods. Vehicle-dosed hAPPSwe/PS1ΔE9 mice exhibited considerably higher cerebral plaque load than hAPPLon/PS1A246E control mice. Compared to vehicle-dosed transgenic controls, liraglutide treatment had no effect on the plaque levels in hAPPLon/PS1A246E and hAPPSwe/PS1ΔE9 mice. In conclusion, long-term liraglutide treatment exhibited no effect on cerebral plaque load in two transgenic mouse models of low- and high-grade amyloidosis, which suggests differential sensitivity to long-term liraglutide treatment in various transgenic mouse models mimicking distinct pathological hallmarks of AD.

  10. An evolutionary game model for behavioral gambit of loyalists: Global awareness and risk-aversion

    Science.gov (United States)

    Alfinito, E.; Barra, A.; Beccaria, M.; Fachechi, A.; Macorini, G.

    2018-02-01

    We study the phase diagram of a minority game where three classes of agents are present. Two types of agents play a risk-loving game that we model by the standard Snowdrift Game. The behaviour of the third type of agents is coded by indifference with respect to the game at all: their dynamics is designed to account for risk-aversion as an innovative behavioral gambit. From this point of view, the choice of this solitary strategy is enhanced when innovation starts, while is depressed when it becomes the majority option. This implies that the payoff matrix of the game becomes dependent on the global awareness of the agents measured by the relevance of the population of the indifferent players. The resulting dynamics is nontrivial with different kinds of phase transition depending on a few model parameters. The phase diagram is studied on regular as well as complex networks.

  11. Psychometric properties of the OARSI/OMERACT osteoarthritis pain and functional impairment scales: ICOAP, KOOS-PS and HOOS-PS.

    Science.gov (United States)

    Ruyssen-Witrand, A; Fernandez-Lopez, C J; Gossec, L; Anract, P; Courpied, J P; Dougados, M

    2011-01-01

    To evaluate the psychometric properties of the OARSI-OMERACT questionnaires in comparison to the existing validated scales. Consecutive hip or knee osteoarthritis patients consulting in an orthopedic department were enrolled in the study. Data collected were pain using the Intermittent and Constant Osteoarthritis Pain (ICOAP), a Numeric Rating Scale (NRS), the Western Ontario McMaster Universities' Osteoarthritis Index (WOMAC) pain subscale, the Lequesne pain subscale; functional impairment using the Knee disability and Osteoarthritis Outcome Score-Physical Function Shortform (KOOS-PS), the Hip disability and Osteoarthritis Outcome Score-Physical Function Shortform (HOOS-PS), a NRS, the WOMAC function sub-scale, the Lequesne function subscale. Validity was assessed by calculating the Spearman's correlation coefficient between all the scales. Reliability was assessed in out-patients with stable disease comparing the data collected within 2 weeks using the intra-class correlation coefficient (ICC). Responsiveness was assessed on the data from hospitalised patients prior to and 12 weeks after a total joint replacement (TJR) using the standardised response mean. Three hundred patients (mean age=68 years, females=62%, hip OA=57%) were included. There was a moderate to good correlation between ICOAP, KOOS-PS, HOOS-PS and the WOMAC, NRS and Lequesne scales. Reliability of the ICOAP hip OA HOOS-PS and KOOS-PS was good (ICC range 0.80-0.81) whereas it was moderate for knee ICOAP (ICC=0.65). Responsiveness of the ICOAP, KOOS-PS and HOOS-PS 12 weeks after TJR was comparable to responsiveness of other scales (SRM range: 0.54-1.82). The psychometric properties of the ICOAP, KOOS-PS and HOOS-PS were comparable to those of the WOMAC, Lequesne and NRS.

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

    Science.gov (United States)

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-01-01

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

  13. Expectation values of the e+PsH system

    International Nuclear Information System (INIS)

    Zhang, J.-Y.; Mitroy, J.

    2007-01-01

    Close to converged energies and expectation values for e + PsH are computed using a ground-state wave function consisting of 1500 explicitly correlated Gaussians. The best estimate of the e + PsH ∞ energy was -0.810 254 hartrees, which has a binding energy of 0.021 057 hartrees against dissociation into e + +PsH. The 2γ annihilation rate was 2.7508x10 9 s -1 . Binding energies and annihilation rates are also given for the different finite-mass variants of e + PsH. Comparisons between expectation values for e + PsH and PsH provide compelling evidence that the e + PsH ground state can be regarded as consisting of a weakly bound positron orbiting the PsH ground state

  14. Deduction of initial strategy distributions of agents in mix-game models

    Science.gov (United States)

    Gou, Chengling

    2006-11-01

    This paper reports the effort of deducing the initial strategy distributions (ISDs) of agents in mix-game models that is used to predict a real financial time series generated from a target financial market. Using mix-games to predict Shanghai Index, we find that the time series of prediction accurate rates is sensitive to the ISDs of agents in group 2 who play a minority game, but less sensitive to the ISDs of agents in group 1 who play a majority game. And agents in group 2 tend to cluster in full strategy space (FSS) if the real financial time series has obvious tendency (upward or downward), otherwise they tend to scatter in FSS. We also find that the ISDs and the number of agents in group 1 influence the level of prediction accurate rates. Finally, this paper gives suggestion about further research.

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

    Science.gov (United States)

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

    2018-05-01

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

  16. Architecture for high performance stereoscopic game rendering on Android

    Science.gov (United States)

    Flack, Julien; Sanderson, Hugh; Shetty, Sampath

    2014-03-01

    Stereoscopic gaming is a popular source of content for consumer 3D display systems. There has been a significant shift in the gaming industry towards casual games for mobile devices running on the Android™ Operating System and driven by ARM™ and other low power processors. Such systems are now being integrated directly into the next generation of 3D TVs potentially removing the requirement for an external games console. Although native stereo support has been integrated into some high profile titles on established platforms like Windows PC and PS3 there is a lack of GPU independent 3D support for the emerging Android platform. We describe a framework for enabling stereoscopic 3D gaming on Android for applications on mobile devices, set top boxes and TVs. A core component of the architecture is a 3D game driver, which is integrated into the Android OpenGL™ ES graphics stack to convert existing 2D graphics applications into stereoscopic 3D in real-time. The architecture includes a method of analyzing 2D games and using rule based Artificial Intelligence (AI) to position separate objects in 3D space. We describe an innovative stereo 3D rendering technique to separate the views in the depth domain and render directly into the display buffer. The advantages of the stereo renderer are demonstrated by characterizing the performance in comparison to more traditional render techniques, including depth based image rendering, both in terms of frame rates and impact on battery consumption.

  17. KioskAR: An Augmented Reality Game as a New Business Model to Present Artworks

    Directory of Open Access Journals (Sweden)

    Yoones A. Sekhavat

    2016-01-01

    Full Text Available This paper presents the architecture of KioskAR, which is a pervasive game implemented using augmented reality (AR. This game introduces a new business model that makes it possible for players to present their artworks in virtual kiosks using augmented reality, while they are having fun playing the game. In addition to competition between the players in the game, this game requires social interaction between players to earn more points. A user study is conducted to evaluate the sense of presence and the usability of the application. The results of experiments show that KioskAR can achieve a high level of usability as well as sense of presence.

  18. Sequence control of phase separation and dewetting in PS/PVME blend thin films by changing molecular weight of PS.

    Science.gov (United States)

    Xia, Tian; Qin, Yaping; Huang, Yajiang; Huang, Ting; Xu, Jianhui; Li, Youbing

    2016-11-28

    The morphology evolution mechanism of polystyrene (PS)/poly (vinyl methyl ether) (PVME) blend thin films with different PS molecular weights (M w ) was studied. It was found that the morphology evolution was closely related to the molecular weight asymmetry between PS and PVME. In the film where M w (PS) ≈ M w (PVME), dewetting happened at the interface between the bottom layer and substrate after SD phase separation. While in the film where M w (PS) > M w (PVME), dewetting happened at the interface between the middle PS/PVME blend layer and bottom PVME layer near the substrate prior to phase separation. The different sequences of phase separation and dewetting and different interface for dewetting occurrence were studied by regarding the competitive effects of viscoelasticity contrast between polymer components and preferential wetting between PVME and the substrate. The viscoelastic nature of the PS component played a crucial role in the sequence of phase separation and dewetting.

  19. Understanding herding based on a co-evolutionary model for strategy and game structure

    International Nuclear Information System (INIS)

    Wang, Tao; Huang, Keke; Cheng, Yuan; Zheng, Xiaoping

    2015-01-01

    Highlights: •We model herding effect in emergency from perspective of evolutionary game theory. •Rational subpopulation survives only when the game parameter is significantly large. •Herding effect may arise if the relative rewarding for rational agents is small. •Increasing the relative rewarding for rational agents will prevent herding effect. •The evolution result is unstable if the game parameter approaches critical points. -- Abstract: So far, there has been no conclusion on the mechanism for herding, which is often discussed in the academia. Assuming escaping behavior of individuals in emergency is rational rather than out of panic according to recent findings in social psychology, we investigate the behavioral evolution of large crowds from the perspective of evolutionary game theory. Specifically, evolution of the whole population divided into two subpopulations, namely the co-evolution of strategy and game structure, is numerically simulated based on the game theoretical models built and the evolutionary rule designed, and a series of phenomena including extinction of one subpopulation and herding effect are predicted in the proposed framework. Furthermore, if the rewarding for rational agents becomes significantly larger than that for emotional ones, herding effect will disappear. It is exciting that some phase transition points with interesting properties for the system can be found. In addition, our model framework is able to explain the fact that it is difficult for mavericks to prevail in society. The current results of this work will be helpful in understanding and restraining herding effect in real life

  20. 3D game environments create professional 3D game worlds

    CERN Document Server

    Ahearn, Luke

    2008-01-01

    The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine. Using Photoshop and 3ds Max as his primary tools, Luke Ahearn explains how to create realistic textures from photo source and uses a variety of techniques to portray dynamic and believable game worlds.From a modern city to a steamy jungle, learn about the planning and technological considerations for 3D modelin

  1. Dynamic Stackelberg game model for water rationalization in drought emergency

    Science.gov (United States)

    Kicsiny, R.; Piscopo, V.; Scarelli, A.; Varga, Z.

    2014-09-01

    In water resource management, in case of a limited resource, there is a conflict situation between different consumers. In this paper, a dynamic game-theoretical model is suggested for the solution of such conflict. Let us suppose that in a region, water supply is based on a given aquifer, from which a quantity of effective reserve can be used without damaging the aquifer, and a long drought is foreseen. The use of water is divided between the social sector represented by the local authority, and the production sector, in our case, simplified to a single agricultural producer using water for irrigation; they are the players in the game. For a fixed time period, every day, a given amount is available, from which first the authority, then the producer takes a proportion, which corresponds to the strategy choices of the players. A price function is given, which depends on the total available reserve, the payoffs of both players are quantified as their net incomes for the whole period: for the producer: profit from selling the product minus price of water and tax paid, for the authority: tax received plus the gain for the authority from selling the water bought to the social sector minus price of water purchased. A solution (equilibrium) of the game consists of such strategy choices of both players, with which each player maximizes her/his total payoff (over the whole time horizon of the game) provided that the other player also maximizes her/his own payoff. In the paper, in a mathematical model for the above conflict situation, a deterministic continuum-strategy two-player discrete-time dynamic Stackelberg game with fixed finite time duration and closed-loop information structure is proposed, where the authority is “leader” and the producer is “follower”. The algorithms for the solution of the game are based on recent theoretical results of the authors. Illustrative numerical examples are also given.

  2. Physical Activity Levels and Motivational Responses of Boys and Girls: A Comparison of Direct Instruction and Tactical Games Models of Games Teaching in Physical Education

    Science.gov (United States)

    Smith, Lindsey; Harvey, Stephen; Savory, Louise; Fairclough, Stuart; Kozub, Stephen; Kerr, Catherine

    2015-01-01

    The purpose of this study was to independently determine the levels of moderate-to-vigorous physical activity (MVPA) and self-determined motivation of both boys and girls as they participated in prolonged units of invasion games (i.e. 6-12 lessons) through two pedagogical models: direct instruction and the tactical games model (TGM). It was…

  3. A cognitive-behavioral model of problematic online gaming in adolescents aged 12–22 years

    NARCIS (Netherlands)

    Haagsma, M.C.; Caplan, S.E.; Peters, O.; Pieterse, Marcel E.

    2013-01-01

    The aim of this study was to apply the cognitive behavioral model of problematic Internet use to the context of online game use to obtain a better understanding of problematic use of online games and its negative consequences. In total, 597 online game playing adolescents aged 12–22 years

  4. Cholinergic degeneration is associated with increased plaque deposition and cognitive impairment in APPswe/PS1dE9 mice

    DEFF Research Database (Denmark)

    Laursen, Bettina; Mørk, Arne; Plath, Niels

    2013-01-01

    mice was not due to a more extensive cholinergic degeneration since the reduction in choline acetyltransferase activity was similar following SAP treatment in APP/PS1 mice and Wt. Interestingly, plaque load was significantly increased in SAP treated APP/PS1 mice relative to sham lesioned APP/PS1 mice....... Additionally, APP/PS1 mice treated with SAP showed a tendency towards an increased level of soluble and insoluble Aß1-40 and Aß1-42 measured in brain tissue homogenate. Our results suggest that the combination of cholinergic degeneration and Aß overexpression in the APP/PS1 mouse model results in cognitive...... decline and accelerated plaque burden. SAP treated APP/PS1 mice might thus constitute an improved model of Alzheimer's disease-like neuropathology and cognitive deficits compared to the conventional APP/PS1 model without selective removal of basal forebrain cholinergic neurons....

  5. Validation of Serious Games

    Directory of Open Access Journals (Sweden)

    Katinka van der Kooij

    2015-09-01

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

  6. Expanding the Game Design Space

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel; Majgaard, Gunver

    2016-01-01

    This article considers game design research in educational settings. Its focus is on how undergraduate students – particularly engineering students – learn computer game design. From observations conducted during our game design courses we have developed a model of expanded game design space...... layer establishes correspondence between formal elements of computer games and the structure of problem-based creativity. It addresses how game design challenges should be formulated and how creative solutions can be measured. The fourth and final layer demonstrates how clear framing can act....... It encapsulates the entire development process from the first ideas to the final game with emphasis on game design thinking. Our model of expanded game design space consists of four separate – yet interconnected – layers in the process of game development. The first layer addresses the importance of framing...

  7. An Extended Technology Acceptance Model for Mobile Social Gaming Service Popularity Analysis

    Directory of Open Access Journals (Sweden)

    Hui Chen

    2017-01-01

    Full Text Available The games industry has been growing prosperously with the development of information technology. Recently, with further advances in social networks and mobile services, playing mobile social gaming has gradually changed our daily life in terms of social connection and leisure time spending. What are the determinant factors which affect users intention to play such games? Therefore in this research we present an empirical study on WeChat, China’s most popular mobile social network, and apply a technology acceptance model (TAM to study the reasons beneath the popularity of games in mobile social networks. Furthermore, factors from social and mobile perspective are incorporated into the conventional TAM and their influence and relationships are studied. Experimental study on accumulated online survey data reveals several interesting findings and it is believed that this research offers the researchers in the community further insight in analysing the current popularity and future potential of mobile social games.

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

    Science.gov (United States)

    Dehnie, Sintayehu; Memon, Nasir

    2009-12-01

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

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

    Directory of Open Access Journals (Sweden)

    Sintayehu Dehnie

    2009-01-01

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

  10. Cognitive Model of Trust Dynamics Predicts Human Behavior within and between Two Games of Strategic Interaction with Computerized Confederate Agents.

    Science.gov (United States)

    Collins, Michael G; Juvina, Ion; Gluck, Kevin A

    2016-01-01

    When playing games of strategic interaction, such as iterated Prisoner's Dilemma and iterated Chicken Game, people exhibit specific within-game learning (e.g., learning a game's optimal outcome) as well as transfer of learning between games (e.g., a game's optimal outcome occurring at a higher proportion when played after another game). The reciprocal trust players develop during the first game is thought to mediate transfer of learning effects. Recently, a computational cognitive model using a novel trust mechanism has been shown to account for human behavior in both games, including the transfer between games. We present the results of a study in which we evaluate the model's a priori predictions of human learning and transfer in 16 different conditions. The model's predictive validity is compared against five model variants that lacked a trust mechanism. The results suggest that a trust mechanism is necessary to explain human behavior across multiple conditions, even when a human plays against a non-human agent. The addition of a trust mechanism to the other learning mechanisms within the cognitive architecture, such as sequence learning, instance-based learning, and utility learning, leads to better prediction of the empirical data. It is argued that computational cognitive modeling is a useful tool for studying trust development, calibration, and repair.

  11. Cooperative Trust Games

    Science.gov (United States)

    2013-01-01

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

  12. Electron Spin Resonance studies on PS, PP and PS/PP blends under gamma irradiation

    International Nuclear Information System (INIS)

    Reyes, J.; Claro, M.; Albano, C.; Venezuela Central University, Caracas; Moronta, D.

    2002-01-01

    Complete text of publication follows. Electron Spin Resonance (ESR) studies on Polystyrene (PS), Polypropylene (PP) and their mixtures at compositions of 80/20 with and without a compatibilizer (SBS in block), 7.5 wt.%, irradiated with gamma rays from a Cobalt-60 source with a dose rate of 4.8 KGy/h at integral doses of radiation of 10, 25, 50, 60, 70, 400, 800 and 1300 KGy in the presence of air and at room temperature (RT) are reported. The dependence of resonance line width, Hpp; resonance line shapes K, and radical concentration, S, with the integral dose of irradiation is investigated. The nature of the free radicals after ten days of air storage is discussed. The free radical concentration, the double integral of the resonance line, S, has been estimated at room temperature, RT, for a group of single lines, characterized by the same giromagnetic, g, value by direct numerical double integration. In the samples studied no spectrum of 0 kGy of integral dose was observed. The concentration of radicals, S, observed when the integral radiation doses was increased, presents a maximum value in the PP samples at high doses (70-1300 kGy) and minimum values in the PS samples with the same doses. This shows that the PP degrades at a faster rate than the PS, owing to the presence of the bencenic ring in the latter. In the PS/PP mixtures studied with and without compatibilizer, the values of the radical concentration is found between the observed values in the homopolymers, being closer to the PS, which might imply that the presence of PS decays the degradation process of the PP in the mixture

  13. Cs0.49NbPS6

    Directory of Open Access Journals (Sweden)

    Hoseop Yun

    2011-01-01

    Full Text Available The quaternary thiophosphate, Cs0.49NbPS6, caesium hexathioniobiophosphate(V, has been synthesized by the reactive halide flux method. The title compound is isotypic with Rb0.46TaPS6 and is made up of a bicapped trigonal–biprismatic [Nb2S12] unit and a tetrahedral [PS4] group. The [Nb2S12] units linked by the [PS4] tetrahedra form infinite chains, yielding a three-dimensional network with rather large van der Waals gaps along the c axis in which the disordered Cs+ ions reside. The electrons released by the Cs atoms are transferred to the pairwise niobium metal site and there are substantial intermetallic Nb—Nb bonding interactions. This leads to a significant decrease of the intermetallic distance in the title compound compared to that in TaPS6. The classical charge balance of the title compound may be represented as [Cs+]0.49[Nb4.51+][P5+][S2−]4[S22−].

  14. Game Coloured Petri Nets

    DEFF Research Database (Denmark)

    Westergaard, Michael

    2006-01-01

    This paper introduces the notion of game coloured Petri nets. This allows the modeler to explicitly model what parts of the model comprise the modeled system and what parts are the environment of the modeled system. We give the formal definition of game coloured Petri nets, a means of reachability...... analysis of this net class, and an application of game coloured Petri nets to automatically generate easy-to-understand visualizations of the model by exploiting the knowledge that some parts of the model are not interesting from a visualization perspective (i.e. they are part of the environment...

  15. Models for cooperative games with fuzzy relations among the agents fuzzy communication, proximity relation and fuzzy permission

    CERN Document Server

    Jiménez-Losada, Andrés

    2017-01-01

    This book offers a comprehensive introduction to cooperative game theory and a practice-oriented reference guide to new models and tools for studying bilateral fuzzy relations among several agents or players. It introduces the reader to several fuzzy models, each of which is first analyzed in the context of classical games (crisp games) and subsequently in the context of fuzzy games. Special emphasis is given to the value of Shapley, which is presented for the first time in the context of fuzzy games. Students and researchers will find here a self-contained reference guide to cooperative fuzzy games, characterized by a wealth of examples, descriptions of a wide range of possible situations, step-by-step explanations of the basic mathematical concepts involved, and easy-to-follow information on axioms and properties.

  16. Distraction sneakers decrease the expected level of aggression within groups: a game-theoretic model.

    Science.gov (United States)

    Dubois, Frédérique; Giraldeau, Luc-Alain; Hamilton, Ian M; Grant, James W A; Lefebvre, Louis

    2004-08-01

    Hawk-dove games have been extensively used to predict the conditions under which group-living animals should defend their resources against potential usurpers. Typically, game-theoretic models on aggression consider that resource defense may entail energetic and injury costs. However, intruders may also take advantage of owners who are busy fighting to sneak access to unguarded resources, imposing thereby an additional cost on the use of the escalated hawk strategy. In this article we modify the two-strategy hawk-dove game into a three-strategy hawk-dove-sneaker game that incorporates a distraction-sneaking tactic, allowing us to explore its consequences on the expected level of aggression within groups. Our model predicts a lower proportion of hawks and hence lower frequencies of aggressive interactions within groups than do previous two-strategy hawk-dove games. The extent to which distraction sneakers decrease the frequency of aggression within groups, however, depends on whether they search only for opportunities to join resources uncovered by other group members or for both unchallenged resources and opportunities to usurp.

  17. SPS and PS Experiments Committee

    CERN Multimedia

    CERN. Geneva

    2004-01-01

    OPEN SESSION: 09:00 Status report of NA58 / COMPASS: A. Magnon 09:40 Status report of PS212 / DIRAC: L. Tausher 10:10 PS212 / DIRAC Addendum: L. Nemenov CLOSED SESSION on Tuesday, 27 April 2004 after the open session, Main Building, 6th floor conference room

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

    International Nuclear Information System (INIS)

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

    2001-01-01

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

  19. Exact Algorithms for Solving Stochastic Games

    DEFF Research Database (Denmark)

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

    2012-01-01

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

  20. Psühhodramaatikud annavad Pärnus eksami

    Index Scriptorium Estoniae

    2008-01-01

    29. maist kuni 1. juunini kestab Pärnus psühhodraama konverents "Geeniuste kohtumine", kus rahvusvahelise koolituse läbinud annavad eksami. Ruuda Palmquist on psühhodraama kui teadusharu rajajaid Eestis. Pärnus on kohal Rootsi Moreno Instituudi juhataja, psühhodraama lavastaja Marc Treadwell

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

    Science.gov (United States)

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-03-01

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

  2. The Impact of a Hybrid Sport Education-Invasion Games Competence Model Soccer Unit on Students' Decision Making, Skill Execution and Overall Game Performance

    Science.gov (United States)

    Mesquita, Isabel; Farias, Claudio; Hastie, Peter

    2012-01-01

    The purpose of this study was to examine the impact of a hybrid Sport Education-Invasion Games Competence Model (SE-IGCM) unit application on students' improvements in decision making, skill execution and overall game performance, during a soccer season. Twenty-six fifth-grade students from a Portuguese public elementary school participated in a…

  3. Game Literacy, Gaming Cultures and Media Education

    Science.gov (United States)

    Partington, Anthony

    2010-01-01

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

  4. LEADIR-PS: providing unprecedented SMR safety and economics

    Energy Technology Data Exchange (ETDEWEB)

    Hart, R.S., E-mail: N2i2@xplornet.ca [Northern Nuclear Industries Incorporated, Cambridge, ON (Canada)

    2015-07-01

    Northern Nuclear Industries Incorporated (N{sup 2} I{sup 2}) is developing Small Modular Reactors (SMRs) called LEADIR-PS, an acronym for LEAD-cooled Integral Reactor-Passively Safe. LEADIR-PS integrates proven technologies including TRISO fuel, Pebble Bed core and graphite moderator, with molten lead coolant in an integral pool type reactor configuration to achieve unprecedented safety and economics. Plants under development are LEADIR-PS30, producing 30 MWth, LEADIR-PS100 producing 100 MWth and LEADIR-PS300 producing 300 MWth that are focused on serving the energy demands of areas with a small electrical grid and/or process heat applications. A plant consisting of six LEADIR-PS300 reactor modules serving a common turbine-generator, called the LEADIR-PS Six-Pack, is focused on serving areas with higher energy demands and a robust electricity grid. The Gen{sup +} I LEADIR-PS plants are inherently/passively safe. There is no potential for a Loss Of Coolant Accident, a reactivity transient without shutdown, a loss of heat sink, or hydrogen generation. No active systems or operator actions are required to assure safety. The unprecedented safety of LEADIR-PS reactors avoids large exclusion radius and demanding evacuation plan requirements. LEADIR-PS, with steam conditions of 370 {sup o}C and 12 MPa can serve over 85% of the world's non-transportation process heat demands. In Canada, the electricity and process heat demands, ranging from those of remote communities and the oil sands to densely populated areas can be served by LEADIR-PS. (author)

  5. The four "P"s of marketing are dead.

    Science.gov (United States)

    English, J

    2000-01-01

    For several decades marketing planning in the United States has relied upon the "four Ps" model. Product, price, place, and promotion were considered the foundation of the marketing mix. This model, however, has never been a comfortable fit for health care and, as the new century dawns, we find that a new marketing model--emphasizing the "four Rs"--is emerging. The foundations of the new model are relevance, response, relationships, and results.

  6. Goal-based dictator game

    Science.gov (United States)

    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.

  7. Intense video gaming is not essentially problematic.

    Science.gov (United States)

    Király, Orsolya; Tóth, Dénes; Urbán, Róbert; Demetrovics, Zsolt; Maraz, Aniko

    2017-11-01

    Video games are more popular than ever and the general public, including parents, educators, and the media, tends to consider intense video gaming fundamentally problematic. To test this hypothesis, participants were recruited via gaming-related websites resulting in a sample of N = 5,222 online video gamers (mean age: 22.2 years, SD = 6.4). Besides assessing gaming time, we administered the Ten-Item Internet Gaming Disorder Test, the Brief Symptom Inventory, and the Motives for Online Gaming Questionnaire. Two structural regression models were estimated with both gaming time and problematic gaming as outcome variables. Predictors were psychiatric symptoms in the first, and gaming motives in the second model. Both models yielded adequate fit indices. Psychiatric symptoms had a moderate positive effect on problematic use (β = .46, p gaming time was practically zero (β = -.01, p = .84). In the second model, Escape was the most prominent motive and was moderately to-strongly associated (β = .58, p gaming time was substantially weaker (β = .21, p gaming time and problematic use was weak-to-moderate in both models (r = .26, p gaming time is weakly associated with negative psychological factors such as psychiatric symptoms and Escape motive, which were found to be consistently related to problematic use. Therefore, the amount of gaming time alone appears to be an unreliable predictor of problematic use, which questions the aforementioned idea that intense gaming is essentially problematic. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  8. Beyond iPS!

    Directory of Open Access Journals (Sweden)

    Editorial

    2012-01-01

    Full Text Available It’s undoubtedly a jubilant moment for scientists and clinicians working in the stem cell arena as Prof. Gurdon and Prof. Shinya Yamanaka have been chosen for the Nobel Prize in Physiology & Medicine this year. The mystery of cell biology is something unfathomable and probably the work of this duo as well as the other scientists, who have put their hands on in- vitro de-differentiation have opened our eyes to a new window or a new paradigm in cell biology. The iPS invention has brought a lot of hope in terms of potential direct benefits to treat several diseases, which have no definite options at the moment. But, we envisage that several spin-offs could come out of this invention and one very significant spin-off finding recently witnessed is the finding by Prof. Masaharu Seno and his team of researchers at the Okayama University, Japan (Chen L, et al. 2012, PLoS ONE 7(4:e33544.doi:10.1371/journal.pone.0033544. According to Prof. Seno, mouse iPS cells (miPS when cultured in the conditioned medium derived from cancer cell lines, differentiate into cancer stem cells (CSCs. While differentiating into CSCs, they do retain the potential to develop endothelial progenitor cells. Several questions arise here: 1.Are these miPS derived CSCs really pluripotent, even if the terminal differentiation destined to specific phenotypes? 2.Shouldn’t the Cancer Stem Cells be termed as cancer progenitor cells, as till date they are considered to be producing only cancer cells but not pluripotent to yield other types of normal tissues? The spin-offs could be infinite as the process of differentiation and de-differentiation happening due to trillions of signals and pathways, most still remaining not-so-well understood. A special mention should be made to Prof. Shinya Yamanaka as he has several sterling qualities to be a role-model for budding scientists. Apart from his passion for science, which made him shift his career from orthopedics to a cell biologist, his

  9. Exploring the Learning Mechanism in Educational Games

    OpenAIRE

    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...

  10. Two-year survival rates of anti-TNF-α therapy in psoriatic arthritis (PsA) patients with either polyarticular or oligoarticular PsA.

    Science.gov (United States)

    Iannone, F; Lopriore, S; Bucci, R; Scioscia, C; Anelli, M G; Notarnicola, A; Lapadula, G

    2015-05-01

    To evaluate the 2-year drug survival rates of the tumour necrosis factor (TNF)-α blockers adalimumab, etanercept, and infliximab in psoriatic arthritis (PsA) patients with either oligoarticular (oligo-PsA) or polyarticular PsA (poly-PsA). We studied a prospective cohort of 328 PsA patients with peripheral arthritis (213 with poly-PsA and 115 with oligo-PsA), beginning their first ever anti-TNF-α treatment with adalimumab, etanercept, or infliximab. The aim of the study was to evaluate the drug survival rates and possible baseline predictors at 2 years. After 24 months, persistence in therapy with the first anti-TNF-α blocker was not statistically different in the oligo-PsA (70.4%) and poly-PsA (65.7%) subsets. Predictors of drug discontinuation were female sex [hazard ratio (HR) 1.63, 95% confidence interval (CI) 1.00-2.68, p = 0.04] and starting the therapy in years 2003-8 (HR 0.51, 95% CI 0.33-0.80, p = 0.003). In poly-PsA, the persistence of etanercept (68.3%) was significantly higher than that of adalimumab (51.9%, p = 0.01), whereas in oligo-PsA no significant difference was detected. In poly-PsA, the period 2003-8 was a negative predictor (HR 0.36, 95% CI 0.21-0.62, p = 0.0001) whereas in oligo-PsA female gender was a positive predictor of drug discontinuation (HR 2.08, 95% CI 1.02-4.24, p = 0.04). With regard to clinical outcomes, the best responses in terms of European League Against Rheumatism (EULAR) 'good' response or Disease Activity Score (DAS28) remission, crude or adjusted according to the LUND Efficacy indeX (LUNDEX), were seen in patients on etanercept or infliximab. Our study provides some evidence that anti-TNF-α drugs may perform differently in PsA, and that the analysis of clinical disease subsets may improve our knowledge and promote better management of PsA.

  11. Updating the Psoriatic Arthritis (PsA) Core Domain Set: A Report from the PsA Workshop at OMERACT 2016.

    Science.gov (United States)

    Orbai, Ana-Maria; de Wit, Maarten; Mease, Philip J; Callis Duffin, Kristina; Elmamoun, Musaab; Tillett, William; Campbell, Willemina; FitzGerald, Oliver; Gladman, Dafna D; Goel, Niti; Gossec, Laure; Hoejgaard, Pil; Leung, Ying Ying; Lindsay, Chris; Strand, Vibeke; van der Heijde, Désirée M; Shea, Bev; Christensen, Robin; Coates, Laura; Eder, Lihi; McHugh, Neil; Kalyoncu, Umut; Steinkoenig, Ingrid; Ogdie, Alexis

    2017-10-01

    To include the patient perspective in accordance with the Outcome Measures in Rheumatology (OMERACT) Filter 2.0 in the updated Psoriatic Arthritis (PsA) Core Domain Set for randomized controlled trials (RCT) and longitudinal observational studies (LOS). At OMERACT 2016, research conducted to update the PsA Core Domain Set was presented and discussed in breakout groups. The updated PsA Core Domain Set was voted on and endorsed by OMERACT participants. We conducted a systematic literature review of domains measured in PsA RCT and LOS, and identified 24 domains. We conducted 24 focus groups with 130 patients from 7 countries representing 5 continents to identify patient domains. We achieved consensus through 2 rounds of separate surveys with 50 patients and 75 physicians, and a nominal group technique meeting with 12 patients and 12 physicians. We conducted a workshop and breakout groups at OMERACT 2016 in which findings were presented and discussed. The updated PsA Core Domain Set endorsed with 90% agreement by OMERACT 2016 participants included musculoskeletal disease activity, skin disease activity, fatigue, pain, patient's global assessment, physical function, health-related quality of life, and systemic inflammation, which were recommended for all RCT and LOS. These were important, but not required in all RCT and LOS: economic cost, emotional well-being, participation, and structural damage. Independence, sleep, stiffness, and treatment burden were on the research agenda. The updated PsA Core Domain Set was endorsed at OMERACT 2016. Next steps for the PsA working group include evaluation of PsA outcome measures and development of a PsA Core Outcome Measurement Set.

  12. The PS Booster hits 40

    CERN Multimedia

    Joannah Caborn Wengler

    2012-01-01

    Many accelerators’ "round" birthdays are being celebrated at CERN these days – the PS turned 50 in 2009, the SPS was 35 in 2011, and this year it's the turn of the PS Booster to mark its 40th anniversary. Originally designed to accelerate 1013 protons to 800 MeV, it has far exceeded its initial design performance over the years.   The PS Booster in the 1970s. Imagine the scene: a group of accelerator physicists staring expectantly at a monitor, when suddenly a shout of joy goes up as a signal flickers across the screen. Does that sound familiar? Well, turn the clock back 40 years (longer hair, wider trouser legs) and you have the situation at the PS Booster on 26 May 1972. On that day, beam was injected into the Booster for the first time. “It was a real buzz,” says Heribert Koziol, then Chairman of the Running-in Committee. “We were very happy – and also a little relieved – when the beam finally...

  13. The PS locomotive runs again

    CERN Multimedia

    2001-01-01

    Over forty years ago, the PS train entered service to steer the magnets of the accelerator into place... ... a service that was resumed last Tuesday. Left to right: Raymond Brown (CERN), Claude Tholomier (D.B.S.), Marcel Genolin (CERN), Gérard Saumade (D.B.S.), Ingo Ruehl (CERN), Olivier Carlier (D.B.S.), Patrick Poisot (D.B.S.), Christian Recour (D.B.S.). It is more than ten years since people at CERN heard the rumbling of the old PS train's steel wheels. Last Tuesday, the locomotive came back into service to be tested. It is nothing like the monstrous steel engines still running on conventional railways -just a small electric battery-driven vehicle employed on installing the magnets for the PS accelerator more than 40 years ago. To do so, it used the tracks that run round the accelerator. In fact, it is the grandfather of the LEP monorail. After PS was commissioned in 1959, the little train was used more and more rarely. This is because magnets never break down, or hardly ever! In fact, the loc...

  14. Taking Educational Games Seriously: Using the RETAIN Model to Design Endogenous Fantasy into Standalone Educational Games

    Science.gov (United States)

    Gunter, Glenda A.; Kenny, Robert F.; Vick, Erik H.

    2008-01-01

    We are witnessing a mad rush to pour educational content into games in an ad hoc manner in hopes that player/learners are motivated simply because the content is housed inside a game. A failure to base educational game design on well-established learning and instructional theories increases the risk of the game failing to meet its intended…

  15. Game Design to Introduce Pets

    Directory of Open Access Journals (Sweden)

    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

  16. Magnetization transfer contrast imaging detects early white matter changes in the APP/PS1 amyloidosis mouse model

    Directory of Open Access Journals (Sweden)

    Jelle Praet

    2016-01-01

    Full Text Available While no definitive cure for Alzheimer's disease exists yet, currently available treatments would benefit greatly from an earlier diagnosis. It has previously been shown that Magnetization transfer contrast (MTC imaging is able to detect amyloid β plaques in old APP/PS1 mice. In the current study we investigated if MTC is also able to visualize early amyloid β (Aβ induced pathological changes. In a cross-sectional study, a comparison was made between the MT ratio of wild type (WT and APP/PS1 mice at 2, 4, 6, 8 and 24 months of age. We observed an increased MT-ratio in the cortex of 24 month old APP/PS1 mice as compared to WT mice. However, when comparing the MT-ratio of the cortex of WT mice with the MT-ratio of the APP/PS1 mice at 2, 4, 6 or 8 months of age, no significant changes could be observed. In contrast to the cortex, we consistently observed a decreased MT-ratio in the splenium of 4, 6 and 8 month old APP/PS1 mice as compared to age-matched WT mice. Lastly, the decreased MT-ratio in the splenium of APP/PS1 mice correlated to the Aβ plaque deposition, astrogliosis and microgliosis. This MT-ratio decrease did however not correlate to the myelin content. Combined, our results suggest that MTC is able to visualize early Aβ-induced changes in the splenium but not the cortex of APP/PS1 mice.

  17. FCJ-199 Modelling Systemic Racism: Mobilising the Dynamics of Race and Games in Everyday Racism

    Directory of Open Access Journals (Sweden)

    Robbie Fordyce

    2016-03-01

    Full Text Available This article is concerned with attempts to pose videogames as solutions to systemic racism. The mobile app, Everyday Racism, is one such game. Its method is to directly address players as subjects of racism interpellating them as victims of racist language and behaviour within Australian society, implicating the impact of racism on mental health and wellbeing. While the game has politically laudable goals, its effectiveness is undermined by several issues themselves attributable to the dynamics of race and games. This paper will spell out those issues by addressing three separate facets of the game: the problematic relationship between the player and their elected avatar; the pedagogic compromises that are made in modelling racism as a game; finally, the superliminal narrative that attempts to transcend the limited diegetic world of the game.

  18. A survey of game-theoretic models of cooperative advertising

    DEFF Research Database (Denmark)

    Jørgensen, Steffen; Zaccour, G.

    2014-01-01

    environments. We also find that the work on static models is quite homogeneous, in the sense that most papers employ the same basic consumer demand specification and address the same situations of vertical integration and noncooperative games with simultaneous or sequential actions. The work on dynamic...

  19. Quantum signaling game

    International Nuclear Information System (INIS)

    Frackiewicz, Piotr

    2014-01-01

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

  20. (PS)2: protein structure prediction server version 3.0.

    Science.gov (United States)

    Huang, Tsun-Tsao; Hwang, Jenn-Kang; Chen, Chu-Huang; Chu, Chih-Sheng; Lee, Chi-Wen; Chen, Chih-Chieh

    2015-07-01

    Protein complexes are involved in many biological processes. Examining coupling between subunits of a complex would be useful to understand the molecular basis of protein function. Here, our updated (PS)(2) web server predicts the three-dimensional structures of protein complexes based on comparative modeling; furthermore, this server examines the coupling between subunits of the predicted complex by combining structural and evolutionary considerations. The predicted complex structure could be indicated and visualized by Java-based 3D graphics viewers and the structural and evolutionary profiles are shown and compared chain-by-chain. For each subunit, considerations with or without the packing contribution of other subunits cause the differences in similarities between structural and evolutionary profiles, and these differences imply which form, complex or monomeric, is preferred in the biological condition for the subunit. We believe that the (PS)(2) server would be a useful tool for biologists who are interested not only in the structures of protein complexes but also in the coupling between subunits of the complexes. The (PS)(2) is freely available at http://ps2v3.life.nctu.edu.tw/. © The Author(s) 2015. Published by Oxford University Press on behalf of Nucleic Acids Research.

  1. Serious games for digital tablets as an introduction to 3D modeling and printing

    Directory of Open Access Journals (Sweden)

    José Luis SAORIN

    2015-07-01

    Full Text Available Currently, one of the most direct ways children access to digital technology is through games. This aspect is usually not considered in educational settings in the acquisition of Basic Skills. However, there are international reports assessing the potential of video games as an educational resource. Since 2006, the Horizon Report includes educational video games as a technology impact on teaching, learning and creative expression in education environments. In the 2012 Report, Digital Tablets are considered as one of the technologies most likely to be in widespread use in education in the short term. On the other hand, there are studies linking student interest in careers in science, art and technology to the premature use of 3D modeling tools or 3D printing. In this article, we want to value two applications, Blokify and Pottery, available for digital tablets, which work like games that introduce students to the three-dimensional digital modeling and printing.

  2. [A prediction model for internet game addiction in adolescents: using a decision tree analysis].

    Science.gov (United States)

    Kim, Ki Sook; Kim, Kyung Hee

    2010-06-01

    This study was designed to build a theoretical frame to provide practical help to prevent and manage adolescent internet game addiction by developing a prediction model through a comprehensive analysis of related factors. The participants were 1,318 students studying in elementary, middle, and high schools in Seoul and Gyeonggi Province, Korea. Collected data were analyzed using the SPSS program. Decision Tree Analysis using the Clementine program was applied to build an optimum and significant prediction model to predict internet game addiction related to various factors, especially parent related factors. From the data analyses, the prediction model for factors related to internet game addiction presented with 5 pathways. Causative factors included gender, type of school, siblings, economic status, religion, time spent alone, gaming place, payment to Internet café, frequency, duration, parent's ability to use internet, occupation (mother), trust (father), expectations regarding adolescent's study (mother), supervising (both parents), rearing attitude (both parents). The results suggest preventive and managerial nursing programs for specific groups by path. Use of this predictive model can expand the role of school nurses, not only in counseling addicted adolescents but also, in developing and carrying out programs with parents and approaching adolescents individually through databases and computer programming.

  3. Impulsivity, self-regulation,and pathological video gaming among youth: testing a mediation model.

    Science.gov (United States)

    Liau, Albert K; Neo, Eng Chuan; Gentile, Douglas A; Choo, Hyekyung; Sim, Timothy; Li, Dongdong; Khoo, Angeline

    2015-03-01

    Given the potential negative mental health consequences of pathological video gaming, understanding its etiology may lead to useful treatment developments. The purpose of the study was to examine the influence of impulsive and regulatory processes on pathological video gaming. Study 1 involved 2154 students from 6 primary and 4 secondary schools in Singapore. Study 2 involved 191 students from 2 secondary schools. The results of study 1 and study 2 supported the hypothesis that self-regulation is a mediator between impulsivity and pathological video gaming. Specifically, higher levels of impulsivity was related to lower levels of self-regulation, which in turn was related to higher levels of pathological video gaming. The use of impulsivity and self-regulation in predicting pathological video gaming supports the dual-system model of incorporating both impulsive and reflective systems in the prediction of self-control outcomes. The study highlights the development of self-regulatory resources as a possible avenue for future prevention and treatment research. © 2011 APJPH.

  4. Clinical and Patient-reported Outcomes in Patients with Psoriatic Arthritis (PsA) by Body Surface Area Affected by Psoriasis: Results from the Corrona PsA/Spondyloarthritis Registry.

    Science.gov (United States)

    Mease, Philip J; Karki, Chitra; Palmer, Jacqueline B; Etzel, Carol J; Kavanaugh, Arthur; Ritchlin, Christopher T; Malley, Wendi; Herrera, Vivian; Tran, Melody; Greenberg, Jeffrey D

    2017-08-01

    Psoriatic arthritis (PsA) is commonly comorbid with psoriasis; the extent of skin lesions is a major contributor to psoriatic disease severity/burden. We evaluated whether extent of skin involvement with psoriasis [body surface area (BSA) > 3% vs ≤ 3%] affects overall clinical and patient-reported outcomes (PRO) in patients with PsA. Using the Corrona PsA/Spondyloarthritis Registry, patient characteristics, disease activity, and PRO at registry enrollment were assessed for patients with PsA aged ≥ 18 years with BSA > 3% versus ≤ 3%. Regression models were used to evaluate associations of BSA level with outcome [modified minimal disease activity (MDA), Health Assessment Questionnaire (HAQ) score, patient-reported pain and fatigue, and the Work Productivity and Activity Impairment questionnaire score]. Adjustments were made for age, sex, race, body mass index, disease duration, and history of biologics, disease-modifying antirheumatic drug, and prednisone use. This analysis included 1240 patients with PsA with known BSA level (n = 451, BSA > 3%; n = 789, BSA ≤ 3%). After adjusting for potential confounding variables, patients with BSA > 3% versus ≤ 3% had greater patient-reported pain and fatigue and higher HAQ scores (p = 2.33 × 10 -8 , p = 0.002, and p = 1.21 × 10 -7 , respectively), were 1.7× more likely not to be in modified MDA (95% CI 1.21-2.41, p = 0.002), and were 2.1× more likely to have overall work impairment (1.37-3.21, p = 0.0001). These Corrona Registry data show that substantial skin involvement (BSA > 3%) is associated with greater PsA disease burden, underscoring the importance of assessing and effectively managing psoriasis in patients with PsA because this may be a contributing factor in PsA severity.

  5. The development of video game enjoyment in a role playing game.

    Science.gov (United States)

    Wirth, Werner; Ryffel, Fabian; von Pape, Thilo; Karnowski, Veronika

    2013-04-01

    This study examines the development of video game enjoyment over time. The results of a longitudinal study (N=62) show that enjoyment increases over several sessions. Moreover, results of a multilevel regression model indicate a causal link between the dependent variable video game enjoyment and the predictor variables exploratory behavior, spatial presence, competence, suspense and solution, and simulated experiences of life. These findings are important for video game research because they reveal the antecedents of video game enjoyment in a real-world longitudinal setting. Results are discussed in terms of the dynamics of video game enjoyment under real-world conditions.

  6. Gamma Transition Jump for PS2

    CERN Document Server

    Bartmann, W; Métral, E; Möhl, D; Peggs, S

    2008-01-01

    The PS2, which is proposed as a replacement for the existing ~50-year old PS accelerator, is presently considered to be a normal conducting synchrotron with an injection kinetic energy of 4 GeV and a maximum energy of 50 GeV. One of the possible lattices (FODO option) foresees crossing of transition energy near 10 GeV. Since the phase-slip-factor $\\eta$ becomes very small near transition energy, many intensity dependent effects can take place in both longitudinal and transverse planes. The aim of the present paper is on the one hand to scale the gamma transition jump, used since 1973 in the PS, to the projected PS2 and on the other hand based on these results the analysis of the implementation and feasibility of a gamma transition jump scheme in a conventional FODO lattice.

  7. A Tripartite Neurocognitive Model of Internet Gaming Disorder

    Directory of Open Access Journals (Sweden)

    Lei Wei

    2017-12-01

    Full Text Available Playing Internet games has emerged as a growing in prevalence leisure activity. In some cases, excess gaming can lead to addiction-like symptoms and aversive outcomes that may be seen by some as manifestations of a behavioral addiction. Even though agreement regarding the pathologizing of excessive video gaming is not yet achieved and perhaps because the field requires more research, many works have examined the antecedents and outcomes of what is termed internet gaming disorder (IGD. In this article, we aim at summarizing perspectives and findings related to the neurocognitive processes that may underlie IGD and map such findings onto the triadic-system that governs behavior and decision-making, the deficits in which have been shown to be associated with many addictive disorders. This tripartite system model includes the following three brain systems: (1 the impulsive system, which often mediates fast, automatic, unconscious, and habitual behaviors; (2 the reflective system, which mediates deliberating, planning, predicting future outcomes of selected behaviors, and exerting inhibitory control; and (3 the interoceptive awareness system, which generates a state of craving through the translation of somatic signals into a subjective state of drive. We suggest that IGD formation and maintenance can be associated with (1 a hyperactive “impulsive” system; (2 a hypoactive “reflective” system, as exacerbated by (3 an interoceptive awareness system that potentiates the activity of the impulsive system, and/or hijacks the goal-driven cognitive resources needed for the normal operation of the reflective system. Based on this review, we propose ways to improve the therapy and treatment of IGD and reduce the risk of relapse among recovering IGD populations.

  8. A Tripartite Neurocognitive Model of Internet Gaming Disorder

    Science.gov (United States)

    Wei, Lei; Zhang, Shuyue; Turel, Ofir; Bechara, Antoine; He, Qinghua

    2017-01-01

    Playing Internet games has emerged as a growing in prevalence leisure activity. In some cases, excess gaming can lead to addiction-like symptoms and aversive outcomes that may be seen by some as manifestations of a behavioral addiction. Even though agreement regarding the pathologizing of excessive video gaming is not yet achieved and perhaps because the field requires more research, many works have examined the antecedents and outcomes of what is termed internet gaming disorder (IGD). In this article, we aim at summarizing perspectives and findings related to the neurocognitive processes that may underlie IGD and map such findings onto the triadic-system that governs behavior and decision-making, the deficits in which have been shown to be associated with many addictive disorders. This tripartite system model includes the following three brain systems: (1) the impulsive system, which often mediates fast, automatic, unconscious, and habitual behaviors; (2) the reflective system, which mediates deliberating, planning, predicting future outcomes of selected behaviors, and exerting inhibitory control; and (3) the interoceptive awareness system, which generates a state of craving through the translation of somatic signals into a subjective state of drive. We suggest that IGD formation and maintenance can be associated with (1) a hyperactive “impulsive” system; (2) a hypoactive “reflective” system, as exacerbated by (3) an interoceptive awareness system that potentiates the activity of the impulsive system, and/or hijacks the goal-driven cognitive resources needed for the normal operation of the reflective system. Based on this review, we propose ways to improve the therapy and treatment of IGD and reduce the risk of relapse among recovering IGD populations. PMID:29312016

  9. The Ethics of Video-Game Monetization Modelling: A Discussion on Ethics and Legitimacy of Micro-transactions

    OpenAIRE

    Khan, Arun Rashid

    2017-01-01

    The purpose of the paper is to present an insight and elaboration of the growing Gaming Industry. As the video-game industry has enjoyed immense growth in both consumers that part-take / consume the product of video-games and increases in profits, current research discourse has been focussed around the emergence of micro-transactions and their role in business model development of the firm. Furthermore research has also been focussed around the sociological aspects of video-games in terms of ...

  10. Polymorphic Evolutionary Games.

    Science.gov (United States)

    Fishman, Michael A

    2016-06-07

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

  11. Using the Business Model Canvas (BMC) strategy tool to support the Play4Guidance online entrepreneurial game

    OpenAIRE

    Crotty Yvonne; Kinney Tom; Farren Margaret

    2017-01-01

    The Erasmus + Play4Guidance (P4G) project introduces an online business game, designed to help teach entrepreneurial, transversal and mathematical skills using a real-world business environment. This paper explains how the Business Model Canvas (BMC) strategy tool facilitated student understanding of real life business development prior to playing the game. An initial mapping exercise was conducted to find out if the Business Model Canvas could transform the experience of playing the game by ...

  12. Towards Challenge Balancing for Personalised Game Spaces

    NARCIS (Netherlands)

    Bakkes, S.; Whiteson, S.

    2014-01-01

    This article focuses on games that can tailor the provided game experience to the individual player (personalised games), typically by effectively utilising player models. A particular challenge in this regard, is utilising player models for assessing online (i.e., while the game is being played)

  13. Argoball: A Dynamic-Rules Game for Teaching Striking-and-Fielding Game Tactics

    Science.gov (United States)

    Todorovich, John R.; Fox, James P.; Ryan, Stuart; Todorovich, Sarah W.

    2008-01-01

    Physical educators using the teaching games for understanding (TGFU) approach employ modified game forms to teach children skills and tactics. Inspired by Danish Longball, "Argoball" is a dynamic-rules game that teachers interested in the TGFU model use to help their students develop effective skills and tactics to better participate in…

  14. Game-theoretic modeling of curtailment rules and network investments with distributed generation

    International Nuclear Information System (INIS)

    Andoni, Merlinda; Robu, Valentin; Früh, Wolf-Gerrit; Flynn, David

    2017-01-01

    Highlights: •Comparative study on curtailment rules and their effects on RES profitability. •Proposal of novel fair curtailment rule which minimises generators’ disruption. •Modeling of private network upgrade as leader-follower (Stackelberg) game. •New model incorporating stochastic generation and variable demand. •New methodology for setting transmission charges in private network upgrade. -- Abstract: Renewable energy has achieved high penetration rates in many areas, leading to curtailment, especially if existing network infrastructure is insufficient and energy generated cannot be exported. In this context, Distribution Network Operators (DNOs) face a significant knowledge gap about how to implement curtailment rules that achieve desired operational objectives, but at the same time minimise disruption and economic losses for renewable generators. In this work, we study the properties of several curtailment rules widely used in UK renewable energy projects, and their effect on the viability of renewable generation investment. Moreover, we propose a new curtailment rule which guarantees fair allocation of curtailment amongst all generators with minimal disruption. Another key knowledge gap faced by DNOs is how to incentivise private network upgrades, especially in settings where several generators can use the same line against the payment of a transmission fee. In this work, we provide a solution to this problem by using tools from algorithmic game theory. Specifically, this setting can be modelled as a Stackelberg game between the private transmission line investor and local renewable generators, who are required to pay a transmission fee to access the line. We provide a method for computing the equilibrium of this game, using a model that captures the stochastic nature of renewable energy generation and demand. Finally, we use the practical setting of a grid reinforcement project from the UK and a large dataset of wind speed measurements and demand

  15. Towards an Iterated Game Model with Multiple Adversaries in Smart-World Systems

    Directory of Open Access Journals (Sweden)

    Xiaofei He

    2018-02-01

    Full Text Available Diverse and varied cyber-attacks challenge the operation of the smart-world system that is supported by Internet-of-Things (IoT (smart cities, smart grid, smart transportation, etc. and must be carefully and thoughtfully addressed before widespread adoption of the smart-world system can be fully realized. Although a number of research efforts have been devoted to defending against these threats, a majority of existing schemes focus on the development of a specific defensive strategy to deal with specific, often singular threats. In this paper, we address the issue of coalitional attacks, which can be launched by multiple adversaries cooperatively against the smart-world system such as smart cities. Particularly, we propose a game-theory based model to capture the interaction among multiple adversaries, and quantify the capacity of the defender based on the extended Iterated Public Goods Game (IPGG model. In the formalized game model, in each round of the attack, a participant can either cooperate by participating in the coalitional attack, or defect by standing aside. In our work, we consider the generic defensive strategy that has a probability to detect the coalitional attack. When the coalitional attack is detected, all participating adversaries are penalized. The expected payoff of each participant is derived through the equalizer strategy that provides participants with competitive benefits. The multiple adversaries with the collusive strategy are also considered. Via a combination of theoretical analysis and experimentation, our results show that no matter which strategies the adversaries choose (random strategy, win-stay-lose-shift strategy, or even the adaptive equalizer strategy, our formalized game model is capable of enabling the defender to greatly reduce the maximum value of the expected average payoff to the adversaries via provisioning sufficient defensive resources, which is reflected by setting a proper penalty factor against

  16. Towards an Iterated Game Model with Multiple Adversaries in Smart-World Systems.

    Science.gov (United States)

    He, Xiaofei; Yang, Xinyu; Yu, Wei; Lin, Jie; Yang, Qingyu

    2018-02-24

    Diverse and varied cyber-attacks challenge the operation of the smart-world system that is supported by Internet-of-Things (IoT) (smart cities, smart grid, smart transportation, etc.) and must be carefully and thoughtfully addressed before widespread adoption of the smart-world system can be fully realized. Although a number of research efforts have been devoted to defending against these threats, a majority of existing schemes focus on the development of a specific defensive strategy to deal with specific, often singular threats. In this paper, we address the issue of coalitional attacks, which can be launched by multiple adversaries cooperatively against the smart-world system such as smart cities. Particularly, we propose a game-theory based model to capture the interaction among multiple adversaries, and quantify the capacity of the defender based on the extended Iterated Public Goods Game (IPGG) model. In the formalized game model, in each round of the attack, a participant can either cooperate by participating in the coalitional attack, or defect by standing aside. In our work, we consider the generic defensive strategy that has a probability to detect the coalitional attack. When the coalitional attack is detected, all participating adversaries are penalized. The expected payoff of each participant is derived through the equalizer strategy that provides participants with competitive benefits. The multiple adversaries with the collusive strategy are also considered. Via a combination of theoretical analysis and experimentation, our results show that no matter which strategies the adversaries choose (random strategy, win-stay-lose-shift strategy, or even the adaptive equalizer strategy), our formalized game model is capable of enabling the defender to greatly reduce the maximum value of the expected average payoff to the adversaries via provisioning sufficient defensive resources, which is reflected by setting a proper penalty factor against the adversaries

  17. Radiation Effects on PP/PS Blends as a Model of Protection Effects by Aromatics

    International Nuclear Information System (INIS)

    Gluszewski, W.

    2006-01-01

    Polypropylene (PP) is the most popular polymer for the application in construction of medical devices, due to the hardness and temperature resistance. Unfortunately, the virgin PP is of low resistance towards ionizing radiation, already to sterilization doses and cannot be applied without additives. Another option is a blend with a second polymer, especially aromatic, and therefore polystyrene (PS) was applied. The classic case of protection in the aliphatic/aromatic system (benzene/cyclohexane in liquid or solid state) shows that the surface area and structure of the interphase is crucial for the effectiveness of energy transfer. Our blends of PP (virgin, F401 from Orlen-Olefins) with PS were prepared in a variety of ways, from mechanical blending, to radiation induced grafting. Two linac accelerators (10 MeV, 6-9 kW) were applied, with different shapes of electron beam, formed according to particular methods used for the investigation of effects; doses were 10-600 kGy. As in the classic case, the protection effect was quantisized from the curve of the effect vs 0-100% PP, 100-0 % PS. Main recognition of the protection effect has been done by the diffused reflection spectroscopy (DRS) developed in our Laboratory for the application to irradiated polymers. The dependence of intensity of bands in the DRS spectrum, attributed to keton groups, which are final products of oxidation, shows clearly the protection effect of PP, executed by PS. The second method of observation of radiation effects is gas chromatography (GC), applied for irradiation products analysis. The maximum sensitivity has been achieved using the instrument type GC 2014 by Shimadzu, with thermal conductivity detector, column packed with molecular sieves 5A. Radiation induced formation of gaseous produced at ambient and lower temperatures is unique in the field of chemistry of polymers. There is no form of energy, except ionizing radiation, to cause chemical reactions to produce a wide spectrum of low

  18. Attractiveness of Real Time Strategy Games

    OpenAIRE

    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...

  19. The CERN PS/SL Controls Java Application Programming Interface

    International Nuclear Information System (INIS)

    I. Deloose; J. Cuperus; P. Charrue; F. DiMaio; K. Kostro; M. Vanden Eynden; W. Watson

    1999-01-01

    The PS/SL Convergence Project was launched in March 1998. Its objective is to deliver a common control as infrastructure for the CERN accelerators by year 2001. In the framework of this convergence activity, a project was launched to develop a Java Application Programming Interface (API) between programs written in the Java language and the PS and SL accelerator equipment. This Java API was specified and developed in collaboration with TJNAF. It is based on the Java CDEV [1] package that has been extended in order to end up with a CERN/TJNAF common product. It implements a detailed model composed of devices organized in named classes that provide a property-based interface. It supports data subscription and introspection facilities. The device model is presented and the capabilities of the API are described with syntax examples. The software architecture is also described

  20. Novel Congestion-Free Alternate Routing Path Scheme using Stackelberg Game Theory Model in Wireless Networks

    Directory of Open Access Journals (Sweden)

    P. Chitra

    2017-04-01

    Full Text Available Recently, wireless network technologies were designed for most of the applications. Congestion raised in the wireless network degrades the performance and reduces the throughput. Congestion-free network is quit essen- tial in the transport layer to prevent performance degradation in a wireless network. Game theory is a branch of applied mathematics and applied sciences that used in wireless network, political science, biology, computer science, philosophy and economics. e great challenges of wireless network are their congestion by various factors. E ective congestion-free alternate path routing is pretty essential to increase network performance. Stackelberg game theory model is currently employed as an e ective tool to design and formulate conges- tion issues in wireless networks. is work uses a Stackelberg game to design alternate path model to avoid congestion. In this game, leaders and followers are selected to select an alternate routing path. e correlated equilibrium is used in Stackelberg game for making better decision between non-cooperation and cooperation. Congestion was continuously monitored to increase the throughput in the network. Simulation results show that the proposed scheme could extensively improve the network performance by reducing congestion with the help of Stackelberg game and thereby enhance throughput.

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

    CERN Document Server

    Mazalov, Vladimir

    2016-01-01

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

  2. On economic applications of evolutionary game theory

    OpenAIRE

    Daniel Friedman

    1998-01-01

    Evolutionary games have considerable unrealized potential for modeling substantive economic issues. They promise richer predictions than orthodox game models but often require more extensive specifications. This paper exposits the specification of evolutionary game models and classifies the possible asymptotic behavior for one and two dimensional models.

  3. ENED-GEM: A Conceptual Framework Model for Psychological Enjoyment Factors and Learning Mechanisms in Educational Games about the Environment.

    Science.gov (United States)

    Fjællingsdal, Kristoffer S; Klöckner, Christian A

    2017-01-01

    Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game's general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined.

  4. Game theory and plant ecology.

    Science.gov (United States)

    McNickle, Gordon G; Dybzinski, Ray

    2013-04-01

    The fixed and plastic traits possessed by a plant, which may be collectively thought of as its strategy, are commonly modelled as density-independent adaptations to its environment. However, plant strategies may also represent density- or frequency-dependent adaptations to the strategies used by neighbours. Game theory provides the tools to characterise such density- and frequency-dependent interactions. Here, we review the contributions of game theory to plant ecology. After briefly reviewing game theory from the perspective of plant ecology, we divide our review into three sections. First, game theoretical models of allocation to shoots and roots often predict investment in those organs beyond what would be optimal in the absence of competition. Second, game theoretical models of enemy defence suggest that an individual's investment in defence is not only a means of reducing its own tissue damage but also a means of deflecting enemies onto competitors. Finally, game theoretical models of trade with mutualistic partners suggest that the optimal trade may reflect competition for access to mutualistic partners among plants. In short, our review provides an accessible entrance to game theory that will help plant ecologists enrich their research with its worldview and existing predictions. © 2013 Blackwell Publishing Ltd/CNRS.

  5. Security-Based Mechanism for Proactive Routing Schema Using Game Theory Model

    Directory of Open Access Journals (Sweden)

    Hicham Amraoui

    2016-01-01

    Full Text Available Game theory may offer a useful mechanism to address many problems in mobile ad hoc networks (MANETs. One of the key concepts in the research field of such networks with Optimized Link State Routing Protocol (OLSR is the security problem. Relying on applying game theory to study this problem, we consider two strategies during this suggested model: cooperate and not-cooperate. However, in such networks, it is not easy to identify different actions of players. In this paper, we have essentially been inspired from recent advances provided in game theory to propose a new model for security in MANETs. Our proposal presents a powerful tool with a large number of players where interactions are played multiple times. Moreover, each node keeps a cooperation rate (CR record of other nodes to cope with the behaviors and mitigate aggregate effect of other malicious devices. Additionally, our suggested security mechanism does not only take into consideration security requirements, but also take into account system resources and network performances. The simulation results using Network Simulator 3 are presented to illustrate the effectiveness of the proposal.

  6. The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: an online survey.

    Science.gov (United States)

    Király, Orsolya; Urbán, Róbert; Griffiths, Mark D; Ágoston, Csilla; Nagygyörgy, Katalin; Kökönyei, Gyöngyi; Demetrovics, Zsolt

    2015-04-07

    The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety) and with specific gaming motives (ie, escape, achievement). Based on studies of alcohol use that suggest a mediator role of drinking motives between distal influences (eg, trauma symptoms) and drinking problems, this study examined the assumption that there is an indirect link between psychiatric distress and POG via the mediation of gaming motives. Furthermore, it was also assumed that there was a moderator effect of gender and game type preference based on the important role gender plays in POG and the structural differences between different game types. This study had two aims. The first aim was to test the mediating role of online gaming motives between psychiatric symptoms and problematic use of online games. The second aim was to test the moderator effect of gender and game type preference in this mediation model. An online survey was conducted on a sample of online gamers (N=3186; age: mean 21.1, SD 5.9 years; male: 2859/3186, 89.74%). The Brief Symptom Inventory (BSI), the Motives for Online Gaming Questionnaire (MOGQ), and the Problematic Online Gaming Questionnaire (POGQ) were administered to assess general psychiatric distress, online gaming motives, and problematic online game use, respectively. Structural regression analyses within structural equation modeling were used to test the proposed mediation models and multigroup analyses were used to test gender and game type differences to determine possible moderating effects. The mediation models fitted the data adequately. The Global Severity Index (GSI) of the BSI indicated that the level of psychiatric distress had a significant positive direct effect (standardized effect=.35, Pgaming motives: escape (standardized effect=.139, Pgaming (standardized effect size=.64

  7. Inhibition of Ps Formation in Benzene and Cyclohexane by CH3CI and CH3Br

    DEFF Research Database (Denmark)

    Wikander, G.; Mogensen, O. E.; Pedersen, Niels Jørgen

    1983-01-01

    Positron-annihilation lifetime spectra have been measured for mixtures of CH3Cl and CH3Br in cyclohexane and of CH3Cl in benzene. The ortho-positronium (Ps) yield decreased monotonically from 38% and 43% in cyclohexane and benzene respectively to 11% in pure CH3Cl and 6% in pure CH3Br. The strength......− anions to form Ps. while it forms a bound state with the halides. X−. CH3Cl was a roughly three times weaker Ps inhibitor in benzene than in cyclohexane, which shows that CH3Cl− does not dechlorinate in times comparable to or shorter than 400–500 ps in benzene. An improved model for the explanation of Ps...

  8. Declarative terrain modeling for military training games

    NARCIS (Netherlands)

    Smelik, R.M.; Tutenel, T.; Kraker, J.K.. de; Bidarra, R.

    2010-01-01

    Military training instructors increasingly often employ computer games to train soldiers in all sorts of skills and tactics. One of the difficulties instructors face when using games as a training tool is the creation of suitable content, including scenarios, entities, and corresponding terrain

  9. Modelling Market Dynamics with a "Market Game"

    Science.gov (United States)

    Katahira, Kei; Chen, Yu

    In the financial market, traders, especially speculators, typically behave as to yield capital gains by the difference between selling and buying prices. Making use of the structure of Minority Game, we build a novel market toy model which takes account of such the speculative mind involving a round-trip trade to analyze the market dynamics as a system. Even though the micro-level behavioral rules of players in this new model is quite simple, its macroscopic aggregational output has the reproducibility of the well-known stylized facts such as volatility clustering and heavy tails. The proposed model may become a new alternative bottom-up approach in order to study the emerging mechanism of those stylized qualitative properties of asset returns.

  10. Quantum-Like Model for Decision Making Process in Two Players Game. A Non-Kolmogorovian Model

    Science.gov (United States)

    Asano, Masanari; Ohya, Masanori; Khrennikov, Andrei

    2011-03-01

    In experiments of games, players frequently make choices which are regarded as irrational in game theory. In papers of Khrennikov (Information Dynamics in Cognitive, Psychological and Anomalous Phenomena. Fundamental Theories of Physics, Kluwer Academic, Norwell, 2004; Fuzzy Sets Syst. 155:4-17, 2005; Biosystems 84:225-241, 2006; Found. Phys. 35(10):1655-1693, 2005; in QP-PQ Quantum Probability and White Noise Analysis, vol. XXIV, pp. 105-117, 2009), it was pointed out that statistics collected in such the experiments have "quantum-like" properties, which can not be explained in classical probability theory. In this paper, we design a simple quantum-like model describing a decision-making process in a two-players game and try to explain a mechanism of the irrational behavior of players. Finally we discuss a mathematical frame of non-Kolmogorovian system in terms of liftings (Accardi and Ohya, in Appl. Math. Optim. 39:33-59, 1999).

  11. The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming: An Online Survey

    Science.gov (United States)

    Király, Orsolya; Urbán, Róbert; Griffiths, Mark D; Ágoston, Csilla; Nagygyörgy, Katalin; Kökönyei, Gyöngyi

    2015-01-01

    Background The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety) and with specific gaming motives (ie, escape, achievement). Based on studies of alcohol use that suggest a mediator role of drinking motives between distal influences (eg, trauma symptoms) and drinking problems, this study examined the assumption that there is an indirect link between psychiatric distress and POG via the mediation of gaming motives. Furthermore, it was also assumed that there was a moderator effect of gender and game type preference based on the important role gender plays in POG and the structural differences between different game types. Objective This study had two aims. The first aim was to test the mediating role of online gaming motives between psychiatric symptoms and problematic use of online games. The second aim was to test the moderator effect of gender and game type preference in this mediation model. Methods An online survey was conducted on a sample of online gamers (N=3186; age: mean 21.1, SD 5.9 years; male: 2859/3186, 89.74%). The Brief Symptom Inventory (BSI), the Motives for Online Gaming Questionnaire (MOGQ), and the Problematic Online Gaming Questionnaire (POGQ) were administered to assess general psychiatric distress, online gaming motives, and problematic online game use, respectively. Structural regression analyses within structural equation modeling were used to test the proposed mediation models and multigroup analyses were used to test gender and game type differences to determine possible moderating effects. Results The mediation models fitted the data adequately. The Global Severity Index (GSI) of the BSI indicated that the level of psychiatric distress had a significant positive direct effect (standardized effect=.35, Pgaming motives: escape (standardized effect=.139

  12. Group size effects in two repeated game models of a global climate agreement

    International Nuclear Information System (INIS)

    Helland, Leif

    2002-01-01

    What levels of total abatement can one hope for in a global climate agreement. Some potential answers to this question are provided by game theory. This working paper contains a critical discussion of two (prominent) game ,models that answer the question quite pessimistically. Both models take the n-person, infinitely repeated prisoner's dilemma game as their point of departure. The first model is a full information model and utilises the motion of a weakly re negotiation proof equilibrium. This results in the (maybe counterintuitive) prediction that an agreement that can provide high utility to the group will attract less total abatement than an agreement that can only provide low utility to the group. The second model assumes imperfect public information and utilises the notion of a trigger level equilibrium. This results in the (more intuitive) prediction that the level of total abatements will increase with improved verification techniques for a given player set. Still the level of total abatements decrease with an increasing player set for a given verification technique. Empirical implications of the two models are identified and it is argued that one should confront these with experimentally generated data in order to discriminate between the models. One reason for this is that historical data on abatement efforts in a global climate agreement do not exist since no such agreement has entered into force yet. (Author)

  13. Group size effects in two repeated game models of a global climate agreement

    Energy Technology Data Exchange (ETDEWEB)

    Helland, Leif

    2002-07-01

    What levels of total abatement can one hope for in a global climate agreement. Some potential answers to this question are provided by game theory. This working paper contains a critical discussion of two (prominent) game ,models that answer the question quite pessimistically. Both models take the n-person, infinitely repeated prisoner's dilemma game as their point of departure. The first model is a full information model and utilises the motion of a weakly re negotiation proof equilibrium. This results in the (maybe counterintuitive) prediction that an agreement that can provide high utility to the group will attract less total abatement than an agreement that can only provide low utility to the group. The second model assumes imperfect public information and utilises the notion of a trigger level equilibrium. This results in the (more intuitive) prediction that the level of total abatements will increase with improved verification techniques for a given player set. Still the level of total abatements decrease with an increasing player set for a given verification technique. Empirical implications of the two models are identified and it is argued that one should confront these with experimentally generated data in order to discriminate between the models. One reason for this is that historical data on abatement efforts in a global climate agreement do not exist since no such agreement has entered into force yet. (Author)

  14. Contribution of defective PS recognition and efferocytosis to chronic inflammation and autoimmunity

    Directory of Open Access Journals (Sweden)

    Stanley Gititu Kimani

    2014-11-01

    Full Text Available Rapid and efficient clearance of apoptotic cells results in elimination of auto-antigens and provides a strong anti-inflammatory and immunosuppressive signal to prevent autoimmunity. While professional and non-professional phagocytes utilize a wide array of surface receptors to recognize apoptotic cells, recognition of phosphatidylserine (PS on apoptotic cells by PS receptors on phagocytes is emblematic signal for efferocytosis in metazoans. PS-dependent efferocytosis is associated with production of anti-inflammatory factors such as IL-10 and TGF-β that function, in part, to maintain tolerance to auto-antigens. In contrast, when apoptotic cells fail to be recognized and processed for degradation, auto-antigens persist, which can trigger immune activation leading to autoantibody production and autoimmunity. Despite the fact that genetic mouse models clearly demonstrate that loss of PS receptors can lead to age-dependent autoimmune diseases reminiscent of systemic lupus erythematosus (SLE, link between PS and defective clearance in chronic inflammation and human autoimmunity is not well delineated. In this hypothesis and theory, we review emerging questions developing in the field that may be of relevance to SLE and human autoimmunity.

  15. Teaching Game Sense in Soccer

    Science.gov (United States)

    Pill, Shane

    2012-01-01

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

  16. Functional characterization of calcineurin homologs PsCNA1/PsCNB1 in Puccinia striiformis f. sp. tritici using a host-induced RNAi system.

    Directory of Open Access Journals (Sweden)

    Hong Zhang

    Full Text Available Calcineurin plays a key role in morphogenesis, pathogenesis and drug resistance in most fungi. However, the function of calcineurin genes in Puccinia striiformis f. sp. tritici (Pst is unclear. We identified and characterized the calcineurin genes PsCNA1 and PsCNB1 in Pst. Phylogenetic analyses indicate that PsCNA1 and PsCNB1 form a calcium/calmodulin regulated protein phosphatase belonging to the calcineurin heterodimers composed of subunits A and B. Quantitative RT-PCR analyses revealed that both PsCNA1 and PsCNB1 expression reached their maximum in the stage of haustorium formation, which is one day after inoculation. Using barely stripe mosaic virus (BSMV as a transient expression vector in wheat, the expression of PsCNA1 and PsCNB1 in Pst was suppressed, leading to slower extension of fungal hyphae and reduced production of urediospores. The immune-suppressive drugs cyclosporin A and FK506 markedly reduced the germination rates of urediospores, and when germination did occur, more than two germtubes were produced. These results suggest that the calcineurin signaling pathway participates in stripe rust morphogenetic differentiation, especially the formation of haustoria during the early stage of infection and during the production of urediospores. Therefore PsCNA1 and PsCNB1 can be considered important pathogenicity genes involved in the wheat-Pst interaction.

  17. Epistemic Games

    Science.gov (United States)

    Shaffer, David Williamson

    2005-01-01

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

  18. MODELLING THE INTERACTION IN GAME SPORTS - RELATIVE PHASE AND MOVING CORRELATIONS

    Directory of Open Access Journals (Sweden)

    Martin Lames

    2006-12-01

    Full Text Available Model building in game sports should maintain the constitutive feature of this group of sports, the dynamic interaction process between the two parties. For single net/wall games relative phase is suggested to describe the positional interaction between the two players. 30 baseline rallies in tennis were examined and relative phase was calculated by Hilbert transform from the two time-series of lateral displacement and trajectory in the court respectively. Results showed that relative phase indicates some aspects of the tactical interaction in tennis. At a more abstract level the interaction between two teams in handball was studied by examining the relationship of the two scoring processes. Each process can be conceived as a random walk. Moving averages of the scoring probabilities indicate something like a momentary strength. A moving correlation (length = 20 ball possessions describes the momentary relationship between the teams' strength. Evidence was found that this correlation is heavily time-dependent, in almost every single game among the 40 examined ones we found phases with a significant positive as well as significant negative relationship. This underlines the importance of a dynamic view on the interaction in these games.

  19. 100-ps framing-camera tube

    International Nuclear Information System (INIS)

    Kalibjian, R.

    1978-01-01

    The optoelectronic framing-camera tube described is capable of recording two-dimensional image frames with high spatial resolution in the <100-ps range. Framing is performed by streaking a two-dimensional electron image across narrow slits. The resulting dissected electron line images from the slits are restored into framed images by a restorer deflector operating synchronously with the dissector deflector. The number of framed images on the tube's viewing screen equals the number of dissecting slits in the tube. Performance has been demonstrated in a prototype tube by recording 135-ps-duration framed images of 2.5-mm patterns at the cathode. The limitation in the framing speed is in the external drivers for the deflectors and not in the tube design characteristics. Faster frame speeds in the <100-ps range can be obtained by use of faster deflection drivers

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

    Directory of Open Access Journals (Sweden)

    Milad Elyasi

    2014-04-01

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

  1. A matrix game model for analyzing FTR bidding strategies in deregulated electric power markets

    International Nuclear Information System (INIS)

    Das, Tapas K.; Rocha, Patricio; Babayigit, Cihan

    2010-01-01

    Suppliers in deregulated electric power markets compete for financial transmission rights (FTRs) to hedge against congestion charges. The system operator receives the bids for FTRs submitted by the suppliers and develops an allocation strategy by solving an optimization model. Each FTR bid is defined by a path, a quantity indicating the amount of FTRs the supplier is bidding for in that path, and the price that the supplier is willing to pay for each FTR. The FTR revenue is calculated only after the electricity market has been cleared by computing the differences in the LMPs at the pair of nodes that connect each path. Thus, suppliers rely on forecasts of locational marginal prices (LMPs) to develop their FTR bids. In this paper, we present a game theoretic modeling approach to develop FTR bidding strategies for power suppliers assuming that they have forecasts of LMPs. The game theoretic model considers multiple participants as well as network contingencies. We apply the game theoretic model on a sample network to assess impacts of variations of bid and network parameters on the FTR market outcome. (author)

  2. Multiparty Evolutionary Game Model in Coal Mine Safety Management and Its Application

    Directory of Open Access Journals (Sweden)

    Rongwu Lu

    2018-01-01

    Full Text Available Coal mine safety management involves many interested parties and there are complex relationships between them. According to game theory, a multiparty evolutionary game model is established to analyze the selection of strategies. Then, a simplified three-party model is taken as an example to carry out detailed analysis and solution. Based on stability theory of dynamics system and phase diagram analysis, this article studies replicator dynamics of the evolutionary model to make an optimization analysis of the behaviors of those interested parties and the adjustment mechanism of safety management policies and decisions. The results show how the charge of supervision of government department and inspection of coal mine enterprise impact the efficiency of safety management and the effect of constraint measures and incentive and other measures in safety management.

  3. Do violent video games impair the effectiveness of in-game advertisements? The impact of gaming environment on brand recall, brand attitude, and purchase intention.

    Science.gov (United States)

    Yoo, Seung-Chul; Peña, Jorge

    2011-01-01

    The present study examined whether a violent video game impairs the effectiveness of in-game advertisements compared to a nonviolent video game. Participants recalled and evaluated in-game ads after navigating identical violent or nonviolent game scenarios. Participants' brand recall, recognition, and attitudes were comparatively lower after navigating the violent video game. Also, females in the violent game condition reported lower brand attitudes in comparison to males in the violent game condition, thus suggesting that the effects of gaming environment interacts with participants' gender. The findings supported the predictions of the limited capacity model of attention and cognitive priming effects. The results also extend previous studies on how violent media impair advertising effectiveness and provide practical implications for researchers and practitioners.

  4. Mathematical Modeling of Language Games

    Science.gov (United States)

    Loreto, Vittorio; Baronchelli, Andrea; Puglisi, Andrea

    In this chapter we explore several language games of increasing complexity. We first consider the so-called Naming Game, possibly the simplest example of the complex processes leading progressively to the establishment of human-like languages. In this framework, a globally shared vocabulary emerges as a result of local adjustments of individual word-meaning association. The emergence of a common vocabulary only represents a first stage while it is interesting to investigate the emergence of higher forms of agreement, e.g., compositionality, categories, syntactic or grammatical structures. As an example in this direction we consider the so-called Category Game. Here one focuses on the process by which a population of individuals manages to categorize a single perceptually continuous channel. The problem of the emergence of a discrete shared set of categories out of a continuous perceptual channel is a notoriously difficult problem relevant for color categorization, vowels formation, etc. The central result here is the emergence of a hierarchical category structure made of two distinct levels: a basic layer, responsible for fine discrimination of the environment, and a shared linguistic layer that groups together perceptions to guarantee communicative success.

  5. Using Formal Game Design Methods to Embed Learning Outcomes into Game Mechanics and Avoid Emergent Behaviour

    Science.gov (United States)

    Grey, Simon; Grey, David; Gordon, Neil; Purdy, Jon

    2017-01-01

    This paper offers an approach to designing game-based learning experiences inspired by the Mechanics-Dynamics-Aesthetics (MDA) model (Hunicke et al., 2004) and the elemental tetrad model (Schell, 2008) for game design. A case for game based learning as an active and social learning experience is presented including arguments from both teachers and…

  6. Dynamic probability of reinforcement for cooperation: Random game termination in the centipede game.

    Science.gov (United States)

    Krockow, Eva M; Colman, Andrew M; Pulford, Briony D

    2018-03-01

    Experimental games have previously been used to study principles of human interaction. Many such games are characterized by iterated or repeated designs that model dynamic relationships, including reciprocal cooperation. To enable the study of infinite game repetitions and to avoid endgame effects of lower cooperation toward the final game round, investigators have introduced random termination rules. This study extends previous research that has focused narrowly on repeated Prisoner's Dilemma games by conducting a controlled experiment of two-player, random termination Centipede games involving probabilistic reinforcement and characterized by the longest decision sequences reported in the empirical literature to date (24 decision nodes). Specifically, we assessed mean exit points and cooperation rates, and compared the effects of four different termination rules: no random game termination, random game termination with constant termination probability, random game termination with increasing termination probability, and random game termination with decreasing termination probability. We found that although mean exit points were lower for games with shorter expected game lengths, the subjects' cooperativeness was significantly reduced only in the most extreme condition with decreasing computer termination probability and an expected game length of two decision nodes. © 2018 Society for the Experimental Analysis of Behavior.

  7. Modeling Demand Response in Electricity Retail Markets as a Stackelberg Game

    DEFF Research Database (Denmark)

    Zugno, Marco; Morales González, Juan Miguel; Pinson, Pierre

    We model the retail market with dynamic pricing as a Stackelberg game where both retailers (leaders) and flexible consumers (followers) solve an economic cost-minimization problem. The electricity retailer optimizes an economic objective over a daily horizon by setting an hourly price-sequence, w......We model the retail market with dynamic pricing as a Stackelberg game where both retailers (leaders) and flexible consumers (followers) solve an economic cost-minimization problem. The electricity retailer optimizes an economic objective over a daily horizon by setting an hourly price...... with Equilibrium Constraints (MPEC) and cast as a Mixed Integer Linear Program (MILP), which can be solved using off-the-shelf optimization software. In an illustrative example, we consider a retailer associated with both flexible demand and wind power production. Such an example shows the efficiency of dynamic...

  8. PsHint1, associated with the G-protein α subunit PsGPA1, is required for the chemotaxis and pathogenicity of Phytophthora sojae.

    Science.gov (United States)

    Zhang, Xin; Zhai, Chunhua; Hua, Chenlei; Qiu, Min; Hao, Yujuan; Nie, Pingping; Ye, Wenwu; Wang, Yuanchao

    2016-02-01

    Zoospore chemotaxis to soybean isoflavones is essential in the early stages of infection by the oomycete pathogen Phytophthora sojae. Previously, we have identified a G-protein α subunit encoded by PsGPA1 which regulates the chemotaxis and pathogenicity of P. sojae. In the present study, we used affinity purification to identify PsGPA1-interacting proteins, including PsHint1, a histidine triad (HIT) domain-containing protein orthologous to human HIT nucleotide-binding protein 1 (HINT1). PsHint1 interacted with both the guanosine triphosphate (GTP)- and guanosine diphosphate (GDP)-bound forms of PsGPA1. An analysis of the gene-silenced transformants revealed that PsHint1 was involved in the chemotropic response of zoospores to the isoflavone daidzein. During interaction with a susceptible soybean cultivar, PsHint1-silenced transformants displayed significantly reduced infectious hyphal extension and caused a strong cell death in plants. In addition, the transformants displayed defective cyst germination, forming abnormal germ tubes that were highly branched and exhibited apical swelling. These results suggest that PsHint1 not only regulates chemotaxis by interacting with PsGPA1, but also participates in a Gα-independent pathway involved in the pathogenicity of P. sojae. © 2015 BSPP AND JOHN WILEY & SONS LTD.

  9. ENED-GEM: A Conceptual Framework Model for Psychological Enjoyment Factors and Learning Mechanisms in Educational Games about the Environment

    Science.gov (United States)

    Fjællingsdal, Kristoffer S.; Klöckner, Christian A.

    2017-01-01

    Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game’s general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined. PMID:28701988

  10. ENED-GEM: A Conceptual Framework Model for Psychological Enjoyment Factors and Learning Mechanisms in Educational Games about the Environment

    Directory of Open Access Journals (Sweden)

    Kristoffer S. Fjællingsdal

    2017-06-01

    Full Text Available Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game’s general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined.

  11. LS1 Report: PS beams are back!

    CERN Multimedia

    Katarina Anthony & Anaïs Schaeffer

    2014-01-01

    For the first time in over 15 months, there are beams back in the PS. Making their first tour of the accelerator today, 20 June, their injection marks the end of weeks of cold checkouts and hardware commissioning in the PS.   The CERN Control Centre (CCC) is back in business: people gather to restart the LHC injectors, today the PS. Since hardware commissioning was wrapped up on 23 May, the Operations Group (BE-OP) has been conducting cold checkouts on the PS. This involves switching on all of the machine's systems, verifying that they respond to commands by OP and ensuring they are calibrated to beam timings. "These verifications were done, in part, during the hardware commissioning dry runs," says Rende Steerenberg, PS section leader. "But the cold checkouts are on a much larger scale, as we act as if there is beam in the whole machine. We placed a full load on the controls system, cooling, networks, etc. in order to setup the accelerator in the most realis...

  12. Defaultable Game Options in a Hazard Process Model

    Directory of Open Access Journals (Sweden)

    Tomasz R. Bielecki

    2009-01-01

    Full Text Available The valuation and hedging of defaultable game options is studied in a hazard process model of credit risk. A convenient pricing formula with respect to a reference filteration is derived. A connection of arbitrage prices with a suitable notion of hedging is obtained. The main result shows that the arbitrage prices are the minimal superhedging prices with sigma martingale cost under a risk neutral measure.

  13. Models of Thinking, Learning, and Teaching in Games

    OpenAIRE

    Colin Camerer; Teck Ho; Kuan Chong

    2003-01-01

    Noncooperative game theory combines strategic thinking, best-response, and mutual consistency of beliefs and choices (equilibrium). Hundreds of experiments show that in actual behavior these three forces are limited, even when subjects are highly motivated and analytically skilled (Camerer, 2003). The challenge is to create models that are as general, precise, and parsimonious as equilibrium, but which also use cognitive details to explain experimental evidence more accurately and to predict ...

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

    Science.gov (United States)

    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…

  15. An Evaluation of Mesoscale Model Based Model Output Statistics (MOS) During the 2002 Olympic and Paralympic Winter Games

    National Research Council Canada - National Science Library

    Hart, Kenneth

    2003-01-01

    The skill of a mesoscale model based Model Output Statistics (MOS) system that provided hourly forecasts for 18 sites over northern Utah during the 2002 Winter Olympic and Paralympic Games is evaluated...

  16. Some Analytical Properties of the Model for Stochastic Evolutionary Games in Finite Populations with Non-uniform Interaction Rate

    International Nuclear Information System (INIS)

    Quan Ji; Wang Xianjia

    2013-01-01

    Traditional evolutionary games assume uniform interaction rate, which means that the rate at which individuals meet and interact is independent of their strategies. But in some systems, especially biological systems, the players interact with each other discriminately. Taylor and Nowak (2006) were the first to establish the corresponding non-uniform interaction rate model by allowing the interaction rates to depend on strategies. Their model is based on replicator dynamics which assumes an infinite size population. But in reality, the number of individuals in the population is always finite, and there will be some random interference in the individuals' strategy selection process. Therefore, it is more practical to establish the corresponding stochastic evolutionary model in finite populations. In fact, the analysis of evolutionary games in a finite size population is more difficult. Just as Taylor and Nowak said in the outlook section of their paper, ''The analysis of non-uniform interaction rates should be extended to stochastic game dynamics of finite populations''. In this paper, we are exactly doing this work. We extend Taylor and Nowak's model from infinite to finite case, especially focusing on the infiuence of non-uniform connection characteristics on the evolutionary stable state of the system. We model the strategy evolutionary process of the population by a continuous ergodic Markov process. Based on the limit distribution of the process, we can give the evolutionary stable state of the system. We make a complete classification of the symmetric 2 × 2 games. For each case game, the corresponding limit distribution of the Markov-based process is given when noise intensity is small enough. In contrast with most literatures in evolutionary games using the simulation method, all our results obtained are analytical. Especially, in the dominant-case game, coexistence of the two strategies may become evolutionary stable states in our model. This result can be

  17. Mean-Field-Game Model for Botnet Defense in Cyber-Security

    Energy Technology Data Exchange (ETDEWEB)

    Kolokoltsov, V. N., E-mail: v.kolokoltsov@warwick.ac.uk [University of Warwick, Department of Statistics (United Kingdom); Bensoussan, A. [The University of Texas at Dallas, School of Management (United States)

    2016-12-15

    We initiate the analysis of the response of computer owners to various offers of defence systems against a cyber-hacker (for instance, a botnet attack), as a stochastic game of a large number of interacting agents. We introduce a simple mean-field game that models their behavior. It takes into account both the random process of the propagation of the infection (controlled by the botner herder) and the decision making process of customers. Its stationary version turns out to be exactly solvable (but not at all trivial) under an additional natural assumption that the execution time of the decisions of the customers (say, switch on or out the defence system) is much faster that the infection rates.

  18. Mean-Field-Game Model for Botnet Defense in Cyber-Security

    International Nuclear Information System (INIS)

    Kolokoltsov, V. N.; Bensoussan, A.

    2016-01-01

    We initiate the analysis of the response of computer owners to various offers of defence systems against a cyber-hacker (for instance, a botnet attack), as a stochastic game of a large number of interacting agents. We introduce a simple mean-field game that models their behavior. It takes into account both the random process of the propagation of the infection (controlled by the botner herder) and the decision making process of customers. Its stationary version turns out to be exactly solvable (but not at all trivial) under an additional natural assumption that the execution time of the decisions of the customers (say, switch on or out the defence system) is much faster that the infection rates.

  19. Enhanced personal protection at the PS

    CERN Multimedia

    Samuel Morier Genoud

    2013-01-01

    Pictures 03, 06, 07 08 : Pierre Ninin, deputy group leader of GS-ASE and responsible for the installation of the new PS complex safety system, in front of a new access control system.Pictures 10, 12 ,13 : View of Building 271, the future control centre of the new PS complex safety system.

  20. Acquisition War-Gaming Technique for Acquiring Future Complex Systems: Modeling and Simulation Results for Cost Plus Incentive Fee Contract

    Directory of Open Access Journals (Sweden)

    Tien M. Nguyen

    2018-03-01

    Full Text Available This paper provides a high-level discussion and propositions of frameworks and models for acquisition strategy of complex systems. In particular, it presents an innovative system engineering approach to model the Department of Defense (DoD acquisition process and offers several optimization modules including simulation models using game theory and war-gaming concepts. Our frameworks employ Advanced Game-based Mathematical Framework (AGMF and Unified Game-based Acquisition Framework (UGAF, and related advanced simulation and mathematical models that include a set of War-Gaming Engines (WGEs implemented in MATLAB statistical optimization models. WGEs are defined as a set of algorithms, characterizing the Program and Technical Baseline (PTB, technology enablers, architectural solutions, contract type, contract parameters and associated incentives, and industry bidding position. As a proof of concept, Aerospace, in collaboration with the North Carolina State University (NCSU and University of Hawaii (UH, successfully applied and extended the proposed frameworks and decision models to determine the optimum contract parameters and incentives for a Cost Plus Incentive Fee (CPIF contract. As a result, we can suggest a set of acquisition strategies that ensure the optimization of the PTB.

  1. The PS will soon be back in operation

    CERN Multimedia

    2006-01-01

    The PS's power supply system is undergoing repairs for the accelerator to restart on 26 June. The AB Department's Power Converter Group is working flat out with Siemens to return the PS's power supply system to working order. A problem appeared on the insulation of the power cables of the rotor of the rotating machine (photo) which supplies power to the PS magnets. To prevent more significant damage to the rotating machine, the AB Department, with the approval of the CERN Management, decided to shut down the PS which had started running on 15 May. Everything is being done to restart the accelerator on 26 June. The PS's rotating machine comprises a motor coupled to a generator. The generator's rotor acts like a flywheel, supplying high-power pulses of 40 to 50 megawatts to the PS magnets. The 6 megawatt motor drives the installation at 1000 revolutions per minute and compensates only for variations in speed. It is an essential interface since it would be hard to imagine connecting such an electrical charge, p...

  2. Operational gaming an international approach

    CERN Document Server

    Ståhl, Ingolf

    1983-01-01

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

  3. Mapping the game landscape: Locating genres using functional classification

    DEFF Research Database (Denmark)

    Dahlskog, Steve; Kamstrup, Andreas; Aarseth, Espen J.

    2009-01-01

    Are typical computer game genres still valid descriptors and useful for describing game structure and game content? Games have changed from simple to complex and from single function to multi function. By identifying structural differences in game elements we develop a more nuanced model to categ......Are typical computer game genres still valid descriptors and useful for describing game structure and game content? Games have changed from simple to complex and from single function to multi function. By identifying structural differences in game elements we develop a more nuanced model...

  4. Back to work for the PS

    CERN Multimedia

    2006-01-01

    On 22 June, the PS's rotating machine started turning again for the first time since its enforced shutdown one month ago (see Bulletin No. 23-24/2006) - and the PS was back in operation the very next day! A team from Siemens worked their socks off, 6 days a week for one month (including public holidays), to repair the electrical power supply in collaboration with the AB/PO Group's Main Power Converters (MPC) Section. The generator's faulty rotor was dismantled and replaced by the renovated spare rotor. The multitude of electrical and mechanical connections together with the sheer weight of the rotor (80 tonnes) made this an extremely complex job. The AB/PO Group used the shutdown to test a back-up solution for the PS power supply. The accelerator was directly wired up to the 18 kV electrical network via a 13 MVA transformer, installed at the end of the 1970s but never used. This solution succeeded in bringing the PS back into operation but at limited energy and frequency. Just 14 GeV could be achieved, whic...

  5. Quality Evaluation of Mobile Game: Miftah Alfasaha

    Directory of Open Access Journals (Sweden)

    Ghada Alhuhud

    2016-01-01

    Full Text Available Due to evolution of digital games towards mobile platforms, a large exposure to mobile games is nowadays recorded. This is because of the availability of the cell phone with individuals anytime anywhere. Hence, a vital role of game quality assessment is raised. This is for the purpose of serving as a guide for developing healthy games. Accordingly, the mobile games would help in boosting the educational entertainment, healthy diets control, and behavioral sciences studies and research. This paper presents quality assurance and quality models for ISO based educational game. In this paper, an ISO quality model is presented and quality application behavioral impact measures are justified to evaluate the development quality of Miftah Alfasaha game. The quality model and proposed quality assessment plan are tested through a CodePro Analytix tool and six sigma evaluations.

  6. Synthesis and Characterization of the Rubidium Thiophosphate Rb 6 (PS 5 )(P 2 S 10 ) and the Rubidium Silver Thiophosphates Rb 2 AgPS 4 , RbAg 5 (PS 4 ) 2 and Rb 3 Ag 9 (PS 4 ) 4

    KAUST Repository

    Alahmary, Fatimah S.

    2016-02-18

    The metal thiophosphates Rb2AgPS4 (2), RbAg5(PS4)2 (3), and Rb3Ag9(PS4)4 (4) were synthesized by stoichiometric reactions, whereas Rb6(PS5)(P2S10) (1) was prepared with excess amount of sulfur. The compounds crystallize as follows: 1 monoclinic, P21/c (no. 14), a = 17.0123(7) Å, b = 6.9102(2) Å, c = 23.179(1) Å, β = 94.399(4)°; 2 triclinic, P ¯ (no. 2), a = 6.600(1) Å, b = 6.856(1) Å, c = 10.943(3) Å, α = 95.150(2)°, β = 107.338(2)°, γ = 111.383(2)°; 3 orthorhombic, Pbca (no. 61), a = 12.607(1) Å, b = 12.612(1) Å, c = 17.759(2) Å; 4 orthorhombic, Pbcm (no. 57), a = 6.3481(2) Å, b = 12.5782(4) Å, c = 35.975(1) Å. The crystal structures contain discrete units, chains, and 3D polyanionic frameworks composed of PS4 tetrahedral units arranged and connected in different manner. Compounds 1-3 melt congruently, whereas incongruent melting behavior was observed for compound 4. 1-4 are semiconductors with bandgaps between 2.3 and 2.6 eV and thermally stable up to 450 °C in an inert atmosphere. Copyright © 2016 Wiley-VCH Verlag GmbH & Co. KGaA, Weinheim.

  7. A Game Theoretic Framework for Incentive-Based Models of Intrinsic Motivation in Artificial Systems

    Directory of Open Access Journals (Sweden)

    Kathryn Elizabeth Merrick

    2013-10-01

    Full Text Available An emerging body of research is focusing on understanding and building artificial systems that can achieve open-ended development influenced by intrinsic motivations. In particular, research in robotics and machine learning is yielding systems and algorithms with increasing capacity for self-directed learning and autonomy. Traditional software architectures and algorithms are being augmented with intrinsic motivations to drive cumulative acquisition of knowledge and skills. Intrinsic motivations have recently been considered in reinforcement learning, active learning and supervised learning settings among others. This paper considers game theory as a novel setting for intrinsic motivation. A game theoretic framework for intrinsic motivation is formulated by introducing the concept of optimally motivating incentive as a lens through which players perceive a game. Transformations of four well-known mixed-motive games are presented to demonstrate the perceived games when players’ optimally motivating incentive falls in three cases corresponding to strong power, affiliation and achievement motivation. We use agent-based simulations to demonstrate that players with different optimally motivating incentive act differently as a result of their altered perception of the game. We discuss the implications of these results both for modeling human behavior and for designing artificial agents or robots.

  8. A game theoretic framework for incentive-based models of intrinsic motivation in artificial systems.

    Science.gov (United States)

    Merrick, Kathryn E; Shafi, Kamran

    2013-01-01

    An emerging body of research is focusing on understanding and building artificial systems that can achieve open-ended development influenced by intrinsic motivations. In particular, research in robotics and machine learning is yielding systems and algorithms with increasing capacity for self-directed learning and autonomy. Traditional software architectures and algorithms are being augmented with intrinsic motivations to drive cumulative acquisition of knowledge and skills. Intrinsic motivations have recently been considered in reinforcement learning, active learning and supervised learning settings among others. This paper considers game theory as a novel setting for intrinsic motivation. A game theoretic framework for intrinsic motivation is formulated by introducing the concept of optimally motivating incentive as a lens through which players perceive a game. Transformations of four well-known mixed-motive games are presented to demonstrate the perceived games when players' optimally motivating incentive falls in three cases corresponding to strong power, affiliation and achievement motivation. We use agent-based simulations to demonstrate that players with different optimally motivating incentive act differently as a result of their altered perception of the game. We discuss the implications of these results both for modeling human behavior and for designing artificial agents or robots.

  9. A Semantic Navigation Model for Video Games

    Science.gov (United States)

    van Driel, Leonard; Bidarra, Rafael

    Navigational performance of artificial intelligence (AI) characters in computer games is gaining an increasingly important role in the perception of their behavior. While recent games successfully solve some complex navigation problems, there is little known or documented on the underlying approaches, often resembling a primitive conglomerate of ad-hoc algorithms for specific situations.

  10. Supermodular Games and Potential Games

    NARCIS (Netherlands)

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

    2001-01-01

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

  11. Mathematical games, abstract games

    CERN Document Server

    Neto, Joao Pedro

    2013-01-01

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

  12. Nonasymptotic mean-field games

    KAUST Repository

    Tembine, Hamidou

    2014-12-01

    Mean-field games have been studied under the assumption of very large number of players. For such large systems, the basic idea consists to approximate large games by a stylized game model with a continuum of players. The approach has been shown to be useful in some applications. However, the stylized game model with continuum of decision-makers is rarely observed in practice and the approximation proposed in the asymptotic regime is meaningless for networked systems with few entities. In this paper we propose a mean-field framework that is suitable not only for large systems but also for a small world with few number of entities. The applicability of the proposed framework is illustrated through a dynamic auction with asymmetric valuation distributions.

  13. Nonasymptotic mean-field games

    KAUST Repository

    Tembine, Hamidou

    2014-12-01

    Mean-field games have been studied under the assumption of very large number of players. For such large systems, the basic idea consists of approximating large games by a stylized game model with a continuum of players. The approach has been shown to be useful in some applications. However, the stylized game model with continuum of decision-makers is rarely observed in practice and the approximation proposed in the asymptotic regime is meaningless for networks with few entities. In this paper, we propose a mean-field framework that is suitable not only for large systems but also for a small world with few number of entities. The applicability of the proposed framework is illustrated through various examples including dynamic auction with asymmetric valuation distributions, and spiteful bidders.

  14. Towards an Iterated Game Model with Multiple Adversaries in Smart-World Systems †

    Science.gov (United States)

    Yang, Xinyu; Yu, Wei; Lin, Jie; Yang, Qingyu

    2018-01-01

    Diverse and varied cyber-attacks challenge the operation of the smart-world system that is supported by Internet-of-Things (IoT) (smart cities, smart grid, smart transportation, etc.) and must be carefully and thoughtfully addressed before widespread adoption of the smart-world system can be fully realized. Although a number of research efforts have been devoted to defending against these threats, a majority of existing schemes focus on the development of a specific defensive strategy to deal with specific, often singular threats. In this paper, we address the issue of coalitional attacks, which can be launched by multiple adversaries cooperatively against the smart-world system such as smart cities. Particularly, we propose a game-theory based model to capture the interaction among multiple adversaries, and quantify the capacity of the defender based on the extended Iterated Public Goods Game (IPGG) model. In the formalized game model, in each round of the attack, a participant can either cooperate by participating in the coalitional attack, or defect by standing aside. In our work, we consider the generic defensive strategy that has a probability to detect the coalitional attack. When the coalitional attack is detected, all participating adversaries are penalized. The expected payoff of each participant is derived through the equalizer strategy that provides participants with competitive benefits. The multiple adversaries with the collusive strategy are also considered. Via a combination of theoretical analysis and experimentation, our results show that no matter which strategies the adversaries choose (random strategy, win-stay-lose-shift strategy, or even the adaptive equalizer strategy), our formalized game model is capable of enabling the defender to greatly reduce the maximum value of the expected average payoff to the adversaries via provisioning sufficient defensive resources, which is reflected by setting a proper penalty factor against the adversaries

  15. iPS cells to model CDKL5-related disorders.

    Science.gov (United States)

    Amenduni, Mariangela; De Filippis, Roberta; Cheung, Aaron Y L; Disciglio, Vittoria; Epistolato, Maria Carmela; Ariani, Francesca; Mari, Francesca; Mencarelli, Maria Antonietta; Hayek, Youssef; Renieri, Alessandra; Ellis, James; Meloni, Ilaria

    2011-12-01

    Rett syndrome (RTT) is a progressive neurologic disorder representing one of the most common causes of mental retardation in females. To date mutations in three genes have been associated with this condition. Classic RTT is caused by mutations in the MECP2 gene, whereas variants can be due to mutations in either MECP2 or FOXG1 or CDKL5. Mutations in CDKL5 have been identified both in females with the early onset seizure variant of RTT and in males with X-linked epileptic encephalopathy. CDKL5 is a kinase protein highly expressed in neurons, but its exact function inside the cell is unknown. To address this issue we established a human cellular model for CDKL5-related disease using the recently developed technology of induced pluripotent stem cells (iPSCs). iPSCs can be expanded indefinitely and differentiated in vitro into many different cell types, including neurons. These features make them the ideal tool to study disease mechanisms directly on the primarily affected neuronal cells. We derived iPSCs from fibroblasts of one female with p.Q347X and one male with p.T288I mutation, affected by early onset seizure variant and X-linked epileptic encephalopathy, respectively. We demonstrated that female CDKL5-mutated iPSCs maintain X-chromosome inactivation and clones express either the mutant CDKL5 allele or the wild-type allele that serve as an ideal experimental control. Array CGH indicates normal isogenic molecular karyotypes without detection of de novo CNVs in the CDKL5-mutated iPSCs. Furthermore, the iPS cells can be differentiated into neurons and are thus suitable to model disease pathogenesis in vitro.

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

    Directory of Open Access Journals (Sweden)

    Hengameh Cighary Deljavan

    2012-10-01

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

  17. Phosphorene-directed self-assembly of asymmetric PS-b-PMMA block copolymer for perpendicularly-oriented sub-10 nm PS nanopore arrays

    Science.gov (United States)

    Zhang, Ziming; Zheng, Lu; Khurram, Muhammad; Yan, Qingfeng

    2017-10-01

    Few-layer black phosphorus, also known as phosphorene, is a new two-dimensional material which is of enormous interest for applications, mainly in electronics and optoelectronics. Herein, we for the first time employ phosphorene for directing the self-assembly of asymmetric polystyrene-block-polymethylmethacrylate (PS-b-PMMA) block copolymer (BCP) thin film to form the perpendicular orientation of sub-10 nm PS nanopore arrays in a hexagonal fashion normal to the interface. We experimentally demonstrate that none of the PS and PMMA blocks exhibit preferential affinity to the phosphorene-modified surface. Furthermore, the perpendicularly-oriented PS nanostructures almost stay unchanged with the variation of number of layers of few-layer phosphorene nanoflakes between 15-30 layers. Differing from the neutral polymer brushes which are widely used for chemical modification of the silicon substrate, phosphorene provides a novel physical way to control the interfacial interactions between the asymmetric PS-b-PMMA BCP thin film and the silicon substrate. Based on our results, it is possible to build a new scheme for producing sub-10 nm PS nanopore arrays oriented perpendicularly to the few-layer phosphorene nanoflakes. Furthermore, the nanostructural microdomains could serve as a promising nanolithography template for surface patterning of phosphorene nanoflakes.

  18. Phosphorene-directed self-assembly of asymmetric PS-b-PMMA block copolymer for perpendicularly-oriented sub-10 nm PS nanopore arrays.

    Science.gov (United States)

    Zhang, Ziming; Zheng, Lu; Khurram, Muhammad; Yan, Qingfeng

    2017-10-20

    Few-layer black phosphorus, also known as phosphorene, is a new two-dimensional material which is of enormous interest for applications, mainly in electronics and optoelectronics. Herein, we for the first time employ phosphorene for directing the self-assembly of asymmetric polystyrene-block-polymethylmethacrylate (PS-b-PMMA) block copolymer (BCP) thin film to form the perpendicular orientation of sub-10 nm PS nanopore arrays in a hexagonal fashion normal to the interface. We experimentally demonstrate that none of the PS and PMMA blocks exhibit preferential affinity to the phosphorene-modified surface. Furthermore, the perpendicularly-oriented PS nanostructures almost stay unchanged with the variation of number of layers of few-layer phosphorene nanoflakes between 15-30 layers. Differing from the neutral polymer brushes which are widely used for chemical modification of the silicon substrate, phosphorene provides a novel physical way to control the interfacial interactions between the asymmetric PS-b-PMMA BCP thin film and the silicon substrate. Based on our results, it is possible to build a new scheme for producing sub-10 nm PS nanopore arrays oriented perpendicularly to the few-layer phosphorene nanoflakes. Furthermore, the nanostructural microdomains could serve as a promising nanolithography template for surface patterning of phosphorene nanoflakes.

  19. Application of evolutionary games to modeling carcinogenesis.

    Science.gov (United States)

    Swierniak, Andrzej; Krzeslak, Michal

    2013-06-01

    We review a quite large volume of literature concerning mathematical modelling of processes related to carcinogenesis and the growth of cancer cell populations based on the theory of evolutionary games. This review, although partly idiosyncratic, covers such major areas of cancer-related phenomena as production of cytotoxins, avoidance of apoptosis, production of growth factors, motility and invasion, and intra- and extracellular signaling. We discuss the results of other authors and append to them some additional results of our own simulations dealing with the possible dynamics and/or spatial distribution of the processes discussed.

  20. A variation method in the optimization problem of the minority game model

    International Nuclear Information System (INIS)

    Blazhyijevs'kij, L.; Yanyishevs'kij, V.

    2009-01-01

    This article contains the results of applying a variation method in the investigation of the optimization problem in the minority game model. That suggested approach is shown to give relevant results about phase transition in the model. Other methods pertinent to the problem have also been assessed.

  1. Games of multicellularity.

    Science.gov (United States)

    Kaveh, Kamran; Veller, Carl; Nowak, Martin A

    2016-08-21

    Evolutionary game dynamics are often studied in the context of different population structures. Here we propose a new population structure that is inspired by simple multicellular life forms. In our model, cells reproduce but can stay together after reproduction. They reach complexes of a certain size, n, before producing single cells again. The cells within a complex derive payoff from an evolutionary game by interacting with each other. The reproductive rate of cells is proportional to their payoff. We consider all two-strategy games. We study deterministic evolutionary dynamics with mutations, and derive exact conditions for selection to favor one strategy over another. Our main result has the same symmetry as the well-known sigma condition, which has been proven for stochastic game dynamics and weak selection. For a maximum complex size of n=2 our result holds for any intensity of selection. For n≥3 it holds for weak selection. As specific examples we study the prisoner's dilemma and hawk-dove games. Our model advances theoretical work on multicellularity by allowing for frequency-dependent interactions within groups. Copyright © 2016 Elsevier Ltd. All rights reserved.

  2. Comparative, validity and responsiveness of the HOOS-PS and KOOS-PS to the WOMAC physical function subscale in total joint replacement for osteoarthritis

    DEFF Research Database (Denmark)

    Davis, A M; Perruccio, A V; Canizares, M

    2009-01-01

    OBJECTIVE: To evaluate the internal consistency of the Hip disability and Osteoarthritis Outcome Score-Physical Function Short-form (HOOS-PS) and the Knee injury and Osteoarthritis Outcome Score-Physical Function Short-form (KOOS-PS) in total hip replacement (THR) and total knee (TKR) replacement....... Construct validity and responsiveness were compared to the Western Ontario McMaster Universities' Osteoarthritis Index (WOMAC) Likert 3.0 physical function (PF) subscale and the PF excluding the items in the short measures (PF-exclusions). METHODS: Participants completed the full HOOS or KOOS, measures...... of fatigue, anxiety, depression and the Chronic Pain Grade (CPG) pre-surgery and the HOOS or KOOS 6 months post-surgery. Internal consistency for the HOOS-PS and KOOS-PS was calculated using Cronbach's alpha. For construct validity, it was hypothesized that correlations between the HOOS-PS or KOOS-PS and PF...

  3. A game is a game is a game

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

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

  4. Risk Management Capability Maturity and Performance of Complex Product and System (CoPS Projects with an Asian Perspective

    Directory of Open Access Journals (Sweden)

    Ren, Y.

    2014-07-01

    Full Text Available Complex Products and Systems (CoPS are high value, technology and engineering-intensive capital goods. The motivation of this study is the persistent high failure rate of CoPS projects, Asian CoPS provider’s weak capability and lack of specific research on CoPS risk management. This paper evaluates risk management maturity level of CoPS projects against a general CoPS risk management capability maturity model (RM-CMM developed by the authors. An Asian based survey was conducted to investigate the value of RM to project performance, and Asian (non-Japanese CoPS implementers’ perceived application of RM practices, their strengths and weaknesses. The survey result shows that higher RM maturity level leads to higher CoPS project performance. It also shows project complexity and uncertainty moderates the relationship between some RM practices and project performance, which implies that a contingency approach should be adopted to manage CoPS risks effectively. In addition, it shows that Asian CoPS implementers are weak in RM process and there are also rooms for improvement in the softer aspects of organizational capabilities and robustness.

  5. Integrative Analysis of PRKAG2 Cardiomyopathy iPS and Microtissue Models Identifies AMPK as a Regulator of Metabolism, Survival, and Fibrosis

    Directory of Open Access Journals (Sweden)

    J. Travis Hinson

    2016-12-01

    Full Text Available AMP-activated protein kinase (AMPK is a metabolic enzyme that can be activated by nutrient stress or genetic mutations. Missense mutations in the regulatory subunit, PRKAG2, activate AMPK and cause left ventricular hypertrophy, glycogen accumulation, and ventricular pre-excitation. Using human iPS cell models combined with three-dimensional cardiac microtissues, we show that activating PRKAG2 mutations increase microtissue twitch force by enhancing myocyte survival. Integrating RNA sequencing with metabolomics, PRKAG2 mutations that activate AMPK remodeled global metabolism by regulating RNA transcripts to favor glycogen storage and oxidative metabolism instead of glycolysis. As in patients with PRKAG2 cardiomyopathy, iPS cell and mouse models are protected from cardiac fibrosis, and we define a crosstalk between AMPK and post-transcriptional regulation of TGFβ isoform signaling that has implications in fibrotic forms of cardiomyopathy. Our results establish critical connections among metabolic sensing, myocyte survival, and TGFβ signaling.

  6. From Cards To Digital Games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2017-01-01

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

  7. Men's harassment behavior in online video games: Personality traits and game factors.

    Science.gov (United States)

    Tang, Wai Yen; Fox, Jesse

    2016-11-01

    Online video games afford co-play and social interaction, often anonymous, among players from around the world. As predicted by the social identity model of deindividuation effects, undesirable behavior is not uncommon in online gaming environments, and online harassment has become a pervasive issue in the gaming community. In this study, we sought to determine what personality traits and game-related variables predicted two types of online aggression in video games: general harassment (e.g., skill-based taunting, insulting others' intelligence) and sexual harassment (e.g., sexist comments, rape threats). Men who play online video games (N = 425) participated in an anonymous online survey. Social dominance orientation and hostile sexism predicted higher levels of both sexual harassment and general harassment in online games. Game involvement and hours of weekly gameplay were additional predictors of general harassment. We discuss implications of online social aggression and online sexual harassment for online gaming. We also apply our findings to the broader understanding of online harassment, cyberaggression, cyberbullying, and other forms of online hostility in computer-mediated communication contexts. Aggr. Behav. 42:513-521, 2016. © 2016 Wiley Periodicals, Inc. © 2016 Wiley Periodicals, Inc.

  8. Two-person game theory

    CERN Document Server

    Rapoport, Anatol

    1999-01-01

    Clear, accessible treatment of mathematical models for resolving conflicts in politics, economics, war, business, and social relationships. Topics include strategy, game tree and game matrix, and much more. Minimal math background required. 1970 edition.

  9. Computer Games versus Maps before Reading Stories: Priming Readers' Spatial Situation Models

    Science.gov (United States)

    Smith, Glenn Gordon; Majchrzak, Dan; Hayes, Shelley; Drobisz, Jack

    2011-01-01

    The current study investigated how computer games and maps compare as preparation for readers to comprehend and retain spatial relations in text narratives. Readers create situation models of five dimensions: spatial, temporal, causal, goal, and protagonist (Zwaan, Langston, & Graesser 1995). Of these five, readers mentally model the spatial…

  10. The LLL compact 10-ps streak camera

    International Nuclear Information System (INIS)

    Thomas, S.W.; Houghton, J.W.; Tripp, G.R.; Coleman, L.W.

    1975-01-01

    The 10-ps streak camera has been redesigned to simplify its operation, reduce manufacturing costs, and improve its appearance. The electronics have been simplified, a film indexer added, and a contacted slit has been evaluated. Data support a 10-ps resolution. (author)

  11. PS, SL and LHC Auditoria change names

    CERN Multimedia

    2003-01-01

    Following the replacement of the PS, SL and LHC Divisions by the AB and AT Divisions, the Auditoria are also changing their names. PS Auditorium is renamed AB Meyrin SL Auditorium is renamed AB Prévessin LHC Auditorium is renamed AT

  12. Non-Cooperative Games

    NARCIS (Netherlands)

    van Damme, E.E.C.

    2014-01-01

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

  13. When Should Nintendo Launch its Wii? Insights From a Bivariate Successive Generation Model

    NARCIS (Netherlands)

    Ph.H.B.F. Franses (Philip Hans); C. Hernández-Mireles (Carlos)

    2006-01-01

    textabstractNovember 2006 most likely marks the launch of Sony’s PS3, the successor to PS2. Later, Nintendo is expected to launch the Wii, the successor to the GameCube. We answer the question in the title by analyzing the diffusion of the earlier generations of these consoles, and by using a new

  14. Human hair follicle pluripotent stem (hfPS) cells promote regeneration of peripheral-nerve injury: an advantageous alternative to ES and iPS cells.

    Science.gov (United States)

    Amoh, Yasuyuki; Kanoh, Maho; Niiyama, Shiro; Hamada, Yuko; Kawahara, Katsumasa; Sato, Yuichi; Hoffman, Robert M; Katsuoka, Kensei

    2009-08-01

    The optimal source of stem cells for regenerative medicine is a major question. Embryonic stem (ES) cells have shown promise for pluripotency but have ethical issues and potential to form teratomas. Pluripotent stem cells have been produced from skin cells by either viral-, plasmid- or transposon-mediated gene transfer. These stem cells have been termed induced pluripotent stem cells or iPS cells. iPS cells may also have malignant potential and are inefficiently produced. Embryonic stem cells may not be suited for individualized therapy, since they can undergo immunologic rejection. To address these fundamental problems, our group is developing hair follicle pluripotent stem (hfPS) cells. Our previous studies have shown that mouse hfPS cells can differentiate to neurons, glial cells in vitro, and other cell types, and can promote nerve and spinal cord regeneration in vivo. hfPS cells are located above the hair follicle bulge in what we have termed the hfPS cell area (hfPSA) and are nestin positive and keratin 15 (K-15) negative. Human hfPS cells can also differentiate into neurons, glia, keratinocytes, smooth muscle cells, and melanocytes in vitro. In the present study, human hfPS cells were transplanted in the severed sciatic nerve of the mouse where they differentiated into glial fibrillary-acidic-protein (GFAP)-positive Schwann cells and promoted the recovery of pre-existing axons, leading to nerve generation. The regenerated nerve recovered function and, upon electrical stimulation, contracted the gastrocnemius muscle. The hfPS cells can be readily isolated from the human scalp, thereby providing an accessible, autologous and safe source of stem cells for regenerative medicine that have important advantages over ES or iPS cells. (c) 2009 Wiley-Liss, Inc.

  15. Psühhodraama - spontaansuse kool / Taimi Elenurm

    Index Scriptorium Estoniae

    Elenurm, Taimi

    2010-01-01

    Viinis ja New Yorgis tegutsenud psühhiaatri Jakob Levy Moreno loodud psühhodraamast, mis võimaldab rollimängu kaudu näha ennast läbi teiste silmade, aga ka vabaneda pingetest andes võimaluse käituda teisiti kui tavaelus

  16. Using the Business Model Canvas (BMC strategy tool to support the Play4Guidance online entrepreneurial game

    Directory of Open Access Journals (Sweden)

    Crotty Yvonne

    2017-12-01

    Full Text Available The Erasmus + Play4Guidance (P4G project introduces an online business game, designed to help teach entrepreneurial, transversal and mathematical skills using a real-world business environment. This paper explains how the Business Model Canvas (BMC strategy tool facilitated student understanding of real life business development prior to playing the game. An initial mapping exercise was conducted to find out if the Business Model Canvas could transform the experience of playing the game by providing an overview of real life business strategy, and explain the crucial role that markets and customers play in business growth. As a result of the mapping exercise a workshop session was developed to ensure that students could enact the real life business scenarios presented in the game. Three different types of videos were produced and integrated into the workshop to demonstrate key entrepreneurial competencies and graphically illustrate the nine key building blocks of the BMC. Survey responses from a student cohort evidenced that the workshop was central in helping them to understand real life business strategy prior to playing the game.

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

    OpenAIRE

    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...

  18. A Path Model of School Violence Perpetration: Introducing Online Game Addiction as a New Risk Factor.

    Science.gov (United States)

    Kim, Jae Yop; Lee, Jeen Suk; Oh, Sehun

    2015-08-10

    Drawing on the cognitive information-processing model of aggression and the general aggression model, we explored why adolescents become addicted to online games and how their immersion in online games affects school violence perpetration (SVP). For this purpose, we conducted statistical analyses on 1,775 elementary and middle school students who resided in northern districts of Seoul, South Korea. The results validated the proposed structural equation model and confirmed the statistical significance of the structural paths from the variables; that is, the paths from child abuse and self-esteem to SVP were significant. The levels of self-esteem and child abuse victimization affected SVP, and this effect was mediated by online game addiction (OGA). Furthermore, a multigroup path analysis showed significant gender differences in the path coefficients of the proposed model, indicating that gender exerted differential effects on adolescents' OGA and SVP. Based on these results, prevention and intervention methods to curb violence in schools have been proposed. © The Author(s) 2015.

  19. Games of life and death: antibiotic resistance and production through the lens of evolutionary game theory.

    Science.gov (United States)

    Conlin, Peter L; Chandler, Josephine R; Kerr, Benjamin

    2014-10-01

    In this review, we demonstrate how game theory can be a useful first step in modeling and understanding interactions among bacteria that produce and resist antibiotics. We introduce the basic features of evolutionary game theory and explore model microbial systems that correspond to some classical games. Each game discussed defines a different category of social interaction with different resulting population dynamics (exclusion, coexistence, bistability, cycling). We then explore how the framework can be extended to incorporate some of the complexity of natural microbial communities. Overall, the game theoretical perspective helps to guide our expectations about the evolution of some forms of antibiotic resistance and production because it makes clear the precise nature of social interaction in this context. Copyright © 2014 Elsevier Ltd. All rights reserved.

  20. Convex games versus clan games

    NARCIS (Netherlands)

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

    2008-01-01

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

  1. Convex Games versus Clan Games

    NARCIS (Netherlands)

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

    2006-01-01

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

  2. Game on! : Evaluation malaria games

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

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

  3. Kansei games : entertaining your emotions

    NARCIS (Netherlands)

    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,

  4. Game-based verification and synthesis

    DEFF Research Database (Denmark)

    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...

  5. Design Heuristics for Authentic Simulation-Based Learning Games

    Science.gov (United States)

    Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas

    2014-01-01

    Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…

  6. Ps 22 in Gospels’ interpretation of Passion

    Directory of Open Access Journals (Sweden)

    Sylwester Jędrzejewski

    2012-09-01

    Full Text Available Ps 22 is a piece of artistically high poetry, clear images and metaphors, historical and prophetic references. The conviction of biblical scholars that the New Testament writers has recognized in Ps 22 prophetic witness of passion, accompanies the Church from its beginnings. The words of Jesus on the cross, taken from Ps 22: 2, have a character of lamentable re-symbolization of the prayer of Israel. These words establish a theological answer in the form of suitable credo as well. Dramatic question “why?” is connected with a proclamation and identification “My God”. The personal experience of oppression and death is included by Jesus in the history of his nation and in the experience of God. Ps 22 in the Gospels’ passion context becomes a proclamation form of prayer and a very personal, expressed in such dramatic circumstances confession of the faith.

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

    Directory of Open Access Journals (Sweden)

    Ahmad Jaafarnehad

    2015-09-01

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

  8. Foundations of Game-Based Learning

    Science.gov (United States)

    Plass, Jan L.; Homer, Bruce D.; Kinzer, Charles K.

    2015-01-01

    In this article we argue that to study or apply games as learning environments, multiple perspectives have to be taken into account. We first define game-based learning and gamification, and then discuss theoretical models that describe learning with games, arguing that playfulness is orthogonal to learning theory. We then review design elements…

  9. An evolutionary-game model of tumour-cell interactions: possible relevance to gene therapy

    DEFF Research Database (Denmark)

    Bach, L.A.; Bentzen, S.M.; Alsner, Jan

    2001-01-01

    Evolutionary games have been applied as simple mathematical models of populations where interactions between individuals control the dynamics. Recently, it has been proposed to use this type of model to describe the evolution of tumour cell populations with interactions between cells. We extent...

  10. Game mechanics : advanced game design

    NARCIS (Netherlands)

    Adams, Ernest; Dormans, Joris

    2012-01-01

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

  11. Multi-language naming game

    Science.gov (United States)

    Zhou, Jianfeng; Lou, Yang; Chen, Guanrong; Tang, Wallace K. S.

    2018-04-01

    Naming game is a simulation-based experiment used to study the evolution of languages. The conventional naming game focuses on a single language. In this paper, a novel naming game model named multi-language naming game (MLNG) is proposed, where the agents are different-language speakers who cannot communicate with each other without a translator (interpreter) in between. The MLNG model is general, capable of managing k different languages with k ≥ 2. For illustration, the paper only discusses the MLNG with two different languages, and studies five representative network topologies, namely random-graph, WS small-world, NW small-world, scale-free, and random-triangle topologies. Simulation and analysis results both show that: 1) using the network features and based on the proportion of translators the probability of establishing a conversation between two or three agents can be theoretically estimated; 2) the relationship between the convergence speed and the proportion of translators has a power-law-like relation; 3) different agents require different memory sizes, thus a local memory allocation rule is recommended for saving memory resources. The new model and new findings should be useful for further studies of naming games and for better understanding of languages evolution from a dynamical network perspective.

  12. The Effects of a Simulation Game on Mental Models about Organizational Systems

    Science.gov (United States)

    Reese, Rebecca M.

    2017-01-01

    This mixed methods study was designed to uncover evidence of change to mental models about organizational systems resulting from participation in a simulation game that is based on a system dynamics model. Thirty participants in a 2 day experiential workshop completed a pretest and posttest to assess learning about particular systems concepts.…

  13. Nanoporous polymeric nanofibers based on selectively etched PS-b-PDMS block copolymers.

    Science.gov (United States)

    Demirel, Gokcen B; Buyukserin, Fatih; Morris, Michael A; Demirel, Gokhan

    2012-01-01

    One-dimensional nanoporous polymeric nanofibers have been fabricated within an anodic aluminum oxide (AAO) membrane by a facile approach based on selective etching of poly(dimethylsiloxane) (PDMS) domains in polystyrene-block-poly(dimethylsiloxane) (PS-b-PDMS) block copolymers that had been formed within the AAO template. It was observed that prior to etching, the well-ordered PS-b-PDMS nanofibers are solid and do not have any porosity. The postetched PS nanofibers, on the other hand, had a highly porous structure having about 20-50 nm pore size. The nanoporous polymeric fibers were also employed as a drug carrier for the native, continuous, and pulsatile drug release using Rhodamine B (RB) as a model drug. These studies showed that enhanced drug release and tunable drug dosage can be achieved by using ultrasound irradiation. © 2011 American Chemical Society

  14. A mean-field game economic growth model

    KAUST Repository

    Gomes, Diogo A.

    2016-08-05

    Here, we examine a mean-field game (MFG) that models the economic growth of a population of non-cooperative, rational agents. In this MFG, agents are described by two state variables - the capital and consumer goods they own. Each agent seeks to maximize his/her utility by taking into account statistical data about the whole population. The individual actions drive the evolution of the players, and a market-clearing condition determines the relative price of capital and consumer goods. We study the existence and uniqueness of optimal strategies of the agents and develop numerical methods to compute these strategies and the equilibrium price.

  15. Game design as marketing: How game mechanics create demand for virtual goods

    Directory of Open Access Journals (Sweden)

    Lehdonvirta, V.

    2010-01-01

    Full Text Available Selling virtual goods for real money is an increasingly popular revenue model for massively-multiplayer online games (MMOs, social networking sites (SNSs and other online hangouts. In this paper, we argue that the marketing of virtual goods currently falls short of what it could be. Game developers have long created compelling game designs, but having to market virtual goods to players is a relatively new situation to them. Professional marketers, on the other hand, tend to overlook the internal design of games and hangouts and focus on marketing the services as a whole. To begin bridging the gap, we propose that the design patterns and game mechanics commonly used in games and online hangouts should be viewed as a set of marketing techniques designed to sell virtual goods. Based on a review of a number of MMOs, we describe some of the most common patterns and game mechanics and show how their effects can be explained in terms of analogous techniques from marketing science. The results provide a new perspective to game design with interesting implications to developers. Moreover, they also suggest a radically new perspective to marketers of ordinary goods and services: viewing marketing as a form of game design.

  16. Chronic caffeine treatment reverses memory impairment and the expression of brain BNDF and TrkB in the PS1/APP double transgenic mouse model of Alzheimer's disease.

    Science.gov (United States)

    Han, Kun; Jia, Ning; Li, Ji; Yang, Li; Min, Lian-Qiu

    2013-09-01

    The objective of this study was to investigate the effects of varying doses of caffeine on memory impairment and the expression of brain neurotrophic derived factor (BNDF) and TrkB in PS1/APP double transgenic mouse models. PS1/APP double transgenic mice were administered 0.3 ml/day of saline, 1.5 mg/day of caffeine or 0.75 mg/day of caffeine for eight weeks. A water maze test and western blotting were used to determine the memory capability and expression of hippocampal BNDF and TrkB of the mice. The results demonstrated that 0.75 mg/day and 1.5 mg/day doses of caffeine significantly increased memory capability and the expression of hippocampal BDNF and TrkB in PS1/APP mice with a dose-response effect. The results suggested that chronic caffeine treatment may reverse memory impairment in PS1/APP transgenic mice, and BDNF and its receptor TrkB, may be involved in this process.

  17. Real-life experience of using conventional disease-modifying anti-rheumatic drugs (DMARDs) in psoriatic arthritis (PsA). Retrospective analysis of the efficacy of methotrexate, sulfasalazine, and leflunomide in PsA in comparison to spondyloarthritides other than PsA and literature review of the use of conventional DMARDs in PsA

    Science.gov (United States)

    Roussou, Euthalia; Bouraoui, Aicha

    2017-01-01

    Objective With the aim of assessing the response to treatment with conventional disease-modifying anti-rheumatic drugs (DMARDs) used in patients with psoriatic arthritis (PsA), data on methotrexate, sulfasalazine (SSZ), and leflunomide were analyzed from baseline and subsequent follow-up (FU) questionnaires completed by patients with either PsA or other spondyloarthritides (SpAs). Material and Methods A single-center real-life retrospective analysis was performed by obtaining clinical data via questionnaires administered before and after treatment. The indices used were erythrocyte sedimentation rate (ESR), C-reactive protein (CRP) level, Bath Ankylosing Spondylitis Disease Activity Index (BASDAI), Bath Ankylosing Spondylitis Function Index (BASFI), wellbeing (WB), and treatment effect (TxE). The indices measured at baseline were compared with those measured on one occasion in a FU visit at least 1 year later. Results A total of 73 patients, 51 with PsA (mean age 49.8±12.8 years; male-to-female ratio [M:F]=18:33) and 22 with other SpAs (mean age 50.6±16 years; M:F=2:20), were studied. BASDAI, BASFI, and WB displayed consistent improvements during FU assessments in both PsA patients and controls in comparison to baseline values. SSZ exhibited better efficacy as confirmed by TxE in both PsA patients and controls. ESR and CRP displayed no differences in either the PsA or the SpA group between the cases before and after treatment. Conclusion Real-life retrospective analysis of three DMARDs used in PsA (and SpAs other than PsA) demonstrated that all three DMARDs that were used brought about improvements in BASDAI, BASFI, TxE, and WB. However, the greatest improvements at FU were seen with SSZ use in both PsA and control cohorts. PMID:28293446

  18. Learning via Game Design

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2015-01-01

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

  19. How do passion for video games and needs frustration explain time spent gaming?

    Science.gov (United States)

    Mills, Devin J; Milyavskaya, Marina; Mettler, Jessica; Heath, Nancy L; Derevensky, Jeffrey L

    2018-04-01

    Research applying self-determination theory and the dualistic model of passion (DMP) has shown video games may satisfy basic psychological needs (i.e., competence, autonomy, and relatedness) and be identified as a passion. The DMP distinguishes between healthy or harmonious passion and problematic or obsessive passion (OP), with the latter reflecting an overreliance towards one's passion to obtain needs satisfaction. The experience of daily obstructions to needs satisfaction, or needs frustration (NF), may facilitate such an overreliance. This study explored how NF and both types of passion explain the amount of time that university students spend gaming. The overall association between NF and time spent gaming was not significant. However, for video game users with low levels of OP for gaming, there was a significant negative association between NF and time spent gaming. Additionally, evidence of a mutually reinforcing association between NF and OP for gaming indicates that a vicious cycle exists, whereby a strong OP for gaming predicts and is reinforced by greater NF. The theoretical implications are discussed. © 2018 The British Psychological Society.

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

    Science.gov (United States)

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

    2017-10-01

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

  1. Evolutionary games in the multiverse.

    Science.gov (United States)

    Gokhale, Chaitanya S; Traulsen, Arne

    2010-03-23

    Evolutionary game dynamics of two players with two strategies has been studied in great detail. These games have been used to model many biologically relevant scenarios, ranging from social dilemmas in mammals to microbial diversity. Some of these games may, in fact, take place between a number of individuals and not just between two. Here we address one-shot games with multiple players. As long as we have only two strategies, many results from two-player games can be generalized to multiple players. For games with multiple players and more than two strategies, we show that statements derived for pairwise interactions no longer hold. For two-player games with any number of strategies there can be at most one isolated internal equilibrium. For any number of players with any number of strategies , there can be at most isolated internal equilibria. Multiplayer games show a great dynamical complexity that cannot be captured based on pairwise interactions. Our results hold for any game and can easily be applied to specific cases, such as public goods games or multiplayer stag hunts.

  2. Microstructure Hierarchical Model of Competitive e+-Ps Trapping in Nanostructurized Substances: from Nanoparticle-Uniform to Nanoparticle-Biased Systems.

    Science.gov (United States)

    Shpotyuk, Oleh; Ingram, Adam; Bujňáková, Zdenka; Baláž, Peter

    2017-12-01

    Microstructure hierarchical model considering the free-volume elements at the level of interacting crystallites (non-spherical approximation) and the agglomerates of these crystallites (spherical approximation) was developed to describe free-volume evolution in mechanochemically milled As 4 S 4 /ZnS composites employing positron annihilation spectroscopy in a lifetime measuring mode. Positron lifetime spectra were reconstructed from unconstrained three-term decomposition procedure and further subjected to parameterization using x3-x2-coupling decomposition algorithm. Intrinsic inhomogeneities due to coarse-grained As 4 S 4 and fine-grained ZnS nanoparticles were adequately described in terms of substitution trapping in positron and positronium (Ps) (bound positron-electron) states due to interfacial triple junctions between contacting particles and own free-volume defects in boundary compounds. Compositionally dependent nanostructurization in As 4 S 4 /ZnS nanocomposite system was imagined as conversion from o-Ps trapping sites to positron traps. The calculated trapping parameters that were shown could be useful to characterize adequately the nanospace filling in As 4 S 4 /ZnS composites.

  3. Colonel Blotto Games and Lancaster's Equations: A Novel Military Modeling Combination

    Science.gov (United States)

    Collins, Andrew J.; Hester, Patrick T.

    2012-01-01

    Military strategists face a difficult task when engaged in a battle against an adversarial force. They have to predict both what tactics their opponent will employ and the outcomes of any resultant conflicts in order to make the best decision about their actions. Game theory has been the dominant technique used by analysts to investigate the possible actions that an enemy will employ. Traditional game theory can be augmented by use of Lanchester equations, a set of differential equations used to determine the outcome of a conflict. This paper demonstrates a novel combination of game theory and Lanchester equations using Colonel Blotto games. Colonel Blotto games, which are one of the oldest applications of game theory to the military domain, look at the allocation of troops and resources when fighting across multiple areas of operation. This paper demonstrates that employing Lanchester equations within a game overcomes some of practical problems faced when applying game theory.

  4. Negotiation for Strategic Video Games

    OpenAIRE

    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.

  5. Game Models on Optimal Strategies in a Tourism Dual-Channel Supply Chain

    Directory of Open Access Journals (Sweden)

    Lei Yang

    2016-01-01

    Full Text Available This paper explores a two-echelon tourism supply chain consisting of a hotel and an online travel agency. The upside hotel rooms can be sold through the downside hotel alliance and online travel agency. The hotel alliance, selling rooms at a lower price, is a direct sale platform with a negligible entry fee. Notwithstanding, the online travel agency sells the room at a higher price with related personalized service. Customers will be refunded partially in case of their cancellation or no-show. An integrated model and two decentralized models based on Bertrand and Stackelberg games are developed, respectively. The results show that when the wholesale price is lower than a certain value, both the hotel and the online travel agency can gain more profit from the Stackelberg game than that from the Bertrand game. In the case that the hotel allows overbooking, the optimal overbooking quantity is obtained. If the overbooking proportion is too high, overbooking is profitable for the hotel only when the overbooking cost is lower than a certain value. At the end of the study, some experiments are conducted to analyze the sensitivity of the optimal prices and profits in the light of certain parameters.

  6. Updating the Psoriatic Arthritis (PsA) Core Domain Set

    DEFF Research Database (Denmark)

    Orbai, Ana-Maria; de Wit, Maarten; Mease, Philip J

    2017-01-01

    OBJECTIVE: To include the patient perspective in accordance with the Outcome Measures in Rheumatology (OMERACT) Filter 2.0 in the updated Psoriatic Arthritis (PsA) Core Domain Set for randomized controlled trials (RCT) and longitudinal observational studies (LOS). METHODS: At OMERACT 2016, research...... conducted to update the PsA Core Domain Set was presented and discussed in breakout groups. The updated PsA Core Domain Set was voted on and endorsed by OMERACT participants. RESULTS: We conducted a systematic literature review of domains measured in PsA RCT and LOS, and identified 24 domains. We conducted...... and breakout groups at OMERACT 2016 in which findings were presented and discussed. The updated PsA Core Domain Set endorsed with 90% agreement by OMERACT 2016 participants included musculoskeletal disease activity, skin disease activity, fatigue, pain, patient's global assessment, physical function, health...

  7. NaPdPS{sub 4} and RbPdPS{sub 4}: systems with infinite straight ((1)/({infinity}))[PdPS{sub 4}]{sup -} chains soluble in polar solvents and the structure of cubic RbPdPS{sub 4}{l_brace}Rb{sub 0.33}P{sub 0.4}S{sub 2.23}O{sub x}{r_brace}

    Energy Technology Data Exchange (ETDEWEB)

    Coste, Servane; Hanko, Jason; Bujoli-Doeuff, Martine; Louarn, Guy; Evain, Michel; Brec, Raymond; Alonso, Bruno; Jobic, S; Kanatzidis, Mercouri G

    2003-11-01

    The synthesis, crystal structures, chemical and spectroscopic properties of NaPdPS{sub 4}, RbPdPS{sub 4}, and RbPdPS{sub 4}{l_brace}Rb{sub 0.33}P{sub 0.4}S{sub 2.23}O{sub x}{r_brace} are described. NaPdPS{sub 4}, RbPdPS{sub 4}, are isostructural and crystallize in the tetragonal system I4/mcm with cell parameters a=7.3074(8) A, c=12.2308(14) A and a=8.2954(3) A, c=12.2284(4) A respectively. RbPdPS{sub 4}{l_brace}Rb{sub 0.33}P{sub 0.4}S{sub 2.23}O{sub x}{r_brace} is cubic, space group Pm-3n and a=12.0042(2) A. All compounds contain the same ((1)/({infinity}))[PdPS{sub 4}]{sup -} chains made of alternating square planar Pd{sup 2+} cations and tetrahedral [PS{sub 4}]{sup 3-} anions. RbPdPS{sub 4}{l_brace}Rb{sub 0.33}P{sub 0.4}S{sub 2.23}O{sub x}{r_brace} contains co-crystallized highly disordered molecular species encapsulated within [Rb{sub 8}] cubic cavities. Spectroscopic solid state {sup 31}P NMR, infrared and Raman data as well as elemental analysis suggest that these species could be S{sub n}{sup 2-} (n=3 or 4) anions and possibly cationic [P{sub 4}S{sub 6}O]{sup 6+} fragments. NaPdPS{sub 4} and RbPdPS{sub 4} exhibit exfoliative dissolution in polar solvents giving rise to solutions that show signs of complex fluid behavior.

  8. Characterization of in vivo MRI detectable thalamic amyloid plaques from APP/PS1 mice

    Energy Technology Data Exchange (ETDEWEB)

    Dhenain, M. [URA CEA CNRS 2210, I2BM, SHFJ, 4 Place du General Leclerc, 91401 Orsay Cedex (France); Dhenain, M.; El Tannir El Tayara, N.; Wu, T.D.; Volk, A.; Quintana, C. [U759 INSERM, Centre Universitaire, Laboratoire 112, 91405 Orsay Cedex (France); Dhenain, M.; El Tannir El Tayara, N.; Wu, T.D.; Volk, A.; Quintana, C. [Institut Curie, Centre Universitaire, Laboratoire 112, 91405 Orsay Cedex (France); Guegan, M.; Delatour, B. [Instituto de Microelectronica de Madrid-CSIC, 8, Isaac Newton, 28760 Tres Cantos, Madrid (Spain)

    2009-07-01

    Amyloid deposits are one of the hallmarks of Alzheimer's disease. Recent studies, in transgenic mice modeling Alzheimer's disease showed that, using in vivo, contrast agent-free, MRI, thalamic amyloid plaques are more easily detected than other plaques of the brain. Our study evaluated the characteristics of these thalamic plaques in a large population of APP/PS1, PS1 and C57BL/6 mice. Thalamic spots were detected in all mice but with different frequency and magnitude. Hence, the prevalence and size of the lesions were higher in APP/PS1 mice. However, even in APP/PS1 mice, thalamic spots did not occur in all the old animals. In APP/PS1 mice, spots detection was related to high iron and calcium load within amyloid plaques and thus reflects the ability of such plaque to capture large amounts of minerals. Interestingly, calcium and iron was also detected in extra-thalamic plaques but with a lower intensity. Hypointense lesions in the thalamus were not associated with the iron load in the tissue surrounding the plaques, nor with micro-hemorrhages, inflammation, or a neuro-degenerative context. (authors)

  9. An HDAC2-TET1 switch at distinct chromatin regions significantly promotes the maturation of pre-iPS to iPS cells

    Science.gov (United States)

    Wei, Tingyi; Chen, Wen; Wang, Xiukun; Zhang, Man; Chen, Jiayu; Zhu, Songcheng; Chen, Long; Yang, Dandan; Wang, Guiying; Jia, Wenwen; Yu, Yangyang; Duan, Tao; Wu, Minjuan; Liu, Houqi; Gao, Shaorong; Kang, Jiuhong

    2015-01-01

    The maturation of induced pluripotent stem cells (iPS) is one of the limiting steps of somatic cell reprogramming, but the underlying mechanism is largely unknown. Here, we reported that knockdown of histone deacetylase 2 (HDAC2) specifically promoted the maturation of iPS cells. Further studies showed that HDAC2 knockdown significantly increased histone acetylation, facilitated TET1 binding and DNA demethylation at the promoters of iPS cell maturation-related genes during the transition of pre-iPS cells to a fully reprogrammed state. We also found that HDAC2 competed with TET1 in the binding of the RbAp46 protein at the promoters of maturation genes and knockdown of TET1 markedly prevented the activation of these genes. Collectively, our data not only demonstrated a novel intrinsic mechanism that the HDAC2-TET1 switch critically regulates iPS cell maturation, but also revealed an underlying mechanism of the interplay between histone acetylation and DNA demethylation in gene regulation. PMID:25934799

  10. A network growth model based on the evolutionary ultimatum game

    International Nuclear Information System (INIS)

    Deng, L L; Zhou, G G; Cai, J H; Wang, C; Tang, W S

    2012-01-01

    In this paper, we provide a network growth model with incorporation into the ultimatum game dynamics. The network grows on the basis of the payoff-oriented preferential attachment mechanism, where a new node is added into the network and attached preferentially to nodes with higher payoffs. The interplay between the network growth and the game dynamics gives rise to quite interesting dynamical behaviors. Simulation results show the emergence of altruistic behaviors in the ultimatum game, which is affected by the growing network structure. Compared with the static counterpart case, the levels of altruistic behaviors are promoted. The corresponding strategy distributions and wealth distributions are also presented to further demonstrate the strategy evolutionary dynamics. Subsequently, we turn to the topological properties of the evolved network, by virtue of some statistics. The most studied characteristic path length and the clustering coefficient of the network are shown to indicate their small-world effect. Then the degree distributions are analyzed to clarify the interplay of structure and evolutionary dynamics. In particular, the difference between our growth network and the static counterpart is revealed. To explain clearly the evolved networks, the rich-club ordering and the assortative mixing coefficient are exploited to reveal the degree correlation. (paper)

  11. A strategic gaming model for health information exchange markets.

    Science.gov (United States)

    Martinez, Diego A; Feijoo, Felipe; Zayas-Castro, Jose L; Levin, Scott; Das, Tapas K

    2018-03-01

    Current market conditions create incentives for some providers to exercise control over patient data in ways that unreasonably limit its availability and use. Here we develop a game theoretic model for estimating the willingness of healthcare organizations to join a health information exchange (HIE) network and demonstrate its use in HIE policy design. We formulated the model as a bi-level integer program. A quasi-Newton method is proposed to obtain a strategy Nash equilibrium. We applied our modeling and solution technique to 1,093,177 encounters for exchanging information over a 7.5-year period in 9 hospitals located within a three-county region in Florida. Under a set of assumptions, we found that a proposed federal penalty of up to $2,000,000 has a higher impact on increasing HIE adoption than current federal monetary incentives. Medium-sized hospitals were more reticent to adopt HIE than large-sized hospitals. In the presence of collusion among multiple hospitals to not adopt HIE, neither federal incentives nor proposed penalties increase hospitals' willingness to adopt. Hospitals' apathy toward HIE adoption may threaten the value of inter-connectivity even with federal incentives in place. Competition among hospitals, coupled with volume-based payment systems, creates no incentives for smaller hospitals to exchange data with competitors. Medium-sized hospitals need targeted actions (e.g., outside technological assistance, group purchasing arrangements) to mitigate market incentives to not adopt HIE. Strategic game theoretic models help to clarify HIE adoption decisions under market conditions at play in an extremely complex technology environment.

  12. PS overcomes two serious magnet failures

    CERN Multimedia

    Maximilien Brice

    2003-01-01

    Two magnets and a bus bar connection in the PS were found to be faulty during high-voltage tests at the end of the accelerator shutdown. A five-week repair schedule was quickly devised. A team of mechanics, technicians and engineers worked at full speed to replace the faulty magnets, succeeding in limiting the delay of the accelerators' spring start-up to two weeks. Here we see the PS magnet string awaiting the replacement no. 6 magnet.

  13. PS Control Room

    CERN Multimedia

    CERN PhotoLab

    1963-01-01

    The good old PS Control Room, all manual. For each parameter, a knob or a button to control it; for each, a light or meter or oscilloscope to monitor it; carefully written pages serve as the data bank; phones and intercom for communication. D.Dekkers is at the microphone, M.Valvini sits in front.

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

    National Research Council Canada - National Science Library

    Oelrich, I

    2002-01-01

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

  15. Passivity and Evolutionary Game Dynamics

    KAUST Repository

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

    2018-01-01

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

  16. Passivity and Evolutionary Game Dynamics

    KAUST Repository

    Park, Shinkyu

    2018-03-21

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

  17. Prognostic significance of cytosolic pS2 content in ovarian tumors

    International Nuclear Information System (INIS)

    Raigoso, P.; Allende, T.; Zeidan, N.; Llana, B.; Bernardo, L.; Roiz, C.; Tejuca, S.; Vazquez, J.; Lamelas, M.L.

    2002-01-01

    Aim: pS2 is an estrogen regulated peptide which has been associated with a good prognosis an with a more favorable response to treatment in breast cancer patients. In ovarian tumors, the expression of pS2 was demonstrated at both mRNA and protein levels. In addition, it has been showed significant association of pS2 with mucinous differentiation or well differentiation grade of the tumors. However, it is little know about the prognostic significance of the pS2 content in ovarian carcinomas. The aims of the present work were to analyze the cytosolic pS2 content in benign and malignant ovarian tumors, its relationship with clinico-pathologic parameters, steroid receptor status, and prognostic significance. Material and Methods: We analysed the cytosolic concentrations of pS2 in 91 specimen ovarian tissues by an immunoradiometric assay (ELSA-pS2, CIS, France). The tissues were 8 normal ovaries, 43 benign tumors and 40 malignant ovarian tumors. The same ovarian tissues processed to pS2 were analyzed to Estrogen (ER) and Progesterone (PgR) Receptor status. These steroid receptors were quantified biochemically following commercial ELISA method (ABBOTT Diagnostics, Germany). The relationship between cytosolic content and clinico-pathologic factors was examined by the Mann-Whitney or Kruskall-Wallis test. Correlation between steroid receptors and pS2 content was calculated with the Spearman test. Survival curves were calculated using the Kaplan-Meier method and compared by the log-rank test. Differences were considered significant at 5% probability level. Results: pS2 could be detected in 30 cases (32.9%) with values ranged from 0.04 to 89 ng/mg prt. Only one normal ovary showed detectable levels of pS2 and there were not differences in cytosolic content between benign and malignant ovarian tumors. The pS2 levels were only associated to mucinous differentiation in both benign and malignant ovarian tumors (p=0.029 and p=0.015, respectively). Significantly higher

  18. Mapping of the stochastic Lotka-Volterra model to models of population genetics and game theory

    Science.gov (United States)

    Constable, George W. A.; McKane, Alan J.

    2017-08-01

    The relationship between the M -species stochastic Lotka-Volterra competition (SLVC) model and the M -allele Moran model of population genetics is explored via timescale separation arguments. When selection for species is weak and the population size is large but finite, precise conditions are determined for the stochastic dynamics of the SLVC model to be mappable to the neutral Moran model, the Moran model with frequency-independent selection, and the Moran model with frequency-dependent selection (equivalently a game-theoretic formulation of the Moran model). We demonstrate how these mappings can be used to calculate extinction probabilities and the times until a species' extinction in the SLVC model.

  19. The new heart of the PS is beating strongly

    CERN Multimedia

    Corinne Pralavorio

    2011-01-01

    The PS has resumed operation with a brand new electrical power system called POPS; this enormous system comprising power electronics and capacitors is crucial because if it broke down practically no particles would be able to circulate at CERN. As soon as it started, POPS passed all the tests with flying colours and is now pulsing at full power.   The new PS power system is made up of 6 containers, each with 60 tonnes of capacitors and 8 power converters. The date 11/02/11 will always be remembered with affection by the engineers in the Electrical Power Converters Group. At 11:11 in the morning (no joke), the first beams powered by the new system began to circulate in the PS. The cutely-named POPS (POwer for PS) took over from the old rotating machine that had been working since 1968. From now on it will be POPS that supplies the PS main magnets with the electrical pulses needed to accelerate the beams for the LHC and all CERN's other facilities. The system is crucial as the PS is one of the lyn...

  20. Digital Games, Design, and Learning

    Science.gov (United States)

    Clark, Douglas B.; Tanner-Smith, Emily E.; Killingsworth, Stephen S.

    2016-01-01

    In this meta-analysis, we systematically reviewed research on digital games and learning for K–16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust variance estimates to summarize overall effects and explore potential moderator effects. Results from media comparisons indicated that digital games significantly enhanced student learning relative to nongame conditions (g¯ = 0.33, 95% confidence interval [0.19, 0.48], k = 57, n = 209). Results from value-added comparisons indicated significant learning benefits associated with augmented game designs (g¯ = 0.34, 95% confidence interval [0.17, 0.51], k = 20, n = 40). Moderator analyses demonstrated that effects varied across various game mechanics characteristics, visual and narrative characteristics, and research quality characteristics. Taken together, the results highlight the affordances of games for learning as well as the key role of design beyond medium. PMID:26937054

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

    Science.gov (United States)

    Shubik, Martin

    2002-01-01

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

  2. LEADIR-PS: the path to a safe and economic SMR

    Energy Technology Data Exchange (ETDEWEB)

    Hart, R.S. [Nothern Nuclear Industries Inc., Cambridge, Ontario (Canada)

    2014-07-01

    Northern Nuclear Industries Incorporated (N{sup 2} I{sup 2}) is developing a family of Small Modular Reactors (SMRs) called LEADIR-PS, an acronym for LEAD-cooled Integral Reactor-Passively Safe. LEADIR-PS plants under development, focused on process heat applications and the energy demands of Canada, are the LEADIR-PS100 with an output of 100 MWth and LEADIR-PS300 with an output of 300 MWth. A plant consisting of six LEADIR-PS300 reactor modules serving a common turbine-generator, called the LEADIR-PS Six-Pack, is focused on serving areas with higher energy demands. LEADIR-PS integrates the inherent safety features of the Modular High Temperature Gas Reactor and molten lead coolant in an integral pool type reactor configuration. Molten lead coolant, which boils at 1750 {sup o}C,avoids the cost of a reactor pressure vessel and high pressure/high temperature reactor coolant systems, and the safety concerns regarding pressure vessel and large capacity reactor coolant system piping rupture and precludes evaporation of the coolant. Molten lead does not chemically react with air, water, or graphite. The Gen IV+ LEADIR-PS plants are inherently/passively safe. There are no active systems required for safe shutdown and decay heat removal. Safety is assured without active or stored energy power supply, without a requirement to reposition valves or other devices and operator intervention or action. The unprecedented safety achieved by LEADIR-PS reactors avoids requirements for a large exclusion radius and demanding evacuation plan requirements. LEADIR-PS, with steam conditions of 370 {sup o}C and 12 MPa (more than twice that of water cooled reactors), can serve over 85% of the world's non-transportation process heat demands and is ideally suited to serving Combined Heat and Electricity demands and industrial parks. Energy utilization of over 95% is feasible in process heat and Combined Heat and Electricity applications. The simple robust design of LEADIR-PS plants in

  3. Pressure Monitoring Using Hybrid fs/ps Rotational CARS

    Science.gov (United States)

    Kearney, Sean P.; Danehy, Paul M.

    2015-01-01

    We investigate the feasibility of gas-phase pressure measurements at kHz-rates using fs/ps rotational CARS. Femtosecond pump and Stokes pulses impulsively prepare a rotational Raman coherence, which is then probed by a high-energy 6-ps pulse introduced at a time delay from the Raman preparation. Rotational CARS spectra were recorded in N2 contained in a room-temperature gas cell for pressures from 0.1 to 3 atm and probe delays ranging from 10-330 ps. Using published self-broadened collisional linewidth data for N2, both the spectrally integrated coherence decay rate and the spectrally resolved decay were investigated as means for detecting pressure. Shot-averaged and single-laser-shot spectra were interrogated for pressure and the accuracy and precision as a function of probe delay and cell pressure are discussed. Single-shot measurement accuracies were within 0.1 to 6.5% when compared to a transducer values, while the precision was generally between 1% and 6% of measured pressure for probe delays of 200 ps or more, and better than 2% as the delay approached 300 ps. A byproduct of the pressure measurement is an independent but simultaneous measurement of the gas temperature.

  4. The OMERACT psoriatic arthritis magnetic resonance imaging scoring system (PsAMRIS): definitions of key pathologies, suggested MRI sequences, and preliminary scoring system for PsA Hands

    DEFF Research Database (Denmark)

    Østergaard, Mikkel; McQueen, Fiona; Wiell, Charlotte

    2009-01-01

    This article describes a preliminary OMERACT psoriatic arthritis magnetic resonance image scoring system (PsAMRIS) for evaluation of inflammatory and destructive changes in PsA hands, which was developed by the international OMERACT MRI in inflammatory arthritis group. MRI definitions of important...... pathologies in peripheral PsA and suggestions concerning appropriate MRI sequences for use in PsA hands are also provided....

  5. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

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

  6. The Challenge of Audience Reception: A Developmental Model for Educational Game Engagement

    Science.gov (United States)

    Sherry, John L.

    2013-01-01

    According to educational gaming advocates, the engaging nature of games encourages sustained game play and enhanced attention to learning outcomes among players. Because children's and adolescents' play time varies by game genre, engagement with a game likely reflects the match between the genre and the player's preferences and needs. Youth learn…

  7. Energy and expectation values of the PsH system

    International Nuclear Information System (INIS)

    Mitroy, J.

    2006-01-01

    Close to converged energies and expectation values for PsH are computed using a ground state wave function consisting of 1800 explicitly correlated gaussians. The best estimate of the Ps ∞ H energy was -0.789 196 740 hartree which is the lowest variational energy to date. The 2γ annihilation rate for Ps ∞ H was 2.471 78x10 9 s -1

  8. Chronic caffeine treatment reverses memory impairment and the expression of brain BNDF and TrkB in the PS1/APP double transgenic mouse model of Alzheimer’s disease

    Science.gov (United States)

    HAN, KUN; JIA, NING; LI, JI; YANG, LI; MIN, LIAN-QIU

    2013-01-01

    The objective of this study was to investigate the effects of varying doses of caffeine on memory impairment and the expression of brain neurotrophic derived factor (BNDF) and TrkB in PS1/APP double transgenic mouse models. PS1/APP double transgenic mice were administered 0.3 ml/day of saline, 1.5 mg/day of caffeine or 0.75 mg/day of caffeine for eight weeks. A water maze test and western blotting were used to determine the memory capability and expression of hippocampal BNDF and TrkB of the mice. The results demonstrated that 0.75 mg/day and 1.5 mg/day doses of caffeine significantly increased memory capability and the expression of hippocampal BDNF and TrkB in PS1/APP mice with a dose-response effect. The results suggested that chronic caffeine treatment may reverse memory impairment in PS1/APP transgenic mice, and BDNF and its receptor TrkB, may be involved in this process. PMID:23900282

  9. A Game-Theoretic Model of Marketing Skin Whiteners.

    Science.gov (United States)

    Mendoza, Roger Lee

    2015-01-01

    Empirical studies consistently find that people in less developed countries tend to regard light or "white" skin, particularly among women, as more desirable or superior. This is a study about the marketing of skin whiteners in these countries, where over 80 percent of users are typically women. It proceeds from the following premises: a) Purely market or policy-oriented approaches toward the risks and harms of skin whitening are cost-inefficient; b) Psychosocial and informational factors breed uninformed and risky consumer choices that favor toxic skin whiteners; and c) Proliferation of toxic whiteners in a competitive buyer's market raises critical supplier accountability issues. Is intentional tort a rational outcome of uncooperative game equilibria? Can voluntary cooperation nonetheless evolve between buyers and sellers of skin whiteners? These twin questions are key to addressing the central paradox in this study: A robust and expanding buyer's market, where cheap whitening products abound at a high risk to personal and societal health and safety. Game-theoretic modeling of two-player and n-player strategic interactions is proposed in this study for both its explanatory and predictive value. Therein also lie its practical contributions to the economic literature on skin whitening.

  10. The Minority Game : An Economics Perspective

    NARCIS (Netherlands)

    Kets, W.

    2007-01-01

    This paper gives a critical account of the minority game literature. The minority game is a simple congestion game: players need to choose between two options, and those who have selected the option chosen by the minority win. The learning model proposed in this literature seems to differ markedly

  11. Modeling Resources Allocation in Attacker-Defender Games with "Warm Up" CSF.

    Science.gov (United States)

    Guan, Peiqiu; Zhuang, Jun

    2016-04-01

    Like many other engineering investments, the attacker's and defender's investments may have limited impact without initial capital to "warm up" the systems. This article studies such "warm up" effects on both the attack and defense equilibrium strategies in a sequential-move game model by developing a class of novel and more realistic contest success functions. We first solve a single-target attacker-defender game analytically and provide numerical solutions to a multiple-target case. We compare the results of the models with and without consideration of the investment "warm up" effects, and find that the defender would suffer higher expected damage, and either underestimate the attacker effort or waste defense investment if the defender falsely believes that no investment "warm up" effects exist. We illustrate the model results with real data, and compare the results of the models with and without consideration of the correlation between the "warm up" threshold and the investment effectiveness. Interestingly, we find that the defender is suggested to give up defending all the targets when the attack or the defense "warm up" thresholds are sufficiently high. This article provides new insights and suggestions on policy implications for homeland security resource allocation. © 2015 Society for Risk Analysis.

  12. Emission properties of porphyrin compounds in new polymeric PS:CBP host

    Science.gov (United States)

    Jafari, Mohammad Reza; Bahrami, Bahram

    2015-06-01

    In this study, a device with fundamental structure of ITO/PEDOT:PSS (60 nm)/PS:CBP (70 nm)/Al (150 nm) was fabricated. The electroluminescence spectrum of device designated a red shift rather than PS:CBP photoluminescence spectra. It can be suggested that the electroplex emission occurs at PS:CBP interface. By following this step, red light-emitting devices using porphyrin compounds as a red dopant in a new host material PS:CBP with a configuration of ITO/PEDOT:PSS (60 nm)/PS:CBP:porphyrin compounds(70 nm)/Al (150 nm) have been fabricated and investigated. The electroluminescent spectra of the porphyrin compounds were red-shifted as compared with the PS:CBP blend. OLED devices based on doping 3,4PtTPP and TPPNO2 in PS:CBP showed purer red emission compared with ZnTPP and CoTPP doped devices. We believe that the electroluminescence performance of OLED devices based on porphyrin compounds depends on overlaps between the absorption of the porphyrin compounds and the emission of PS:CBP.

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

    Directory of Open Access Journals (Sweden)

    Giovanni Caruso

    2016-11-01

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

  14. Cooperation in two-dimensional mixed-games

    International Nuclear Information System (INIS)

    Amaral, Marco A; Silva, Jafferson K L da; Wardil, Lucas

    2015-01-01

    Evolutionary game theory is a common framework to study the evolution of cooperation, where it is usually assumed that the same game is played in all interactions. Here, we investigate a model where the game that is played by two individuals is uniformly drawn from a sample of two different games. Using the master equation approach we show that the random mixture of two games is equivalent to play the average game when (i) the strategies are statistically independent of the game distribution and (ii) the transition rates are linear functions of the payoffs. We also use Monte-Carlo simulations in a two-dimensional lattice and mean-field techniques to investigate the scenario when the two above conditions do not hold. We find that even outside of such conditions, several quantities characterizing the mixed-games are still the same as the ones obtained in the average game when the two games are not very different. (paper)

  15. Forecasting gaming revenues in Clark County, Nevada: Issues and methods

    Energy Technology Data Exchange (ETDEWEB)

    Edwards, B.K.; Bando, A.

    1992-01-01

    This paper describes the Western Area Gaming and Economic Response Simulator (WAGERS), a forecasting model that emphasizes the role of the gaming industry in Clark County, Nevada. Is is designed to generate forecasts of gaming revenues in Clark County, whose regional economy is dominated by the gaming industry. The model is meant to forecast Clark County gaming revenues and identifies the exogenous variables that affect gaming revenues. It will provide baseline forecasts of Clark County gaming revenues in order to assess changes in gaming-related economic activity resulting from changes in regional economic activity and tourism.

  16. Forecasting gaming revenues in Clark County, Nevada: Issues and methods

    Energy Technology Data Exchange (ETDEWEB)

    Edwards, B.K.; Bando, A.

    1992-07-01

    This paper describes the Western Area Gaming and Economic Response Simulator (WAGERS), a forecasting model that emphasizes the role of the gaming industry in Clark County, Nevada. Is is designed to generate forecasts of gaming revenues in Clark County, whose regional economy is dominated by the gaming industry. The model is meant to forecast Clark County gaming revenues and identifies the exogenous variables that affect gaming revenues. It will provide baseline forecasts of Clark County gaming revenues in order to assess changes in gaming-related economic activity resulting from changes in regional economic activity and tourism.

  17. Chemotherapy and quality of life in NSCLC PS 2 patients

    DEFF Research Database (Denmark)

    Helbekkmo, Nina; Strøm, Hans H; Sundstrøm, Stein H

    2009-01-01

    , fatigue, dyspnea, sleeping problems and appetite loss in comparison to the PS 0/1 group. CONCLUSIONS: PS 2 NSCLC patients seem to achieve valuable HRQOL benefits from platinum-based combination therapy. Prospective clinical studies with predefined HRQOL outcomes in PS 2 patients are needed to confirm...

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

    NARCIS (Netherlands)

    Van Staalduinen, J.P.

    2012-01-01

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

  19. The Narrative Quality of Game Mechanics

    DEFF Research Database (Denmark)

    Larsen, Bjarke Alexander; Schoenau-Fog, Henrik

    2016-01-01

    This paper will introduce and discuss a new model for understanding the relation between narrative and games, by looking at the narrative quality of game mechanics. First, a review of the terms ”Narrative” and ”Game Mechanics” is made, and defined in this context, before a literature review, base...

  20. A model linking video gaming, sleep quality, sweet drinks consumption and obesity among children and youth.

    Science.gov (United States)

    Turel, O; Romashkin, A; Morrison, K M

    2017-08-01

    There is a growing need to curb paediatric obesity. The aim of this study is to untangle associations between video-game-use attributes and obesity as a first step towards identifying and examining possible interventions. Cross-sectional time-lagged cohort study was employed using parent-child surveys (t1) and objective physical activity and physiological measures (t2) from 125 children/adolescents (mean age = 13.06, 9-17-year-olds) who play video games, recruited from two clinics at a Canadian academic children's hospital. Structural equation modelling and analysis of covariance were employed for inference. The results of the study are as follows: (i) self-reported video-game play duration in the 4-h window before bedtime is related to greater abdominal adiposity (waist-to-height ratio) and this association may be mediated through reduced sleep quality (measured with the Pittsburgh Sleep Quality Index); and (ii) self-reported average video-game session duration is associated with greater abdominal adiposity and this association may be mediated through higher self-reported sweet drinks consumption while playing video games and reduced sleep quality. Video-game play duration in the 4-h window before bedtime, typical video-game session duration, sweet drinks consumption while playing video games and poor sleep quality have aversive associations with abdominal adiposity. Paediatricians and researchers should further explore how these factors can be altered through behavioural or pharmacological interventions as a means to reduce paediatric obesity. © 2017 World Obesity Federation.

  1. Role of Endoplasmic Reticulum Stress in Learning and Memory Impairment and Alzheimer's Disease-Like Neuropathology in the PS19 and APPSwe Mouse Models of Tauopathy and Amyloidosis.

    Science.gov (United States)

    Briggs, Denise Isabelle; Defensor, Erwin; Memar Ardestani, Pooneh; Yi, Bitna; Halpain, Michelle; Seabrook, Guy; Shamloo, Mehrdad

    2017-01-01

    Emerging evidence suggests that endoplasmic reticulum (ER) stress may be involved in the pathogenesis of Alzheimer's disease (AD). Recently, pharmacological modulation of the eukaryotic translation initiation factor-2 (eIF2α) pathway was achieved using an integrated stress response inhibitor (ISRIB). While members of this signaling cascade have been suggested as potential therapeutic targets for neurodegeneration, the biological significance of this pathway has not been comprehensively assessed in animal models of AD. The present study investigated the ER stress pathway and its long-term modulation utilizing in vitro and in vivo experimental models of tauopathy (MAPT P301S)PS19 and amyloidosis (APP Swe ). We report that thapsigargin induces activating transcription factor-4 (ATF4) in primary cortical neurons (PCNs) derived from rat and APP Swe nontransgenic (nTg) and transgenic (Tg) mice. ISRIB mitigated the induction of ATF4 in PCNs generated from wild-type (WT) but not APP Swe mice despite partially restoring thapsigargin-induced translational repression in nTg PCNs. In vivo , C57BL/6J and PS19 mice received prolonged, once-daily administration of ISRIB. While the compound was well tolerated by PS19 and C57BL/6J mice, APP Swe mice treated per this schedule displayed significant mortality. Thus, the dose was reduced and administered only on behavioral test days. ISRIB did not improve learning and memory function in APP Swe Tg mice. While ISRIB did not reduce tau-related neuropathology in PS19 Tg mice, no evidence of ER stress-related dysfunction was observed in either of these Tg models. Taken together, the significance of ER stress and the relevance of these models to the etiology of AD require further investigation.

  2. Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: a case report.

    Science.gov (United States)

    Flynn, Sheryl; Palma, Phyllis; Bender, Anneke

    2007-12-01

    Many Americans live with physical functional limitations stemming from stroke. These functional limitations can be reduced by task-specific training that is repetitive, motivating, and augmented with feedback. Virtual reality (VR) is reported to offer an engaging environment that is repetitive, safe, motivating, and gives task-specific feedback. The purpose of this case report was to explore the use of a low-cost VR device [Sony PlayStation 2 (PS2) EyeToy] for an individual in the chronic phase of stroke recovery. An individual two years poststroke with residual sensorimotor deficits completed 20 one-hour sessions using the PS2 EyeToy. The game's task requirements included target-based motion, dynamic balance, and motor planning. The feasibility of using the gaming platform was explored and a broad selection of outcomes was used to assess change in performance. Device use was feasible. Clinically relevant improvements were found on the Dynamic Gait Index and trends toward improvement on the Fugl-Meyer Assessment, Berg Balance Scale, UE Functional Index, Motor Activity Log, and Beck Depression Inventory. A low-cost VR system was easily used in the home. In the future it may be used to improve sensory/motor recovery following stroke as an adjunct to standard care physical therapy.

  3. PS Main Control Room (partial view)

    CERN Multimedia

    1974-01-01

    Jean-Pierre Potier (turning buttons) and Bertran Frammery (telephoning) on shift. The 26 GeV Synchrotron and later also its related machines (Linacs 1,2,3; PS-Booster; LEP-Injector Linacs and Electron-Positron Accumulator; Antiproton Accumulator, Antiproton Collector, Low Energy Antiproton Ring and more recently Antiproton Decelerator) were all controlled from the PS control room situated on the Meyrin site. The SPS and LEP were controlled from a separat control centre on the Prevessin site. In 2005 all controls were transferred to the Prevessin centre.

  4. PS overcomes two serious magnet failures

    CERN Multimedia

    Maximilien Brice

    2003-01-01

    Two magnets and a bus bar connection in the PS were found to be faulty during high-voltage tests at the end of the accelerator shutdown. A five-week repair schedule was quickly devised. A team of mechanics, technicians and engineers worked at full speed to replace the faulty magnets, succeeding in limiting the delay of the accelerators' spring start-up to two weeks. These pictures show one of the magnets (no. 19) on the PS locomotive brought back into service for the removal and replacement operations.

  5. Design for game based learning platforms

    DEFF Research Database (Denmark)

    Sørensen, Birgitte Holm; Meyer, Bente

    2010-01-01

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

  6. Core Stability in Chain-Component Additive Games

    NARCIS (Netherlands)

    van Velzen, S.; Hamers, H.J.M.; Solymosi, T.

    2004-01-01

    Chain-component additive games are graph-restricted superadditive games, where an exogenously given line-graph determines the cooperative possibilities of the players.These games can model various multi-agent decision situations, such as strictly hierarchical organisations or sequencing / scheduling

  7. PS auxiliary magnet

    CERN Multimedia

    CERN PhotoLab

    1974-01-01

    Units of the PS auxiliary magnet system. The picture shows how the new dipoles, used for vertical and horizontal high-energy beam manipulation, are split for installation and removal so that it is not necessary to break the accelerator vacuum. On the right, adjacent to the sector valve and the windings of the main magnet, is an octupole of the set.

  8. A game theoretic model of the Northwestern European electricity market-market power and the environment

    NARCIS (Netherlands)

    Lise, W.; Linderhof, V.G.M.; Kuik, O.; Kemfert, C.; Ostling, R.; Heinzow, T.

    2006-01-01

    This paper develops a static computational game theoretic model. Illustrative results for the liberalising European electricity market are given to demonstrate the type of economic and environmental results that can be generated with the model. The model is empirically calibrated to eight

  9. Video Modeling and Observational Learning to Teach Gaming Access to Students with ASD

    Science.gov (United States)

    Spriggs, Amy D.; Gast, David L.; Knight, Victoria F.

    2016-01-01

    The purpose of this study was to evaluate both video modeling and observational learning to teach age-appropriate recreation and leisure skills (i.e., accessing video games) to students with autism spectrum disorder. Effects of video modeling were evaluated via a multiple probe design across participants and criteria for mastery were based on…

  10. Gender-Specific Hippocampal Dysrhythmia and Aberrant Hippocampal and Cortical Excitability in the APPswePS1dE9 Model of Alzheimer’s Disease

    Directory of Open Access Journals (Sweden)

    Anna Papazoglou

    2016-01-01

    Full Text Available Alzheimer’s disease (AD is a multifactorial disorder leading to progressive memory loss and eventually death. In this study an APPswePS1dE9 AD mouse model has been analyzed using implantable video-EEG radiotelemetry to perform long-term EEG recordings from the primary motor cortex M1 and the hippocampal CA1 region in both genders. Besides motor activity, EEG recordings were analyzed for electroencephalographic seizure activity and frequency characteristics using a Fast Fourier Transformation (FFT based approach. Automatic seizure detection revealed severe electroencephalographic seizure activity in both M1 and CA1 deflection in APPswePS1dE9 mice with gender-specific characteristics. Frequency analysis of both surface and deep EEG recordings elicited complex age, gender, and activity dependent alterations in the theta and gamma range. Females displayed an antithetic decrease in theta (θ and increase in gamma (γ power at 18-19 weeks of age whereas related changes in males occurred earlier at 14 weeks of age. In females, theta (θ and gamma (γ power alterations predominated in the inactive state suggesting a reduction in atropine-sensitive type II theta in APPswePS1dE9 animals. Gender-specific central dysrhythmia and network alterations in APPswePS1dE9 point to a functional role in behavioral and cognitive deficits and might serve as early biomarkers for AD in the future.

  11. Chaos control of Hastings–Powell model by combining chaotic motions

    Energy Technology Data Exchange (ETDEWEB)

    Danca, Marius-F., E-mail: danca@rist.ro [Romanian Institute of Science and Technology, 400487 Cluj-Napoca (Romania); Chattopadhyay, Joydev, E-mail: joydev@isical.ac.in [Agricultural and Ecological Research Unit Indian Statistical Institute, 203, B. T. Road, Kolkata 700 108 (India)

    2016-04-15

    In this paper, we propose a Parameter Switching (PS) algorithm as a new chaos control method for the Hastings–Powell (HP) system. The PS algorithm is a convergent scheme that switches the control parameter within a set of values while the controlled system is numerically integrated. The attractor obtained with the PS algorithm matches the attractor obtained by integrating the system with the parameter replaced by the averaged value of the switched parameter values. The switching rule can be applied periodically or randomly over a set of given values. In this way, every stable cycle of the HP system can be approximated if its underlying parameter value equalizes the average value of the switching values. Moreover, the PS algorithm can be viewed as a generalization of Parrondo's game, which is applied for the first time to the HP system, by showing that losing strategy can win: “losing + losing = winning.” If “loosing” is replaced with “chaos” and, “winning” with “order” (as the opposite to “chaos”), then by switching the parameter value in the HP system within two values, which generate chaotic motions, the PS algorithm can approximate a stable cycle so that symbolically one can write “chaos + chaos = regular.” Also, by considering a different parameter control, new complex dynamics of the HP model are revealed.

  12. Chaos control of Hastings-Powell model by combining chaotic motions.

    Science.gov (United States)

    Danca, Marius-F; Chattopadhyay, Joydev

    2016-04-01

    In this paper, we propose a Parameter Switching (PS) algorithm as a new chaos control method for the Hastings-Powell (HP) system. The PS algorithm is a convergent scheme that switches the control parameter within a set of values while the controlled system is numerically integrated. The attractor obtained with the PS algorithm matches the attractor obtained by integrating the system with the parameter replaced by the averaged value of the switched parameter values. The switching rule can be applied periodically or randomly over a set of given values. In this way, every stable cycle of the HP system can be approximated if its underlying parameter value equalizes the average value of the switching values. Moreover, the PS algorithm can be viewed as a generalization of Parrondo's game, which is applied for the first time to the HP system, by showing that losing strategy can win: "losing + losing = winning." If "loosing" is replaced with "chaos" and, "winning" with "order" (as the opposite to "chaos"), then by switching the parameter value in the HP system within two values, which generate chaotic motions, the PS algorithm can approximate a stable cycle so that symbolically one can write "chaos + chaos = regular." Also, by considering a different parameter control, new complex dynamics of the HP model are revealed.

  13. Chaos control of Hastings–Powell model by combining chaotic motions

    International Nuclear Information System (INIS)

    Danca, Marius-F.; Chattopadhyay, Joydev

    2016-01-01

    In this paper, we propose a Parameter Switching (PS) algorithm as a new chaos control method for the Hastings–Powell (HP) system. The PS algorithm is a convergent scheme that switches the control parameter within a set of values while the controlled system is numerically integrated. The attractor obtained with the PS algorithm matches the attractor obtained by integrating the system with the parameter replaced by the averaged value of the switched parameter values. The switching rule can be applied periodically or randomly over a set of given values. In this way, every stable cycle of the HP system can be approximated if its underlying parameter value equalizes the average value of the switching values. Moreover, the PS algorithm can be viewed as a generalization of Parrondo's game, which is applied for the first time to the HP system, by showing that losing strategy can win: “losing + losing = winning.” If “loosing” is replaced with “chaos” and, “winning” with “order” (as the opposite to “chaos”), then by switching the parameter value in the HP system within two values, which generate chaotic motions, the PS algorithm can approximate a stable cycle so that symbolically one can write “chaos + chaos = regular.” Also, by considering a different parameter control, new complex dynamics of the HP model are revealed.

  14. Is Hosting the Games Enough to Win? A predictive economic model of medal wins at 2014 Winter Olympics

    OpenAIRE

    Wladimir Andreff

    2012-01-01

    An econometric model which has first been estimated on medal wins at Summer Olympics and has predicted 88% of medal distribution at Beijing Games 2008, is revisited for Winter Olympics. After changing some variables to take into account the winter sports specificity, the model is estimated again on all Winter Games since 1964.Then it is used to predict (forecast) the medal distribution per country at the 2014 Sochi Winter Olympics.

  15. Seasonality as a Parrondian game

    Energy Technology Data Exchange (ETDEWEB)

    Peacock-Lopez, Enrique, E-mail: epeacock@williams.edu [Department of Chemistry, University of Cape Town, Rondebosch, 7701 Cape Town (South Africa)

    2011-08-15

    Switching strategies can be related to the so-called Parrondian games, where the alternation of two losing games yields a winning game. We consider two dynamics that by themselves yield undesirable behaviors, but when alternated, yield a desirable oscillatory behavior. In the analysis of the alternate-logistic map, we prove that alternating parameter values yielding extinction with parameter values associated with chaotic dynamics results in periodic trajectories. Ultimately, we consider a four season logistic model with either migration or immigration. -- Highlights: → We consider the logistic map as a population model and include parameter switching. → From bifurcation diagrams, we find parameters that follow the Parrondian Paradox. → We study a four-season Parrondian model that includes migration or immigration.

  16. Seasonality as a Parrondian game

    International Nuclear Information System (INIS)

    Peacock-Lopez, Enrique

    2011-01-01

    Switching strategies can be related to the so-called Parrondian games, where the alternation of two losing games yields a winning game. We consider two dynamics that by themselves yield undesirable behaviors, but when alternated, yield a desirable oscillatory behavior. In the analysis of the alternate-logistic map, we prove that alternating parameter values yielding extinction with parameter values associated with chaotic dynamics results in periodic trajectories. Ultimately, we consider a four season logistic model with either migration or immigration. -- Highlights: → We consider the logistic map as a population model and include parameter switching. → From bifurcation diagrams, we find parameters that follow the Parrondian Paradox. → We study a four-season Parrondian model that includes migration or immigration.

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

    Science.gov (United States)

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

    2011-01-01

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

  18. Caracterização viscosimétrica de nanocompósitos híbridos PS/POSS Viscometric characterization of PS/POSS hybrid nanocomposites

    Directory of Open Access Journals (Sweden)

    Otávio Bianchi

    2012-01-01

    Full Text Available Nanocompósitos híbridos de poliestireno (PS e poliedros oligoméricos silsesquioxanos (POSS com diferentes composições e graus de hibridização foram obtidos por processamento reativo no estado fundido utilizando-se peróxido de dicumila (DCP como iniciador, na presença ou não de estireno como agente de transferência de radical. Os materiais foram caracterizados viscosimetricamente por cromatografia de permeação em gel (GPC usando detecção tripla por espalhamento de luz, viscosimetria e índice de refração. As amostras PS/POSS processadas com estireno apresentaram maiores valores de massa molar ponderal média (Mw e menores valores de polidispersão (Mw/Mn, devido ao maior grau de conversão da reação de hibridização do PS-POSS (28-40% e do menor grau de degradação (cisão das cadeias do PS, quando comparadas com amostras PS/POSS processadas sem estireno nas quais o grau de conversão ficou em torno de 24-28%. Para os sistemas PS e PS/POSS em solução com THF, os parâmetros da equação de Mark-Houwink-Sakurada (MHS, α ≅ 0,7 e log K ≅ -3,5 a -3,9 e os valores dos parâmetros de interação polímero-solvente, χij ≅ 0,49, não apresentaram diferenças significativas com relação aos tamanhos moleculares. Por outro lado, essas diferenças de tamanhos moleculares foram caracterizadas por uma função cumulativa da fração mássica de cadeias em função da distância média quadrática entre pontas de cadeia (0½.Polystyrene (PS and polyhedral oligomeric silsesquioxanes (POSS hybrid nanocomposites with different compositions were obtained by reactive melt processing using dicumyl peroxide (DCP as initiator in the presence or absence of styrene as radical transfer agent. The materials were characterized by viscosimetry by means of gel permeation chromatography (GPC using triple-detector: light scattering, viscometer and refractive index. PS/POSS samples processed with styrene showed higher weight average molecular

  19. An improved public goods game model with reputation effect on the spatial lattices

    International Nuclear Information System (INIS)

    Zhou, Tianwei; Ding, Shuai; Fan, Wenjuan; Wang, Hao

    2016-01-01

    Highlights: • The reputation effect is added into the spatial public goods game model. • The individual utility is calculated as a combination of payoff and reputation. • The individual reputation will be adaptively modified as the system evolves. • The larger the reputation factor, the higher the cooperation level. - Abstract: How to model the evolution of cooperation within the population is an important and interdisciplinary issue across the academia. In this paper, we propose an improved public goods game model with reputation effect on spatial lattices to investigate the evolution of cooperation regarding the allocation of public resources. In our model, we modify the individual utility or fitness as a product of the present payoff and reputation-related power function, and strategy update adopts a Fermi-like probability function during the game evolution. Meanwhile, for an interaction between a pair of partners, the reputation of a cooperative agent will be accrued beyond two units, but the defective player will decrease his reputation by one unit. Extensive Monte Carlo numerical simulations indicate the introduction of reputation will foster the formation of cooperative clusters, and greatly enhance the level of public cooperation on the spatial lattices. The larger reputation factor leads to the higher cooperation level since the reputation effect will be enormously embedded into the utility evaluation under this scenario. The current results are vastly beneficial to understand the persistence and emergence of cooperation among many natural, social and synthetic systems, and also provide some useful suggestions to devise the feasible social governance measures and modes for the public resources or affairs.

  20. A bargaining game analysis of international climate negotiations

    Science.gov (United States)

    Smead, Rory; Sandler, Ronald L.; Forber, Patrick; Basl, John

    2014-06-01

    Climate negotiations under the United Nations Framework Convention on Climate Change have so far failed to achieve a robust international agreement to reduce greenhouse gas emissions. Game theory has been used to investigate possible climate negotiation solutions and strategies for accomplishing them. Negotiations have been primarily modelled as public goods games such as the Prisoner's Dilemma, though coordination games or games of conflict have also been used. Many of these models have solutions, in the form of equilibria, corresponding to possible positive outcomes--that is, agreements with the requisite emissions reduction commitments. Other work on large-scale social dilemmas suggests that it should be possible to resolve the climate problem. It therefore seems that equilibrium selection may be a barrier to successful negotiations. Here we use an N-player bargaining game in an agent-based model with learning dynamics to examine the past failures of and future prospects for a robust international climate agreement. The model suggests reasons why the desirable solutions identified in previous game-theoretic models have not yet been accomplished in practice and what mechanisms might be used to achieve these solutions.

  1. Fictitious play in extensive form games

    DEFF Research Database (Denmark)

    Hendon, Ebbe; Whitta-Jacobsen, Hans Jørgen; Sloth, Birgitte

    1996-01-01

    This article analyzes the fictitious play process originally proposed for strategic form games by Brown (1951) and Robinson (1951). We interpret the process as a model of preplay thinking performed by players before acting in a one-shot game. This model is one of bounded rationality. We discuss how...

  2. On Advertising Games and Spillover in Service Systems

    Directory of Open Access Journals (Sweden)

    Lei Xu

    2013-01-01

    Full Text Available Motivated by the industry cases, we model the advertising competition between the dominant service provider and small service providers in one service market, where the dominant service provider has a major market share and the other small service providers share the remainder of market equally. Based on this setting, we discuss three advertising game models, that is, cooperative game, Boxed Pig game, and Prisoner’s game, derive the conditions for different advertising games, and characterize their equilibria. To be specific, it is found that the advertising spillover and the number of the small service providers directly determines the advertising game equilibria, while other market parameters, to some extent, can affect the results of the advertising game equilibria. According to our theoretical findings, some management insights and suggestions are given from both the academic and practical perspectives.

  3. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

    Science.gov (United States)

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.

  4. Multifractal regime transition in a modified minority game model

    International Nuclear Information System (INIS)

    Crepaldi, Antonio F.; Rodrigues Neto, Camilo; Ferreira, Fernando F.; Francisco, Gerson

    2009-01-01

    The search for more realistic modeling of financial time series reveals several stylized facts of real markets. In this work we focus on the multifractal properties found in price and index signals. Although the usual minority game (MG) models do not exhibit multifractality, we study here one of its variants that does. We show that the nonsynchronous MG models in the nonergodic phase is multifractal and in this sense, together with other stylized facts, constitute a better modeling tool. Using the structure function (SF) approach we detected the stationary and the scaling range of the time series generated by the MG model and, from the linear (non-linear) behavior of the SF we identified the fractal (multifractal) regimes. Finally, using the wavelet transform modulus maxima (WTMM) technique we obtained its multifractal spectrum width for different dynamical regimes.

  5. Dynamic Multi-team Antagonistic Games Model with Incomplete Information and Its Application to Multi-UAV

    Institute of Scientific and Technical Information of China (English)

    Wenzhong Zha; Jie Chen; Zhihong Peng

    2015-01-01

    At present, the studies on multi-team antagonistic games(MTAGs) are still in the early stage, because this complicated problem involves not only incompleteness of information and conflict of interests, but also selection of antagonistic targets.Therefore, based on the previous researches, a new framework is proposed in this paper, which is dynamic multi-team antagonistic games with incomplete information(DMTAGII) model.For this model, the corresponding concept of perfect Bayesian Nash equilibrium(PBNE) is established and the existence of PBNE is also proved. Besides, an interactive iteration algorithm is introduced according to the idea of the best response for solving the equilibrium. Then, the scenario of multiple unmanned aerial vehicles(UAVs) against multiple military targets is studied to solve the problems of tactical decision making based on the DMTAGII model. In the process of modeling, the specific expressions of strategy, status and payoff functions of the games are considered, and the strategy is coded to match the structure of genetic algorithm so that the PBNE can be solved by combining the genetic algorithm and the interactive iteration algorithm.Finally, through the simulation the feasibility and effectiveness of the DMTAGII model are verified. Meanwhile, the calculated equilibrium strategies are also found to be realistic, which can provide certain references for improving the autonomous ability of UAV systems.

  6. Symbolic BDD and ADD Algorithms for Energy Games

    Directory of Open Access Journals (Sweden)

    Shahar Maoz

    2016-11-01

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

  7. An Evolutionary Game Theory Model of Spontaneous Brain Functioning.

    Science.gov (United States)

    Madeo, Dario; Talarico, Agostino; Pascual-Leone, Alvaro; Mocenni, Chiara; Santarnecchi, Emiliano

    2017-11-22

    Our brain is a complex system of interconnected regions spontaneously organized into distinct networks. The integration of information between and within these networks is a continuous process that can be observed even when the brain is at rest, i.e. not engaged in any particular task. Moreover, such spontaneous dynamics show predictive value over individual cognitive profile and constitute a potential marker in neurological and psychiatric conditions, making its understanding of fundamental importance in modern neuroscience. Here we present a theoretical and mathematical model based on an extension of evolutionary game theory on networks (EGN), able to capture brain's interregional dynamics by balancing emulative and non-emulative attitudes among brain regions. This results in the net behavior of nodes composing resting-state networks identified using functional magnetic resonance imaging (fMRI), determining their moment-to-moment level of activation and inhibition as expressed by positive and negative shifts in BOLD fMRI signal. By spontaneously generating low-frequency oscillatory behaviors, the EGN model is able to mimic functional connectivity dynamics, approximate fMRI time series on the basis of initial subset of available data, as well as simulate the impact of network lesions and provide evidence of compensation mechanisms across networks. Results suggest evolutionary game theory on networks as a new potential framework for the understanding of human brain network dynamics.

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

    Directory of Open Access Journals (Sweden)

    Lisowski Józef

    2015-12-01

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

  9. The standard set game of a cooperative game

    NARCIS (Netherlands)

    Bumb, A.F.; Hoede, C.

    2003-01-01

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

  10. Sketch for a model of four epistemological positions toward computer game play

    DEFF Research Database (Denmark)

    Leino, Olli

    2008-01-01

    The paper attempts to sketch out four distinct epistemological positions toward the player, who is understood as derived from play and game. To map out the problem field, two equally challenged positions toward computer game play are observed, emerging from inadequate treatment of the differences...... of playing a game is seen as independent of what goes on in the player’s mind (actually, the player might not even be the true subject of the game). Similar polarities are postulated regarding a game; from an exclusive viewpoint .game. is a signifying shorthand for objects, which, when observed from...

  11. A three-dimensional model for educational game analysis & design

    NARCIS (Netherlands)

    Degens, Nick; Bril, Ivo; Braad, Eelco

    2015-01-01

    For over thirty years, there has been a discussion about the effectiveness of educational games in comparison to traditional learning materials. To help further this discussion, we aim to understand ‘how educational games work’ by formalising (and visualising) the educational and motivational

  12. Understanding Laterally Varying Path Effects on P/S Ratios and their Effectiveness for Event Discrimination at Local Distances

    Science.gov (United States)

    Pyle, M. L.; Walter, W. R.

    2017-12-01

    Discrimination between underground explosions and naturally occurring earthquakes is an important endeavor for global security and test-ban treaty monitoring, and ratios of seismic P to S-wave amplitudes at regional distances have proven to be an effective discriminant. The use of the P/S ratio is rooted in the idea that explosive sources should theoretically only generate compressional energy. While, in practice, shear energy is observed from explosions, generally when corrections are made for magnitude and distance, P/S ratios from explosions are higher than those from surrounding earthquakes. At local distances (chemical explosions at the Nevada National Security Site (NNSS) designed to improve our understanding and modeling capabilities of shear waves generated by explosions. Phase I consisted of 5 explosions in granite and Phase II will move to a contrasting dry alluvium geology. We apply a high-resolution 2D attenuation model to events near the NNSS to examine what effect path plays in local P/S ratios, and how well an earthquake-derived model can account for shallower explosion paths. The model incorporates both intrinsic attenuation and scattering effects and extends to 16 Hz, allowing us to make lateral path corrections and consider high-frequency ratios. Preliminary work suggests that while 2D path corrections modestly improve earthquake amplitude predictions, explosion amplitudes are not well matched, and so P/S ratios do not necessarily improve. Further work is needed to better understand the uses and limitation of 2D path corrections for local P/S ratios.

  13. Systematizing game learning analytics for serious games

    NARCIS (Netherlands)

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

    2017-01-01

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

  14. The rock-paper-scissors game

    Science.gov (United States)

    Zhou, Hai-Jun

    2016-04-01

    Rock-Paper-Scissors (RPS), a game of cyclic dominance, is not merely a popular children's game but also a basic model system for studying decision-making in non-cooperative strategic interactions. Aimed at students of physics with no background in game theory, this paper introduces the concepts of Nash equilibrium and evolutionarily stable strategy, and reviews some recent theoretical and empirical efforts on the non-equilibrium properties of the iterated RPS, including collective cycling, conditional response patterns and microscopic mechanisms that facilitate cooperation. We also introduce several dynamical processes to illustrate the applications of RPS as a simplified model of species competition in ecological systems and price cycling in economic markets.

  15. Exact PsTd invariant and PsTd symmetric breaking solutions, symmetry reductions and Bäcklund transformations for an AB-KdV system

    Science.gov (United States)

    Jia, Man; Lou, Sen Yue

    2018-05-01

    In natural and social science, many events happened at different space-times may be closely correlated. Two events, A (Alice) and B (Bob) are defined as correlated if one event is determined by another, say, B = f ˆ A for suitable f ˆ operators. A nonlocal AB-KdV system with shifted-parity (Ps, parity with a shift), delayed time reversal (Td, time reversal with a delay) symmetry where B =Ps ˆ Td ˆ A is constructed directly from the normal KdV equation to describe two-area physical event. The exact solutions of the AB-KdV system, including PsTd invariant and PsTd symmetric breaking solutions are shown by different methods. The PsTd invariant solution show that the event happened at A will happen also at B. These solutions, such as single soliton solutions, infinitely many singular soliton solutions, soliton-cnoidal wave interaction solutions, and symmetry reduction solutions etc., show the AB-KdV system possesses rich structures. Also, a special Bäcklund transformation related to residual symmetry is presented via the localization of the residual symmetry to find interaction solutions between the solitons and other types of the AB-KdV system.

  16. Game theory an introduction

    CERN Document Server

    Barron, E N

    2013-01-01

    An exciting new edition of the popular introduction to game theory and its applications The thoroughly expanded Second Edition presents a unique, hands-on approach to game theory. While most books on the subject are too abstract or too basic for mathematicians, Game Theory: An Introduction, Second Edition offers a blend of theory and applications, allowing readers to use theory and software to create and analyze real-world decision-making models. With a rigorous, yet accessible, treatment of mathematics, the book focuses on results that can be used to

  17. Promoting sales of online games through customer engagement.

    OpenAIRE

    Cheung, C. M. K.; Shen, A. X. L.; Lee, Z. W. Y.; Chan, T. K. H.

    2015-01-01

    With keen competition in the online game industry, game developers and publishers are finding new ways to induce players’ to spend money on subscriptions and virtual items. As the online game itself provides a highly engaging environment, this study examines online sales from the perspective of customer engagement. We propose a research model that examines why game players actively engage in playing online games, and how such engagement can contribute to sales of online games, empirically tes...

  18. Using game theory to improve safety within chemical industrial parks

    CERN Document Server

    Reniers, Genserik

    2013-01-01

    Though the game-theoretic approach has been vastly studied and utilized in relation to economics of industrial organizations, it has hardly been used to tackle safety management in multi-plant chemical industrial settings. Using Game Theory for Improving Safety within Chemical Industrial Parks presents an in-depth discussion of game-theoretic modelling which may be applied to improve cross-company prevention and -safety management in a chemical industrial park.   By systematically analyzing game-theoretic models and approaches in relation to managing safety in chemical industrial parks, Using Game Theory for Improving Safety within Chemical Industrial Parks explores the ways game theory can predict the outcome of complex strategic investment decision making processes involving several adjacent chemical plants. A number of game-theoretic decision models are discussed to provide strategic tools for decision-making situations.   Offering clear and straightforward explanations of methodologies, Using Game Theor...

  19. Energy Games in Multiweighted Automata

    DEFF Research Database (Denmark)

    Fahrenberg, U.; Juhl, L.; Larsen, Kim Guldstrand

    2011-01-01

    Energy games have recently attracted a lot of attention. These are games played on finite weighted automata and concern the existence of infinite runs subject to boundary constraints on the accumulated weight, allowing e.g only for behaviours where a resource is always available (nonnegative...... accumulated weight), yet does not exceed a given maximum capacity. We extend energy games to a multiweighted and parameterized setting, allowing us to model systems with multiple quantitative aspects. We present reductions between Petri nets and multiweighted automata and among different types...... of multiweighted automata and identify new complexity and (un)decidability results for both one- and two-player games. We also investigate the tractability of an extension of multiweighted energy games in the setting of timed automata....

  20. Creating Effective Educational Computer Games for Undergraduate Classroom Learning: A Conceptual Model

    Science.gov (United States)

    Rapeepisarn, Kowit; Wong, Kok Wai; Fung, Chun Che; Khine, Myint Swe

    2008-01-01

    When designing Educational Computer Games, designers usually consider target age, interactivity, interface and other related issues. They rarely explore the genres which should employ into one type of educational game. Recently, some digital game-based researchers made attempt to combine game genre with learning theory. Different researchers use…

  1. Macroscopic and non-linear quantum games

    International Nuclear Information System (INIS)

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

    2005-01-01

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

  2. PS-Modules over Ore Extensions and Skew Generalized Power Series Rings

    Directory of Open Access Journals (Sweden)

    Refaat M. Salem

    2015-01-01

    Full Text Available A right R-module MR is called a PS-module if its socle, SocMR, is projective. We investigate PS-modules over Ore extension and skew generalized power series extension. Let R be an associative ring with identity, MR a unitary right R-module, O=Rx;α,δ Ore extension, MxO a right O-module, S,≤ a strictly ordered additive monoid, ω:S→EndR a monoid homomorphism, A=RS,≤,ω the skew generalized power series ring, and BA=MS,≤RS,≤, ω the skew generalized power series module. Then, under some certain conditions, we prove the following: (1 If MR is a right PS-module, then MxO is a right PS-module. (2 If MR is a right PS-module, then BA is a right PS-module.

  3. Antagonistic and Bargaining Games in Optimal Marketing Decisions

    Science.gov (United States)

    Lipovetsky, S.

    2007-01-01

    Game theory approaches to find optimal marketing decisions are considered. Antagonistic games with and without complete information, and non-antagonistic games techniques are applied to paired comparison, ranking, or rating data for a firm and its competitors in the market. Mix strategy, equilibrium in bi-matrix games, bargaining models with…

  4. Game theory and public policy

    CERN Document Server

    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.

  5. Proceedings of the workshop on the PS-spin collider

    International Nuclear Information System (INIS)

    Mori, Yoshiharu

    1993-05-01

    This volume is a record of the PS-Spin Collider Workshop which was held at KEK, Jan. 31-Feb.1, 1992. As a future project of the KEK 12-GeV proton synchrotron (KEK-PS), the hadron collider (PS-Collider), has been under discussion. Originally, the PSC was designed for heavy ion beam collisions with the energy range of 5-7 GeV/u. If polarized protons are accelerated in PSC, 19 x 19 GeV collisions are possible. This workshop was proposed to bring together interested experimentalists and accelerator physicists to discuss the case that could be made for polarization physics and the technical feasibility at the PS Spin Collider. More than 30 physicists participated in the workshop and very interesting and useful discussions took place. (author)

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

    Science.gov (United States)

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

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD. PMID:29206183

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

    Science.gov (United States)

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

    2017-12-05

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

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

    Directory of Open Access Journals (Sweden)

    Soo-Hyun Paik

    2017-12-01

    Full Text Available Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD. Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1 individuals who played only computer games; (2 individuals who played computer games more than smartphone games; (3 individuals who played computer and smartphone games evenly; (4 individuals who played smartphone games more than computer games; (5 individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers (B = 0.457, odds ratio = 1.579. Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

  9. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

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

  10. Learning With Repeated-Game Strategies

    Directory of Open Access Journals (Sweden)

    Christos A. Ioannou

    2014-07-01

    Full Text Available We use the self-tuning Experience Weighted Attraction model with repeated-game strategies as a computer testbed to examine the relative frequency, speed of convergence and progression of a set of repeated-game strategies in four symmetric 2x2 games: Prisoner's Dilemma, Battle of the Sexes, Stag-Hunt, and Chicken. In the Prisoner's Dilemma game, we fi□nd that the strategy with the most occurrences is the Grim-Trigger. In the Battle of the Sexes game, a cooperative pair that alternates between the two pure-strategy Nash equilibria emerges as the one with the most occurrences. In the Stag-Hunt and Chicken games, the Win-Stay, Lose-Shift and Grim-Trigger strategies are the ones with the most occurrences. Overall, the pairs that converged quickly ended up at the cooperative outcomes, whereas the ones that were extremely slow to reach convergence ended up at non-cooperative outcomes.

  11. Game Strategies of Ship in the Collision Situations

    Directory of Open Access Journals (Sweden)

    Jozef Lisowski

    2014-03-01

    Full Text Available The paper introduced the basic model of process of safe ship control in a collision situation using a game model with j objects, which includes non-linear state equations and non-linear, time varying constraints of the state variables as well as the quality game control index in the forms of the game integral payment and the final payment. Approximated model of the process control as the model of multi-step matrix game in the form of dual linear programming problem has been adopted here. The Game Ship Control GSC computer program has been designed in the Matlab/Simulink software in order to determine the own ship's safe trajectory. These considerations have been illustrated with examples of a computer simulation using an GSC program for determining the safe ship's trajectory in real navigational situation. Simulation research were passed for five sets of strategies of the own ship and met ships.

  12. Connecting Lines of Research on Task Model Variables, Automatic Item Generation, and Learning Progressions in Game-Based Assessment

    Science.gov (United States)

    Graf, Edith Aurora

    2014-01-01

    In "How Task Features Impact Evidence from Assessments Embedded in Simulations and Games," Almond, Kim, Velasquez, and Shute have prepared a thought-provoking piece contrasting the roles of task model variables in a traditional assessment of mathematics word problems to their roles in "Newton's Playground," a game designed…

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

    OpenAIRE

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

    2017-01-01

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

  14. Game theory in models of pedestrian room evacuation

    Science.gov (United States)

    Bouzat, S.; Kuperman, M. N.

    2014-03-01

    We analyze the pedestrian evacuation of a rectangular room with a single door considering a lattice gas scheme with the addition of behavioral aspects of the pedestrians. The movement of the individuals is based on random and rational choices and is affected by conflicts between two or more agents that want to advance to the same position. Such conflicts are solved according to certain rules closely related to the concept of strategies in game theory, cooperation and defection. We consider game rules analogous to those from the Prisoner's Dilemma and Stag Hunt games, with payoffs associated to the probabilities of the individuals to advance to the selected site. We find that, even when defecting is the rational choice for any agent, under certain conditions, cooperators can take advantage from mutual cooperation and leave the room more rapidly than defectors.

  15. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

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

  16. On some approximately balanced combinatorial cooperative games

    NARCIS (Netherlands)

    Faigle, U.; Kern, Walter

    1993-01-01

    A model of taxation for cooperativen-person games is introduced where proper coalitions Are taxed proportionally to their value. Games with non-empty core under taxation at rateɛ-balanced. Sharp bounds onɛ in matching games (not necessarily bipartite) graphs are estabLished. Upper and lower bounds

  17. Violent video games: The effects of narrative context and reward structure on in-game and postgame aggression.

    Science.gov (United States)

    Sauer, James D; Drummond, Aaron; Nova, Natalie

    2015-09-01

    The potential influence of video game violence on real-world aggression has generated considerable public and scientific interest. Some previous research suggests that playing violent video games can increase postgame aggression. The generalized aggression model (GAM) attributes this to the generalized activation of aggressive schemata. However, it is unclear whether game mechanics that contextualize and encourage or inhibit in-game violence moderate this relationship. Thus, we examined the effects of reward structures and narrative context in a violent video game on in-game and postgame aggression. Contrary to GAM-based predictions, our manipulations differentially affected in-game and postgame aggression. Reward structures selectively affected in-game aggression, whereas narrative context selectively affected postgame aggression. Players who enacted in-game violence through a heroic character exhibited less postgame aggression than players who enacted comparable levels of in-game violence through an antiheroic character. Effects were not attributable to self-activation or character-identification mechanisms, but were consistent with social-cognitive context effects on the interpretation of behavior. These results contradict the GAM's assertion that violent video games affect aggression through a generalized activation mechanism. From an applied perspective, consumer choices may be aided by considering not just game content, but the context in which content is portrayed. (c) 2015 APA, all rights reserved).

  18. Serious games experiment toward agent-based simulation

    Science.gov (United States)

    Wein, Anne; Labiosa, William

    2013-01-01

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

  19. Communication Games Reveal Preparation Contextuality

    Science.gov (United States)

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

    2017-12-01

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

  20. By-product mutualism and the ambiguous effects of harsher environments - A game-theoretic model

    NARCIS (Netherlands)

    De Jaegher, Kris; Hoyer, Britta

    2016-01-01

    We construct two-player two-strategy game-theoretic models of by-product mutualism, where our focus lies on the way in which the probability of cooperation among players is affected by the degree of adversity facing the players. In our first model, cooperation consists of the production of a public

  1. Modeling Dexterity Development in 2nd-4th-grade Boys by Means of Active Games

    Directory of Open Access Journals (Sweden)

    C. Марченко

    2017-06-01

    Full Text Available The objective is to optimize the mode of using game for dexterity development in the 2nd-4th-grade boys. Materials & methods: to conduct the experiment, there were eight test groups (n=48 formed in each class. The total number of such test groups was 24. The research relied on the following methods: theoretical analysis and collation of scientific and methodological literature; pedagogical testing; methods of mathematical experiment planning (complete factorial experiment 23; modeling method. Results: the research has determined that to develop dexterity, the 2nd-4th-grade boys need to participate in up to five games. The number of repetitions for the 2nd-3rd-graders is two, and for the 4th-graders – three, with 30–40-second rest intervals. The 2nd-4th-grade boys showed effective development during 40 classes, and the 3rd-grade boys – during 20 classes. After that, we recommend to use other means. The game duration varies from one to two minutes. Conclusions: the analysis of the scientific and methodological literature has revealed that the level of motor readiness, dexterity being one of its main components, largely determines the state of children’s physical and mental health. The research has found that the natural development of coordination abilities in boys aged between 7 and 10 is 22.5–80.0% (56.2% on average. Game actions play a particular role in dexterity development in junior schoolers. The 23 complete factorial experiment made it possible to study the multi-factorial structure of game load for the 2nd-4th-graders; to specify the relations between factors for their use during dexterity development in the 2nd-4th-grade boys in physical education classes. They can serve as an objective tool for the educational process optimization. The given regression equations are models that can be used to determine the optimal game means ratio in the academic process of the 2nd-4th-graders.

  2. Serious games for global education digital game-based learning in the english as a foreign language (EFL) classroom

    CERN Document Server

    Müller, Claudia

    2017-01-01

    The author of this book conducted different studies to investigate the potential of serious games for global education when used in EFL classrooms. The results show a clear contribution of serious games to global education when used with EFL learners, leading to a reference model of digital game-based learning in the EFL classroom.

  3. Games and gamification: an alternative for distance education models

    Directory of Open Access Journals (Sweden)

    Eliane Schlemmer

    2016-06-01

    Full Text Available This article presents research about how the games and gamification can contribute to the creation of new drawings in distance education. The goal was to understand the contribution of games and gamification, thought from "Games for Change" movement in view of Hybrids, Multimodal and Pervasive Coexistence Spaces configuration for learning, an approach between initial training and basic education. The research is exploratory and qualitative, inspired by the cartographic method of intervention research. It uses participant observation, the logbook and text records, audio, photo and digital video. The data are interpreted from the theoretical framework. In conclusion, the results show that the games and gamification enabled the development of teaching and learning situations that are configured as Hybrid, Multimodal and Pervasive Coexistence Space, a process of co-creation, from the critical reading of the everyday basic education, which sought to identify problems and how games and gamification could contribute to changes in the school. There was a greater engagement of the subjects of learning and reframing of lived experience in the initial training for primary education, from the critical reading of the school routine. The discussion arises about the need for reconfiguration of the teaching and curriculum practices, and how to organize them in time and space, starting from everyday problems, enabling the construction of learning pathways to contribute to an emancipatory education and citizen.

  4. Healthy Gaming – Video Game Design to promote Health

    Science.gov (United States)

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

    2011-01-01

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

  5. Perfect commuting-operator strategies for linear system games

    Science.gov (United States)

    Cleve, Richard; Liu, Li; Slofstra, William

    2017-01-01

    Linear system games are a generalization of Mermin's magic square game introduced by Cleve and Mittal. They show that perfect strategies for linear system games in the tensor-product model of entanglement correspond to finite-dimensional operator solutions of a certain set of non-commutative equations. We investigate linear system games in the commuting-operator model of entanglement, where Alice and Bob's measurement operators act on a joint Hilbert space, and Alice's operators must commute with Bob's operators. We show that perfect strategies in this model correspond to possibly infinite-dimensional operator solutions of the non-commutative equations. The proof is based around a finitely presented group associated with the linear system which arises from the non-commutative equations.

  6. Product placement of computer games in cyberspace.

    Science.gov (United States)

    Yang, Heng-Li; Wang, Cheng-Shu

    2008-08-01

    Computer games are considered an emerging media and are even regarded as an advertising channel. By a three-phase experiment, this study investigated the advertising effectiveness of computer games for different product placement forms, product types, and their combinations. As the statistical results revealed, computer games are appropriate for placement advertising. Additionally, different product types and placement forms produced different advertising effectiveness. Optimum combinations of product types and placement forms existed. An advertisement design model is proposed for use in game design environments. Some suggestions are given for advertisers and game companies respectively.

  7. Productive Gaming

    OpenAIRE

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

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

  8. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

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

  9. Serious Games: Video Games for Good?

    Science.gov (United States)

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

    2015-01-01

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

  10. Omega-conotoxin- and nifedipine-insensitive voltage-operated calcium channels mediate K(+)-induced release of pro-thyrotropin-releasing hormone-connecting peptides Ps4 and Ps5 from perifused rat hypothalamic slices.

    Science.gov (United States)

    Valentijn, K; Tranchand Bunel, D; Vaudry, H

    1992-07-01

    The rat thyrotropin-releasing hormone (TRH) precursor (prepro-TRH) contains five copies of the TRH progenitor sequence linked together by intervening sequences. Recently, we have shown that the connecting peptides prepro-TRH-(160-169) (Ps4) and prepro-TRH-(178-199) (Ps5) are released from rat hypothalamic neurones in response to elevated potassium concentrations, in a calcium-dependent manner. In the present study, the role of voltage-operated calcium channels in potassium-induced release of Ps4 and Ps5 was investigated, using a perifusion system for rat hypothalamic slices. The release of Ps4 and Ps5 stimulated by potassium (70 mM) was blocked by the inorganic ions Co2+ (2.6 mM) and Ni2+ (5 mM). In contrast, the stimulatory effect of KCl was insensitive to Cd2+ (100 microM). The dihydropyridine antagonist nifedipine (10 microM) had no effect on K(+)-evoked release of Ps4 and Ps5. Furthermore, the response to KCl was not affected by nifedipine (10 microM) in combination with diltiazem (1 microM), a benzothiazepine which increases the affinity of dihydropyridine antagonists for their receptor. The dihydropyridine agonist BAY K 8644, at concentrations as high as 1 mM, did not stimulate the basal secretion of Ps4 and Ps5. In addition, BAY K 8644 had no potentiating effect on K(+)-induced release of Ps4 and Ps5. The marine cone snail toxin omega-conotoxin, a blocker of both L- and N-type calcium channels had no effect on the release of Ps4 and Ps5 stimulated by potassium. Similarly, the omega-conopeptide SNX-111, a selective blocker of N-type calcium channels, did not inhibit the stimulatory effect of potassium. The release of Ps4 and Ps5 evoked by high K+ was insensitive to the non-selective calcium channel blocker verapamil (20 microM). Amiloride (1 microM), a putative blocker of T-type calcium channels, did not affect KCl-induced secretion of the two connecting peptides. Taken together, these results indicate that two connecting peptides derived from the pro-TRH, Ps

  11. Business games : Promising, knowledge oriented tool for education

    OpenAIRE

    Rossman, Tomáš

    2012-01-01

    Diploma thesis is focused on Business games, as an effective tool for knowledge obtaining. In theoretical part, it defines terms like : knowledge, team, system, simulation and computer modeling and their connection with business games. In practical part, it presents four well chosen games and tries to clarify how these games work and how logic are their outputs. After that, it discuss potential use of this game at Faculty of management, University of economics, Prague.

  12. Model based design introduction: modeling game controllers to microprocessor architectures

    Science.gov (United States)

    Jungwirth, Patrick; Badawy, Abdel-Hameed

    2017-04-01

    We present an introduction to model based design. Model based design is a visual representation, generally a block diagram, to model and incrementally develop a complex system. Model based design is a commonly used design methodology for digital signal processing, control systems, and embedded systems. Model based design's philosophy is: to solve a problem - a step at a time. The approach can be compared to a series of steps to converge to a solution. A block diagram simulation tool allows a design to be simulated with real world measurement data. For example, if an analog control system is being upgraded to a digital control system, the analog sensor input signals can be recorded. The digital control algorithm can be simulated with the real world sensor data. The output from the simulated digital control system can then be compared to the old analog based control system. Model based design can compared to Agile software develop. The Agile software development goal is to develop working software in incremental steps. Progress is measured in completed and tested code units. Progress is measured in model based design by completed and tested blocks. We present a concept for a video game controller and then use model based design to iterate the design towards a working system. We will also describe a model based design effort to develop an OS Friendly Microprocessor Architecture based on the RISC-V.

  13. Serious Gaming Analytics: What Students´ Log Files Tell Us about Gaming and Learning

    Directory of Open Access Journals (Sweden)

    Wim Westera

    2014-06-01

    Full Text Available In this paper we explore existing log files of the VIBOA environmental policy game. Our aim is to identify relevant player behaviours and performance patterns. The VIBOA game is a 50 hours master level serious game that supports inquiry-based learning: students adopt the role of an environmental consultant in the (fictitious consultancy agency VIBOA, and have to deal with complex, multi-faceted environmental problems in an academic and methodologically sound way. A sample of 118 master students played the game. We used learning analytics to extract relevant data from the logging and find meaningful patterns and relationships. We observed substantial behavioural variability across students. Correlation analysis suggest a behavioural trade that reflects the rate of “switching” between different game objects or activities. We were able to establish a model that uses switching indicators as predictors for the efficiency of learning. Also we found slight evidence that students who display increased switching behaviours need more time to complete the games.  We conclude the paper by critically evaluating our findings, making explicit the limitations of our study and making suggestions for future research that links together learning analytics and serious gaming.

  14. Statistical mechanics of spatial evolutionary games

    International Nuclear Information System (INIS)

    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

  15. Variations on the Game of Life

    Science.gov (United States)

    Peper, Ferdinand; Adachi, Susumu; Lee, Jia

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

  16. Verification and Performance Evaluation of Timed Game Strategies

    DEFF Research Database (Denmark)

    David, Alexandre; Fang, Huixing; Larsen, Kim Guldstrand

    2014-01-01

    Control synthesis techniques, based on timed games, derive strategies to ensure a given control objective, e.g., time-bounded reachability. Model checking verifies correctness properties of systems. Statistical model checking can be used to analyse performance aspects of systems, e.g., energy...... consumption. In this work, we propose to combine these three techniques. In particular, given a strategy synthesized for a timed game and a given control objective, we want to make a deeper examination of the consequences of adopting this strategy. Firstly, we want to apply model checking to the timed game...... under the synthesized strategy in order to verify additional correctness properties. Secondly, we want to apply statistical model checking to evaluate various performance aspects of the synthesized strategy. For this, the underlying timed game is extended with relevant price and stochastic information...

  17. Optimal Day-ahead Charging Scheduling of Electric Vehicles through an Aggregative Game Model

    DEFF Research Database (Denmark)

    Liu, Zhaoxi; Wu, Qiuwei; Huang, Shaojun

    2017-01-01

    The electric vehicle (EV) market has been growing rapidly around the world. With large scale deployment of EVs in power systems, both the grid and EV owners will benefit if the flexible demand of EV charging is properly managed through the electricity market. When EV charging demand is considerable...... in a grid, it will impact spot prices in the electricity market and consequently influence the charging scheduling itself. The interaction between the spot prices and the EV demand needs to be considered in the EV charging scheduling, otherwise it will lead to a higher charging cost. A day-ahead EV charging...... scheduling based on an aggregative game model is proposed in this paper. The impacts of the EV demand on the electricity prices are formulated with the game model in the scheduling considering possible actions of other EVs. The existence and uniqueness of the pure strategy Nash equilibrium are proved...

  18. Predictors and patterns of problematic Internet game use using a decision tree model

    Science.gov (United States)

    Rho, Mi Jung; Jeong, Jo-Eun; Chun, Ji-Won; Cho, Hyun; Jung, Dong Jin; Choi, In Young; Kim, Dai-Jin

    2016-01-01

    Background and aims Problematic Internet game use is an important social issue that increases social expenditures for both individuals and nations. This study identified predictors and patterns of problematic Internet game use. Methods Data were collected from online surveys between November 26 and December 26, 2014. We identified 3,881 Internet game users from a total of 5,003 respondents. A total of 511 participants were assigned to the problematic Internet game user group according to the Diagnostic and Statistical Manual of Mental Disorders Internet gaming disorder criteria. From the remaining 3,370 participants, we used propensity score matching to develop a normal comparison group of 511 participants. In all, 1,022 participants were analyzed using the chi-square automatic interaction detector (CHAID) algorithm. Results According to the CHAID algorithm, six important predictors were found: gaming costs (50%), average weekday gaming time (23%), offline Internet gaming community meeting attendance (13%), average weekend and holiday gaming time (7%), marital status (4%), and self-perceptions of addiction to Internet game use (3%). In addition, three patterns out of six classification rules were explored: cost-consuming, socializing, and solitary gamers. Conclusion This study provides direction for future work on the screening of problematic Internet game use in adults. PMID:27499227

  19. Predictors and patterns of problematic Internet game use using a decision tree model.

    Science.gov (United States)

    Rho, Mi Jung; Jeong, Jo-Eun; Chun, Ji-Won; Cho, Hyun; Jung, Dong Jin; Choi, In Young; Kim, Dai-Jin

    2016-09-01

    Background and aims Problematic Internet game use is an important social issue that increases social expenditures for both individuals and nations. This study identified predictors and patterns of problematic Internet game use. Methods Data were collected from online surveys between November 26 and December 26, 2014. We identified 3,881 Internet game users from a total of 5,003 respondents. A total of 511 participants were assigned to the problematic Internet game user group according to the Diagnostic and Statistical Manual of Mental Disorders Internet gaming disorder criteria. From the remaining 3,370 participants, we used propensity score matching to develop a normal comparison group of 511 participants. In all, 1,022 participants were analyzed using the chi-square automatic interaction detector (CHAID) algorithm. Results According to the CHAID algorithm, six important predictors were found: gaming costs (50%), average weekday gaming time (23%), offline Internet gaming community meeting attendance (13%), average weekend and holiday gaming time (7%), marital status (4%), and self-perceptions of addiction to Internet game use (3%). In addition, three patterns out of six classification rules were explored: cost-consuming, socializing, and solitary gamers. Conclusion This study provides direction for future work on the screening of problematic Internet game use in adults.

  20. Altered cell cycle-related gene expression in brain and lymphocytes from a transgenic mouse model of Alzheimer's disease [amyloid precursor protein/presenilin 1 (PS1)].

    Science.gov (United States)

    Esteras, Noemí; Bartolomé, Fernando; Alquézar, Carolina; Antequera, Desireé; Muñoz, Úrsula; Carro, Eva; Martín-Requero, Ángeles

    2012-09-01

    Cumulative evidence indicates that aberrant re-expression of many cell cycle-related proteins and inappropriate neuronal cell cycle control are critical events in Alzheimer's disease (AD) pathogenesis. Evidence of cell cycle activation in post-mitotic neurons has also been observed in murine models of AD, despite the fact that most of these mice do not show massive loss of neuronal bodies. Dysfunction of the cell cycle appears to affect cells other than neurons, as peripheral cells, such as lymphocytes and fibroblasts from patients with AD, show an altered response to mitogenic stimulation. We sought to determine whether cell cycle disturbances are present simultaneously in both brain and peripheral cells from the amyloid precursor protein (APP)/presenilin 1 (PS1) mouse model of AD, in order to validate the use of peripheral cells from patients not only to study cell cycle abnormalities as a pathogenic feature of AD, but also as a means to test novel therapeutic approaches. By using cell cycle pathway-specific RT(2)Profiler™ PCR Arrays, we detected changes in a number of cell cycle-related genes in brain as well as in lymphocytes from APP/PS1 mice. Moreover, we found enhanced 5'-bromo-2'-deoxyuridine incorporation into DNA in lymphocytes from APP/PS1 mice, and increased expression of the cell proliferation marker proliferating cell nuclear antigen (PCNA), and the cyclin-dependent kinase (CDK) inhibitor Cdkn2a, as detected by immunohistochemistry in cortical neurons of the APP/PS1 mice. Taken together, the cell cycle-related changes in brain and blood cells reported here support the mitosis failure hypothesis in AD and validate the use of peripheral cells as surrogate tissue to study the molecular basis of AD pathogenesis. © 2012 The Authors. European Journal of Neuroscience © 2012 Federation of European Neuroscience Societies and Blackwell Publishing Ltd.

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

    Directory of Open Access Journals (Sweden)

    Biswajit Sarkar

    2016-12-01

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

  2. Development of a Career-Oriented Instructional Design Model for Game Programming

    Science.gov (United States)

    Wu, Penn Pinlung

    2012-01-01

    This dissertation proposal begins with a discussion about how the education of game programmers was not meeting the needs of the game industry. With this problem identified, this study proceeded to verify the existence of disparities of current game programming curricula. The findings from the literature review were able to: (a) justify the need…

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

    OpenAIRE

    Leppäsalko, Tero

    2017-01-01

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

  4. Collaboration of chemistry instructional games and group investigation (Gi) model to improve learning outcome in high school students

    Science.gov (United States)

    Puspita, Ita; Sugiyarto, Kristian H.; Ikhsan, Jaslin

    2017-05-01

    The aims of this research are to: (1) develop chemistry instructional games on reaction rate matter; and (2) reveal the collaboration of chemistry instructional games and group investigation model to improvement learning outcome in high school student. This study is research and development (R&D). The procedure of developing product was adapted from Borg & Gall that modified into three principal steps: product planning, product developing, and product evaluating. The product planning step consist of field study, literature study, and manufacturing product. Product developing was developed product using Adobe Flash Professional CS 6 program. The last, product evaluating was performed by year XI of high school students, uses experimental methods nonequivalent control-group design by control class and experiment class. The results of this research show that: (1) a software of chemistry instructional games successfully developed using Adobe Flash Professional CS 6 and can be run on Android device; and (2) the test results of students showed that the collaboration of instructional games and group investigation model able to improvement learning outcome of hight school student.

  5. Designing Game Analytics For A City-Builder Game

    OpenAIRE

    Korppoo, Karoliina

    2015-01-01

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

  6. Spatial data processing for the purpose of video games

    Directory of Open Access Journals (Sweden)

    Chądzyńska Dominika

    2016-03-01

    Full Text Available Advanced terrain models are currently commonly used in many video/computers games. Professional GIS technologies, existing spatial datasets and cartographic methodology are more widely used in their development. This allows for achieving a realistic model of the world. On the other hand, the so-called game engines have very high capability of spatial data visualization. Preparing terrain models for the purpose of video games requires knowledge and experience of GIS specialists and cartographers, although it is also accessible for non-professionals. The authors point out commonness and variety of use of terrain models in video games and the existence of a series of ready, advanced tools and procedures of terrain model creating. Finally the authors describe the experiment of performing the process of data modeling for “Condor Soar Simulator”.

  7. Effect of the Sport Education Tactical Model on Coeducational and Single Gender Game Performance

    Science.gov (United States)

    Pritchard, Tony; McCollum, Starla; Sundal, Jacqueline; Colquit, Gavin

    2014-01-01

    Physical education teachers are faced with a decision when teaching physical activities in schools. What type of instructional model should be used, and should classes be coeducational or single gender? The current study had two purposes. The first purpose investigated the effectiveness of the sport education tactical model (SETM) during game play…

  8. New safety training for access to the PS complex areas

    CERN Multimedia

    2012-01-01

    Since 10/08/2012, a new course dedicated to the specific radiological risks in the accelerators of the PS complex has been available on SIR (https://sir.cern.ch/). This course complements the general classroom-based Radiation Safety training. Successful completion of the course will be obligatory and verified by the access system as from 01/11/2012 for access to the following accelerator areas: LINAC2, BOOSTER, PS and TT2. Information and reminder e-mails will be sent to all persons currently authorized to access the accelerators of the PS complex. For questions please contact the HSE unit and in particular, the Radiation Protection Group (+41227672504 or safety-rp-ps-complex@cern.ch).

  9. The PS booster

    CERN Multimedia

    CERN PhotoLab

    1972-01-01

    The PS booster which accelerates protons from the linac at an energy of 50 MeV to an energy of 800 MeV before injecting them into the main magnet ring of the synchrotron. The booster consists of four superposed rings. In the photograph can be seen the input beam line from the linac and the output beam lines, where beams from the four booster levels have been combined into two beams before final recombination.

  10. Situational Effects on the Usage Intention of Mobile Games

    Science.gov (United States)

    Liang, Ting-Peng; Yeh, Yi-Hsuan

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

  11. MEnDiGa: A Minimal Engine for Digital Games

    OpenAIRE

    Boaventura, Filipe M. B.; Sarinho, Victor T.

    2017-01-01

    Game engines generate high dependence of developed games on provided implementation resources. Feature modeling is a technique that captures commonalities and variabilities results of domain analysis to provide a basis for automated configuration of concrete products. This paper presents the Minimal Engine for Digital Games (MEnDiGa), a simplified collection of game assets based on game features capable of building small and casual games regardless of their implementation resources. It presen...

  12. PENGARUH MODEL COOPERATIVE LEARNING TIPE TEAMS GAMES TOURNAMENT (TGT TERHADAP KECERDASAN INTERPERSONAL PADA MATA PELAJARAN IPS

    Directory of Open Access Journals (Sweden)

    Mari anti

    2017-12-01

    Full Text Available Interpersonal intelligence is one of the goals in elementary school education. Interpersonal intelligence is a key element in the adaptation of children in their social relationships. SDN Kebon Jeruk 11 Pagi West Jakarta found a number of 19 students of 30 children (63% have barriers Interpersonal intelligence. Quantitative Research with One Shot Case Study Experiment using sample saturated with size 30 in research influence influence model cooperative learning type Teams Games Tournament (TGT to interpersonal intelligence. The results of this study prove that: The more effective the steps of cooperative learning model type TGT done then the better the interpersonal intelligence. So in this research result that model Cooperative Learning type Teams Games Tournament (TGT have positive effect to interpersonal intelligence.

  13. Defining and Leveraging Game Qualities for Serious Games

    Science.gov (United States)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

    Serious games can and should leverage the unique qualities of video games to effectively deliver educational experiences for the learners. However, leveraging these qualities is incumbent upon understanding what these unique 'game' qualities are , and how they can facilitate the learning process. This paper presents an examination of the meaning of the term 'game' . as it applies to both serious games and digital entertainment games. Through the examination of counter examples, we derive three game characteristics; games are self contained, provide a variety of meaningful choices, and are intrinsically compelling. We also discuss the theoretical educational foundations which support the application of these 'game qualities' to educational endeavors. This paper concludes with a presentation of results achieved through the application of these qualities and the applicable educational theories to teach learners about the periodic table of elements via a serious game developed by the authors.

  14. Chronic caffeine treatment reverses memory impairment and the expression of brain BNDF and TrkB in the PS1/APP double transgenic mouse model of Alzheimer?s disease

    OpenAIRE

    HAN, KUN; JIA, NING; LI, JI; YANG, LI; MIN, LIAN-QIU

    2013-01-01

    The objective of this study was to investigate the effects of varying doses of caffeine on memory impairment and the expression of brain neurotrophic derived factor (BNDF) and TrkB in PS1/APP double transgenic mouse models. PS1/APP double transgenic mice were administered 0.3 ml/day of saline, 1.5 mg/day of caffeine or 0.75 mg/day of caffeine for eight weeks. A water maze test and western blotting were used to determine the memory capability and expression of hippocampal BNDF and TrkB of the ...

  15. GAME FPS DENGAN MENGGUNAKAN MULTIPLAYER GAME

    Directory of Open Access Journals (Sweden)

    Ida Bagus Made Oka Widharma

    2016-08-01

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

  16. Agents Play Mix-game

    Science.gov (United States)

    Gou, Chengling

    In recent years, economics and finance see the shift of paradigm from representative agent models to heterogeneous agent models [1, 2]. More and more economists and physicists made efforts in research on heterogeneous agent models for financial markets. Minority game (MG) proposed by D. Challet, and Y. C. Zhang [3] is an example among such efforts. Challet and Zhang's MG model, together with the original bar model of Arthur, attracts a lot of following studies [4-6]. Given MG's richness and yet underlying simplicity, MG has also received much attention as a financial market model [4]. MG comprises an odd number of agents choosing repeatedly between the options of buying (1) and selling (0) a quantity of a risky asset. The agents continually try to make the minority decision, i.e. buy assets when the majority of other agents are selling, and sell when the majority of other agents are buying. Neil F. Johnson [4, 5] and coworkers extended MG by allowing a variable number of active traders at each timestep— they called their modified game as the Grand Canonical Minority Game (GCMG). GCMG, and to a lesser extent the basic MG itself, can reproduce the stylized facts of financial markets, such as volatility clustering and fat-tail distributions.

  17. Nash Equilibria in Symmetric Games with Partial Observation

    DEFF Research Database (Denmark)

    Bouyer, Patricia; Markey, Nicolas; Vester, Steen

    2014-01-01

    We investigate a model for representing large multiplayer games, which satisfy strong symmetry properties. This model is made of multiple copies of an arena; each player plays in his own arena, and can partially observe what the other players do. Therefore, this game has partial information...... and symmetry constraints, which make the computation of Nash equilibria difficult. We show several undecidability results, and for bounded-memory strategies, we precisely characterize the complexity of computing pure Nash equilibria (for qualitative objectives) in this game model....

  18. Brain regions engaged by part- and whole-task performance in a video game: a model-based test of the decomposition hypothesis.

    Science.gov (United States)

    Anderson, John R; Bothell, Daniel; Fincham, Jon M; Anderson, Abraham R; Poole, Ben; Qin, Yulin

    2011-12-01

    Part- and whole-task conditions were created by manipulating the presence of certain components of the Space Fortress video game. A cognitive model was created for two-part games that could be combined into a model that performed the whole game. The model generated predictions both for behavioral patterns and activation patterns in various brain regions. The activation predictions concerned both tonic activation that was constant in these regions during performance of the game and phasic activation that occurred when there was resource competition. The model's predictions were confirmed about how tonic and phasic activation in different regions would vary with condition. These results support the Decomposition Hypothesis that the execution of a complex task can be decomposed into a set of information-processing components and that these components combine unchanged in different task conditions. In addition, individual differences in learning gains were predicted by individual differences in phasic activation in those regions that displayed highest tonic activity. This individual difference pattern suggests that the rate of learning of a complex skill is determined by capacity limits.

  19. PS II model based analysis of transient fluorescence yield measured on whole leaves of Arabidopsis thaliana after excitation with light flashes of different energies.

    Science.gov (United States)

    Belyaeva, N E; Schmitt, F-J; Paschenko, V Z; Riznichenko, G Yu; Rubin, A B; Renger, G

    2011-02-01

    Our recently presented PS II model (Belyaeva et al., 2008) was improved in order to permit a consistent simulation of Single Flash Induced Transient Fluorescence Yield (SFITFY) traces that were earlier measured by Steffen et al. (2005) on whole leaves of Arabidopsis (A.) thaliana at four different energies of the actinic flash. As the essential modification, the shape of the actinic flash was explicitly taken into account assuming that an exponentially decaying rate simulates the time dependent excitation of PS II by the 10 ns actinic flash. The maximum amplitude of this excitation exceeds that of the measuring light by 9 orders of magnitude. A very good fit of the SFITFY data was achieved in the time domain from 100 ns to 10s for all actinic flash energies (the maximum energy of 7.5 × 10¹⁶ photons/(cm²flash) is set to 100%, the relative energies of weaker actinic flashes were of ∼8%, 4%, ∼1%). Our model allows the calculation and visualization of the transient PS II redox state populations ranging from the dark adapted state, via excitation energy and electron transfer steps induced by pulse excitation, followed by final relaxation into the stationary state eventually attained under the measuring light. It turned out that the rate constants of electron transfer steps are invariant to intensity of the actinic laser flash. In marked contrast, an increase of the actinic flash energy by more than two orders of magnitude from 5.4×10¹⁴ photons/(cm²flash) to 7.5×10¹⁶ photons/(cm²flash), leads to an increase of the extent of fluorescence quenching due to carotenoid triplet (³Car) formation by a factor of 14 and of the recombination reaction between reduced primary pheophytin (Phe(-)) and P680(+) by a factor of 3 while the heat dissipation in the antenna complex remains virtually constant. The modified PS II model offers new opportunities to compare electron transfer and dissipative parameters for different species (e.g. for the green algae and the

  20. An Educational Tool for Creating Distributed Physical Games

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop; Pagliarini, Luigi

    2011-01-01

    programming for physical games development. This is done by providing an educational tool that allows a change of representation of the problems related to game designing from a virtual to a physical representation. Indeed, MITS seems to be a valuable system for bringing into education a vast number of issues...... (such as parallel programming, distribution, communication protocols, master dependency, connectivity, topology, island modeling software behavioral models, adaptive interactivity, feedback, user and multi-user game interaction, etc.). This can both improve the education-related issues in computer......The development of physical interactive games demands extensive knowledge in engineering, computer science and gaming. In this paper we describe how the Modular Interactive Tiles System (MITS) can be a valuable tool for introducing students to interactive parallel and distributed processing...