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Sample records for rock-paper-scissors rps game

  1. The rock-paper-scissors game

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    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.

  2. Cycle frequency in standard Rock-Paper-Scissors games: Evidence from experimental economics

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    Xu, Bin; Zhou, Hai-Jun; Wang, Zhijian

    2013-10-01

    The Rock-Paper-Scissors (RPS) game is a widely used model system in game theory. Evolutionary game theory predicts the existence of persistent cycles in the evolutionary trajectories of the RPS game, but experimental evidence has remained to be rather weak. In this work, we performed laboratory experiments on the RPS game and analyzed the social-state evolutionary trajectories of twelve populations of N=6 players. We found strong evidence supporting the existence of persistent cycles. The mean cycling frequency was measured to be 0.029±0.009 period per experimental round. Our experimental observations can be quantitatively explained by a simple non-equilibrium model, namely the discrete-time logit dynamical process with a noise parameter. Our work therefore favors the evolutionary game theory over the classical game theory for describing the dynamical behavior of the RPS game.

  3. Optimal cooperation-trap strategies for the iterated rock-paper-scissors game.

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    Zedong Bi

    Full Text Available In an iterated non-cooperative game, if all the players act to maximize their individual accumulated payoff, the system as a whole usually converges to a Nash equilibrium that poorly benefits any player. Here we show that such an undesirable destiny is avoidable in an iterated Rock-Paper-Scissors (RPS game involving two rational players, X and Y. Player X has the option of proactively adopting a cooperation-trap strategy, which enforces complete cooperation from the rational player Y and leads to a highly beneficial and maximally fair situation to both players. That maximal degree of cooperation is achievable in such a competitive system with cyclic dominance of actions may stimulate further theoretical and empirical studies on how to resolve conflicts and enhance cooperation in human societies.

  4. Traffic jams induce dynamical phase transition in spatial rock-paper-scissors game

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    Nagatani, Takashi; Ichinose, Genki; Tainaka, Kei-ichi

    2018-02-01

    Spatial and temporal behaviors of the rock-paper-scissors (RPS) game is key to understanding not only biodiversity but also a variety of cyclic systems. It has been demonstrated that, in the stochastic cellular automaton of RPS game, three species cannot survive on one-dimensional (1-d) lattice; only a single species survives. Previous studies have shown that three species are able to coexist if the migration of species is considered. However, their definitions of migration are the swapping of two species or the random walk of species, which rarely occurs in nature. Here, we investigate the effect of migration by using the 1-d lattice traffic model in which species can move rightward if the site ahead is empty. Computer simulations reveal that three species can survive at the same time within the wide range of parameter values. At low densities, all species can coexist. In contrast, the extinction of two species occurs if the density exceeds the critical limit of the jamming transition. This dynamical phase transition between the coexistence and single (non-coexistence) phase clearly separates due to the self-organized pattern: condensation and rarefaction in the stripe-pattern of three species.

  5. Learning the rules of the rock-paper-scissors game: chimpanzees versus children.

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    Gao, Jie; Su, Yanjie; Tomonaga, Masaki; Matsuzawa, Tetsuro

    2018-01-01

    The present study aimed to investigate whether chimpanzees (Pan troglodytes) could learn a transverse pattern by being trained in the rules of the rock-paper-scissors game in which "paper" beats "rock," "rock" beats "scissors," and "scissors" beats "paper." Additionally, this study compared the learning processes between chimpanzees and children. Seven chimpanzees were tested using a computer-controlled task. They were trained to choose the stronger of two options according to the game rules. The chimpanzees first engaged in the paper-rock sessions until they reached the learning criterion. Subsequently, they engaged in the rock-scissors and scissors-paper sessions, before progressing to sessions with all three pairs mixed. Five of the seven chimpanzees completed training after a mean of 307 sessions, which indicates that they learned the circular pattern. The chimpanzees required more scissors-paper sessions (14.29 ± 6.89), the third learnt pair, than paper-rock (1.71 ± 0.18) and rock-scissors (3.14 ± 0.70) sessions, suggesting they had difficulty finalizing the circularity. The chimpanzees then received generalization tests using new stimuli, which they learned quickly. A similar procedure was performed with children (35-71 months, n = 38) who needed the same number of trials for all three pairs during single-paired sessions. Their accuracy during the mixed-pair sessions improved with age and was better than chance from 50 months of age, which indicates that the ability to solve the transverse patterning problem might develop at around 4 years of age. The present findings show that chimpanzees were able to learn the task but had difficulties with circularity, whereas children learned the task more easily and developed the relevant ability at approximately 4 years of age. Furthermore, the chimpanzees' performance during the mixed-pair sessions was similar to that of 4-year-old children during the corresponding stage of training.

  6. Negative outcomes evoke cyclic irrational decisions in Rock, Paper, Scissors.

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    Dyson, Benjamin James; Wilbiks, Jonathan Michael Paul; Sandhu, Raj; Papanicolaou, Georgios; Lintag, Jaimie

    2016-02-04

    Rock, Paper, Scissors (RPS) represents a unique gaming space in which the predictions of human rational decision-making can be compared with actual performance. Playing a computerized opponent adopting a mixed-strategy equilibrium, participants revealed a non-significant tendency to over-select Rock. Further violations of rational decision-making were observed using an inter-trial analysis where participants were more likely to switch their item selection at trial n + 1 following a loss or draw at trial n, revealing the strategic vulnerability of individuals following the experience of negative rather than positive outcome. Unique switch strategies related to each of these trial n outcomes were also identified: after losing participants were more likely to 'downgrade' their item (e.g., Rock followed by Scissors) but after drawing participants were more likely to 'upgrade' their item (e.g., Rock followed by Paper). Further repetition analysis revealed that participants were more likely to continue their specific cyclic item change strategy into trial n + 2. The data reveal the strategic vulnerability of individuals following the experience of negative rather than positive outcome, the tensions between behavioural and cognitive influences on decision making, and underline the dangers of increased behavioural predictability in other recursive, non-cooperative environments such as economics and politics.

  7. Nonlinear dynamics of the rock-paper-scissors game with mutations.

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    Toupo, Danielle F P; Strogatz, Steven H

    2015-05-01

    We analyze the replicator-mutator equations for the rock-paper-scissors game. Various graph-theoretic patterns of mutation are considered, ranging from a single unidirectional mutation pathway between two of the species, to global bidirectional mutation among all the species. Our main result is that the coexistence state, in which all three species exist in equilibrium, can be destabilized by arbitrarily small mutation rates. After it loses stability, the coexistence state gives birth to a stable limit cycle solution created in a supercritical Hopf bifurcation. This attracting periodic solution exists for all the mutation patterns considered, and persists arbitrarily close to the limit of zero mutation rate and a zero-sum game.

  8. Zealotry promotes coexistence in the rock-paper-scissors model of cyclic dominance

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    Verma, Gunjan; Chan, Kevin; Swami, Ananthram

    2015-11-01

    Cyclic dominance models, such as the classic rock-paper-scissors (RPS) game, have found real-world applications in biology, ecology, and sociology. A key quantity of interest in such models is the coexistence time, i.e., the time until at least one population type goes extinct. Much recent research has considered conditions that lengthen coexistence times in an RPS model. A general finding is that coexistence is promoted by localized spatial interactions (low mobility), while extinction is fostered by global interactions (high mobility). That is, there exists a mobility threshold which separates a regime of long coexistence from a regime of rapid collapse of coexistence. The key finding of our paper is that if zealots (i.e., nodes able to defeat others while themselves being immune to defeat) of even a single type exist, then system coexistence time can be significantly prolonged, even in the presence of global interactions. This work thus highlights a crucial determinant of system survival time in cyclic dominance models.

  9. Information Transfer between Generations Linked to Biodiversity in Rock-Paper-Scissors Games

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    Ranjan Bose

    2015-01-01

    Full Text Available Ecological processes, such as reproduction, mobility, and interaction between species, play important roles in the maintenance of biodiversity. Classically, the cyclic dominance of species has been modelled using the nonhierarchical interactions among competing species, represented by the “Rock-Paper-Scissors” (RPS game. Here we propose a cascaded channel model for analyzing the existence of biodiversity in the RPS game. The transition between successive generations is modelled as communication of information over a noisy communication channel. The rate of transfer of information over successive generations is studied using mutual information and it is found that “greedy” information transfer between successive generations may lead to conditions for extinction. This generalized framework can be used to study biodiversity in any number of interacting species, ecosystems with unequal rates for different species, and also competitive networks.

  10. Rock-scissors-paper game on regular small-world networks

    International Nuclear Information System (INIS)

    Szabo, Gyoergy; Szolnoki, Attila; Izsak, Rudolf

    2004-01-01

    The spatial rock-scissors-paper game (or cyclic Lotka-Volterra system) is extended to study how the spatiotemporal patterns are affected by the rewired host lattice providing uniform number of neighbours (degree) at each site. On the square lattice this system exhibits a self-organizing pattern with equal concentration of the competing strategies (species). If the quenched background is constructed by substituting random links for the nearest-neighbour bonds of a square lattice then a limit cycle occurs when the portion of random links exceeds a threshold value. This transition can also be observed if the standard link is replaced temporarily by a random one with a probability P at each step of iteration. Above a second threshold value of P the amplitude of global oscillation increases with time and finally the system reaches one of the homogeneous (absorbing) states. In this case the results of Monte Carlo simulations are compared with the predictions of the dynamical cluster technique evaluating all the configuration probabilities on one-, two-, four- and six-site clusters

  11. Limit cycles and the benefits of a short memory in rock-paper-scissors games

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    Burridge, James

    2015-10-01

    When playing games in groups, it is an advantage for individuals to have accurate statistical information on the strategies of their opponents. Such information may be obtained by remembering previous interactions. We consider a rock-paper-scissors game in which agents are able to recall their last m interactions, used to estimate the behavior of their opponents. At critical memory length, a Hopf bifurcation leads to the formation of stable limit cycles. In a mixed population, agents with longer memories have an advantage, provided the system has a stable fixed point, and there is some asymmetry in the payoffs of the pure strategies. However, at a critical concentration of long memory agents, the appearance of limit cycles destroys their advantage. By introducing population dynamics that favors successful agents, we show that the system evolves toward the bifurcation point.

  12. Limit cycles and the benefits of a short memory in rock-paper-scissors games.

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    Burridge, James

    2015-10-01

    When playing games in groups, it is an advantage for individuals to have accurate statistical information on the strategies of their opponents. Such information may be obtained by remembering previous interactions. We consider a rock-paper-scissors game in which agents are able to recall their last m interactions, used to estimate the behavior of their opponents. At critical memory length, a Hopf bifurcation leads to the formation of stable limit cycles. In a mixed population, agents with longer memories have an advantage, provided the system has a stable fixed point, and there is some asymmetry in the payoffs of the pure strategies. However, at a critical concentration of long memory agents, the appearance of limit cycles destroys their advantage. By introducing population dynamics that favors successful agents, we show that the system evolves toward the bifurcation point.

  13. Concurrent performance in a three-alternative choice situation: response allocation in a Rock/Paper/Scissors game.

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    Kangas, Brian D; Berry, Meredith S; Cassidy, Rachel N; Dallery, Jesse; Vaidya, Manish; Hackenberg, Timothy D

    2009-10-01

    Adult human subjects engaged in a simulated Rock/Paper/Scissors game against a computer opponent. The computer opponent's responses were determined by programmed probabilities that differed across 10 blocks of 100 trials each. Response allocation in Experiment 1 was well described by a modified version of the generalized matching equation, with undermatching observed in all subjects. To assess the effects of instructions on response allocation, accurate probability-related information on how the computer was programmed to respond was provided to subjects in Experiment 2. Five of 6 subjects played the counter response of the computer's dominant programmed response near-exclusively (e.g., subjects played paper almost exclusively if the probability of rock was high), resulting in minor overmatching, and higher reinforcement rates relative to Experiment 1. On the whole, the study shows that the generalized matching law provides a good description of complex human choice in a gaming context, and illustrates a promising set of laboratory methods and analytic techniques that capture important features of human choice outside the laboratory.

  14. Volunteering leads to rock-paper-scissors dynamics in a public goods game

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    Semmann, Dirk; Krambeck, Hans-Jürgen; Milinski, Manfred

    2003-09-01

    Collective efforts are a trademark of both insect and human societies. They are achieved through relatedness in the former and unknown mechanisms in the latter. The problem of achieving cooperation among non-kin has been described as the `tragedy of the commons', prophesying the inescapable collapse of many human enterprises. In public goods experiments, initial cooperation usually drops quickly to almost zero. It can be maintained by the opportunity to punish defectors or the need to maintain good reputation. Both schemes require that defectors are identified. Theorists propose that a simple but effective mechanism operates under full anonymity. With optional participation in the public goods game, `loners' (players who do not join the group), defectors and cooperators will coexist through rock-paper-scissors dynamics. Here we show experimentally that volunteering generates these dynamics in public goods games and that manipulating initial conditions can produce each predicted direction. If, by manipulating displayed decisions, it is pretended that defectors have the highest frequency, loners soon become most frequent, as do cooperators after loners and defectors after cooperators. On average, cooperation is perpetuated at a substantial level.

  15. The rock-paper-scissors game and the evolution of alternative male strategies

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    Sinervo, B.; Lively, C. M.

    1996-03-01

    MANY species exhibit colour polymorphisms associated with alternative male reproductive strategies, including territorial males and 'sneaker males' that behave and look like females1-3. The prevalence of multiple morphs is a challenge to evolutionary theory because a single strategy should prevail unless morphs have exactly equal fitness4,5 or a fitness advantage when rare6,7. We report here the application of an evolutionary stable strategy model to a three-morph mating system in the side-blotched lizard. Using parameter estimates from field data, the model predicted oscillations in morph frequency, and the frequencies of the three male morphs were found to oscillate over a six-year period in the field. The fitnesses of each morph relative to other morphs were non-transitive in that each morph could invade another morph when rare, but was itself invadable by another morph when common. Concordance between frequency-dependent selection and the among-year changes in morph fitnesses suggest that male interactions drive a dynamic 'rock-paper-scissors' game7.

  16. How directional mobility affects coexistence in rock-paper-scissors models

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    Avelino, P. P.; Bazeia, D.; Losano, L.; Menezes, J.; de Oliveira, B. F.; Santos, M. A.

    2018-03-01

    This work deals with a system of three distinct species that changes in time under the presence of mobility, selection, and reproduction, as in the popular rock-paper-scissors game. The novelty of the current study is the modification of the mobility rule to the case of directional mobility, in which the species move following the direction associated to a larger (averaged) number density of selection targets in the surrounding neighborhood. Directional mobility can be used to simulate eyes that see or a nose that smells, and we show how it may contribute to reduce the probability of coexistence.

  17. Apex predator and the cyclic competition in a rock-paper-scissors game of three species

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    Souza-Filho, C. A.; Bazeia, D.; Ramos, J. G. G. S.

    2017-06-01

    This work deals with the effects of an apex predator on the cyclic competition among three distinct species that follow the rules of the rock-paper-scissors game. The investigation develops standard stochastic simulations but is motivated by a procedure which is explained in the work. We add the apex predator as the fourth species in a system that contains three species that evolve following the standard rules of migration, reproduction, and predation, and study how the system evolves in this new environment, in comparison with the case in the absence of the apex predator. The results show that the apex predator engenders the tendency to spread uniformly in the lattice, contributing to destroy the spiral patterns, keeping biodiversity but diminishing the average size of the clusters of the species that compete cyclically.

  18. Clustering Effect on the Dynamics in a Spatial Rock-Paper-Scissors System

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    Hashimoto, Tsuyoshi; Sato, Kazunori; Ichinose, Genki; Miyazaki, Rinko; Tainaka, Kei-ichi

    2018-01-01

    The lattice dynamics for rock-paper-scissors games is related to population theories in ecology. In most cases, simulations are performed by local and global interactions. It is known in the former case that the dynamics is usually stable. We find two types of non-random distributions in the stationary state. One is a cluster formation of endangered species: when the density of a species approaches zero, its clumping degree diverges to infinity. The other is the strong aggregations of high-density species. Such spatial pattern formations play important roles in population dynamics.

  19. Stochastic Evolution Dynamic of the Rock-Scissors-Paper Game Based on a Quasi Birth and Death Process.

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    Yu, Qian; Fang, Debin; Zhang, Xiaoling; Jin, Chen; Ren, Qiyu

    2016-06-27

    Stochasticity plays an important role in the evolutionary dynamic of cyclic dominance within a finite population. To investigate the stochastic evolution process of the behaviour of bounded rational individuals, we model the Rock-Scissors-Paper (RSP) game as a finite, state dependent Quasi Birth and Death (QBD) process. We assume that bounded rational players can adjust their strategies by imitating the successful strategy according to the payoffs of the last round of the game, and then analyse the limiting distribution of the QBD process for the game stochastic evolutionary dynamic. The numerical experiments results are exhibited as pseudo colour ternary heat maps. Comparisons of these diagrams shows that the convergence property of long run equilibrium of the RSP game in populations depends on population size and the parameter of the payoff matrix and noise factor. The long run equilibrium is asymptotically stable, neutrally stable and unstable respectively according to the normalised parameters in the payoff matrix. Moreover, the results show that the distribution probability becomes more concentrated with a larger population size. This indicates that increasing the population size also increases the convergence speed of the stochastic evolution process while simultaneously reducing the influence of the noise factor.

  20. Cyclic dominance in evolutionary games: a review

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    Szolnoki, Attila; Mobilia, Mauro; Jiang, Luo-Luo; Szczesny, Bartosz; Rucklidge, Alastair M.; Perc, Matjaž

    2014-01-01

    Rock is wrapped by paper, paper is cut by scissors and scissors are crushed by rock. This simple game is popular among children and adults to decide on trivial disputes that have no obvious winner, but cyclic dominance is also at the heart of predator–prey interactions, the mating strategy of side-blotched lizards, the overgrowth of marine sessile organisms and competition in microbial populations. Cyclical interactions also emerge spontaneously in evolutionary games entailing volunteering, reward, punishment, and in fact are common when the competing strategies are three or more, regardless of the particularities of the game. Here, we review recent advances on the rock–paper–scissors (RPS) and related evolutionary games, focusing, in particular, on pattern formation, the impact of mobility and the spontaneous emergence of cyclic dominance. We also review mean-field and zero-dimensional RPS models and the application of the complex Ginzburg–Landau equation, and we highlight the importance and usefulness of statistical physics for the successful study of large-scale ecological systems. Directions for future research, related, for example, to dynamical effects of coevolutionary rules and invasion reversals owing to multi-point interactions, are also outlined. PMID:25232048

  1. Species diversity in rock—paper—scissors game coupling with Levy flight

    International Nuclear Information System (INIS)

    Wang Dong; Zhuang Qian; Fan Ying; Di Zeng-Ru

    2013-01-01

    The rock—paper—scissors (RPS) game is a nice model to study the biodiversity in an ecosystem. However, in the previous studies only the nearest-neighbor interaction among the species was considered. In this paper, taking the long-range migration into account, the effects of the interplay between nearest-neighbor-interaction and long-range-interaction given by Levy flight with distance distribution l h (−3 ≤ h < −1) in the spatial RPS game are investigated. Taking the probability, exchange rate, and power-law exponent of Levy flight as parameters, the coexistence conditions of three species are given. The critical curves for stable coexistence of three species in the parameter space are presented. It is also found that Levy flight has interesting effects on the final spatiotemporal pattern of the system. The results reveal that the long-range-interaction given by Levy flight exhibits pronounced effects on biodiversity of the ecosystem. (interdisciplinary physics and related areas of science and technology)

  2. Hamming distance and mobility behavior in generalized rock-paper-scissors models

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    Bazeia, D.; Menezes, J.; de Oliveira, B. F.; Ramos, J. G. G. S.

    2017-09-01

    This work reports on two related investigations of stochastic simulations which are widely used to study biodiversity and other related issues. We first deal with the behavior of the Hamming distance under the increase of the number of species and the size of the lattice, and then investigate how the mobility of the species contributes to jeopardize biodiversity. The investigations are based on the standard rules of reproduction, mobility and predation or competition, which are described by specific rules, guided by generalization of the rock-paper-scissors game, valid in the case of three species. The results on the Hamming distance indicate that it engenders universal behavior, independently of the number of species and the size of the square lattice. The results on the mobility confirm the prediction that it may destroy diversity, if it is increased to higher and higher values.

  3. The Influence of Mobility Rate on Spiral Waves in Spatial Rock-Paper-Scissors Games

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    Mauro Mobilia

    2016-09-01

    Full Text Available We consider a two-dimensional model of three species in rock-paper-scissors competition and study the self-organisation of the population into fascinating spiraling patterns. Within our individual-based metapopulation formulation, the population composition changes due to cyclic dominance (dominance-removal and dominance-replacement, mutations, and pair-exchange of neighboring individuals. Here, we study the influence of mobility on the emerging patterns and investigate when the pair-exchange rate is responsible for spiral waves to become elusive in stochastic lattice simulations. In particular, we show that the spiral waves predicted by the system’s deterministic partial equations are found in lattice simulations only within a finite range of the mobility rate. We also report that in the absence of mutations and dominance-replacement, the resulting spiraling patterns are subject to convective instability and far-field breakup at low mobility rate. Possible applications of these resolution and far-field breakup phenomena are discussed.

  4. Global oscillations in the Optional Public Goods Game under spatial diffusion

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    Valverde, Pablo A.; da Silva, Roberto; Stock, Eduardo V.

    2017-05-01

    Social dilemmas lead to natural conflict between cooperation and self interests among individuals in large populations. The emergence of cooperation and its maintenance is the key for the understanding of fundamental concepts about the evolution of species. In order to comprehend the mechanisms involved in this framework, here we study the Optional Public Good Games with focus on the effects of diffusive aspects in the emergent patterns of cyclic dominance between the strategies. Differently from other works, we showed that rock-paper-scissors (RPS) patterns occur by introducing a simple kind of random mobility in a lattice sparsely occupied. Such pattern has been revealed to be very important in the conservation of the species in ecological and social environments. The goal of this paper is to show that we do not need more elaborated schemes for construction of the neighbourhood in the game to observe RPS patterns as suggested in the literature. As an interesting additional result, in this contribution we also propose an alternative method to quantify the RPS density in a quantitative context of the game theory which becomes possible to perform a finite size scaling study. Such approach can be very interesting to be applied in other games generically.

  5. Evolution of restraint in a structured rock-paper-scissors community.

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    Nahum, Joshua R; Harding, Brittany N; Kerr, Benjamin

    2011-06-28

    It is not immediately clear how costly behavior that benefits others evolves by natural selection. By saving on inherent costs, individuals that do not contribute socially have a selective advantage over altruists if both types receive equal benefits. Restrained consumption of a common resource is a form of altruism. The cost of this kind of prudent behavior is that restrained individuals give up resources to less-restrained individuals. The benefit of restraint is that better resource management may prolong the persistence of the group. One way to dodge the problem of defection is for altruists to interact disproportionately with other altruists. With limited dispersal, restrained individuals persist because of interaction with like types, whereas it is the unrestrained individuals that must face the negative long-term consequences of their rapacity. Here, we study the evolution of restraint in a community of three competitors exhibiting a nontransitive (rock-paper-scissors) relationship. The nontransitivity ensures a form of negative feedback, whereby improvement in growth of one competitor has the counterintuitive consequence of lowering the density of that improved player. This negative feedback generates detrimental long-term consequences for unrestrained growth. Using both computer simulations and evolution experiments with a nontransitive community of Escherichia coli, we find that restrained growth can evolve under conditions of limited dispersal in which negative feedback is present. This research, thus, highlights a set of ecological conditions sufficient for the evolution of one form of altruism.

  6. Behavioural and neural modulation of win-stay but not lose-shift strategies as a function of outcome value in Rock, Paper, Scissors.

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    Forder, Lewis; Dyson, Benjamin James

    2016-09-23

    Competitive environments in which individuals compete for mutually-exclusive outcomes require rational decision making in order to maximize gains but often result in poor quality heuristics. Reasons for the greater reliance on lose-shift relative to win-stay behaviour shown in previous studies were explored using the game of Rock, Paper, Scissors and by manipulating the value of winning and losing. Decision-making following a loss was characterized as relatively fast and relatively inflexible both in terms of the failure to modulate the magnitude of lose-shift strategy and the lack of significant neural modulation. In contrast, decision-making following a win was characterized as relatively slow and relatively flexible both in terms of a behavioural increase in the magnitude of win-stay strategy and a neural modulation of feedback-related negativity (FRN) and stimulus-preceding negativity (SPN) following outcome value modulation. The win-stay/lose-shift heuristic appears not to be a unified mechanism, with the former relying on System 2 processes and the latter relying on System 1 processes. Our ability to play rationally appears more likely when the outcome is positive and when the value of wins are low, highlighting how vulnerable we can be when trying to succeed during competition.

  7. Paper-cutting operations using scissors in Drury's law tasks.

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    Yamanaka, Shota; Miyashita, Homei

    2018-05-01

    Human performance modeling is a core topic in ergonomics. In addition to deriving models, it is important to verify the kinds of tasks that can be modeled. Drury's law is promising for path tracking tasks such as navigating a path with pens or driving a car. We conducted an experiment based on the observation that paper-cutting tasks using scissors resemble such tasks. The results showed that cutting arc-like paths (1/4 of a circle) showed an excellent fit with Drury's law (R 2  > 0.98), whereas cutting linear paths showed a worse fit (R 2  > 0.87). Since linear paths yielded better fits when path amplitudes were divided (R 2  > 0.99 for all amplitudes), we discuss the characteristics of paper-cutting operations using scissors. Copyright © 2018 Elsevier Ltd. All rights reserved.

  8. Scale-free memory model for multiagent reinforcement learning. Mean field approximation and rock-paper-scissors dynamics

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    Lubashevsky, I.; Kanemoto, S.

    2010-07-01

    A continuous time model for multiagent systems governed by reinforcement learning with scale-free memory is developed. The agents are assumed to act independently of one another in optimizing their choice of possible actions via trial-and-error search. To gain awareness about the action value the agents accumulate in their memory the rewards obtained from taking a specific action at each moment of time. The contribution of the rewards in the past to the agent current perception of action value is described by an integral operator with a power-law kernel. Finally a fractional differential equation governing the system dynamics is obtained. The agents are considered to interact with one another implicitly via the reward of one agent depending on the choice of the other agents. The pairwise interaction model is adopted to describe this effect. As a specific example of systems with non-transitive interactions, a two agent and three agent systems of the rock-paper-scissors type are analyzed in detail, including the stability analysis and numerical simulation. Scale-free memory is demonstrated to cause complex dynamics of the systems at hand. In particular, it is shown that there can be simultaneously two modes of the system instability undergoing subcritical and supercritical bifurcation, with the latter one exhibiting anomalous oscillations with the amplitude and period growing with time. Besides, the instability onset via this supercritical mode may be regarded as “altruism self-organization”. For the three agent system the instability dynamics is found to be rather irregular and can be composed of alternate fragments of oscillations different in their properties.

  9. Evolutionary games on graphs

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    Szabó, György; Fáth, Gábor

    2007-07-01

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

  10. Noisy non-transitive quantum games

    International Nuclear Information System (INIS)

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

    2010-01-01

    We study the effect of quantum noise in 3 x 3 entangled quantum games. By taking into account different noisy quantum channels, we analyze how a two-player, three-strategy Rock-Scissor-Paper game is influenced by the quantum noise. We consider the winning non-transitive strategies R, S and P such that R beats S, S beats P and P beats R. The game behaves as a noiseless game for the maximum value of the quantum noise. It is seen that Alice's payoff is heavily influenced by the depolarizing noise as compared to the amplitude damping noise. A depolarizing channel causes a monotonic decrease in players' payoffs as we increase the amount of quantum noise. In the case of the amplitude damping channel, Alice's payoff function reaches its minimum for α = 0.5 and is symmetrical. This means that larger values of quantum noise influence the game weakly. On the other hand, the phase damping channel does not influence the game. Furthermore, the Nash equilibrium and non-transitive character of the game are not affected under the influence of quantum noise.

  11. Spatial evolutionary games with weak selection.

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    Nanda, Mridu; Durrett, Richard

    2017-06-06

    Recently, a rigorous mathematical theory has been developed for spatial games with weak selection, i.e., when the payoff differences between strategies are small. The key to the analysis is that when space and time are suitably rescaled, the spatial model converges to the solution of a partial differential equation (PDE). This approach can be used to analyze all [Formula: see text] games, but there are a number of [Formula: see text] games for which the behavior of the limiting PDE is not known. In this paper, we give rules for determining the behavior of a large class of [Formula: see text] games and check their validity using simulation. In words, the effect of space is equivalent to making changes in the payoff matrix, and once this is done, the behavior of the spatial game can be predicted from the behavior of the replicator equation for the modified game. We say predicted here because in some cases the behavior of the spatial game is different from that of the replicator equation for the modified game. For example, if a rock-paper-scissors game has a replicator equation that spirals out to the boundary, space stabilizes the system and produces an equilibrium.

  12. Bounded rationality leads to equilibrium of public goods games

    Science.gov (United States)

    Xu, Zhaojin; Wang, Zhen; Zhang, Lianzhong

    2009-12-01

    In this work, we introduce a degree of rationality to the public goods games in which players can determine whether or not to participate, and with it a new mechanism has been established. Existence of the bounded rationality would lead to a new equilibrium which differs from the Nash equilibrium and qualitatively explains the fundamental role of loners’ payoff for maintaining cooperation. Meanwhile, it is shown how the potential strategy influences the players’ decision. Finally, we explicitly demonstrate a rock-scissors-paper dynamics which is a consequence of this model.

  13. Noisy non-transitive quantum games

    Energy Technology Data Exchange (ETDEWEB)

    Ramzan, M; Khan, Salman; Khan, M Khalid, E-mail: mramzan@phys.qau.edu.p [Department of Physics Quaid-i-Azam University, Islamabad 45320 (Pakistan)

    2010-07-02

    We study the effect of quantum noise in 3 x 3 entangled quantum games. By taking into account different noisy quantum channels, we analyze how a two-player, three-strategy Rock-Scissor-Paper game is influenced by the quantum noise. We consider the winning non-transitive strategies R, S and P such that R beats S, S beats P and P beats R. The game behaves as a noiseless game for the maximum value of the quantum noise. It is seen that Alice's payoff is heavily influenced by the depolarizing noise as compared to the amplitude damping noise. A depolarizing channel causes a monotonic decrease in players' payoffs as we increase the amount of quantum noise. In the case of the amplitude damping channel, Alice's payoff function reaches its minimum for {alpha} = 0.5 and is symmetrical. This means that larger values of quantum noise influence the game weakly. On the other hand, the phase damping channel does not influence the game. Furthermore, the Nash equilibrium and non-transitive character of the game are not affected under the influence of quantum noise.

  14. NASA RPS Program Overview: A Focus on RPS Users

    Science.gov (United States)

    Hamley, John A.; Sutliff, Thomas J.; Sandifer, Carl E., II; Zakrajsek, June F.

    2016-01-01

    The goal of NASA's Radioisotope Power Systems (RPS) Program is to make RPS ready and available to support the exploration of the solar system in environments where the use of conventional solar or chemical power generation is impractical or impossible to meet the needs of the missions. To meet this goal, the RPS Program, working closely with the Department of Energy, performs mission and system studies (such as the recently released Nuclear Power Assessment Study), assesses the readiness of promising technologies to infuse in future generators, assesses the sustainment of key RPS capabilities and knowledge, forecasts and tracks the Programs budgetary needs, and disseminates current information about RPS to the community of potential users. This process has been refined and used to determine the current content of the RPS Programs portfolio. This portfolio currently includes an effort to mature advanced thermoelectric technology for possible integration into an enhanced Multi-Mission Radioisotope Generator (eMMRTG), sustainment and production of the currently deployed MMRTG, and technology investments that could lead to a future Stirling Radioisotope Generator (SRG). This paper describes the program planning processes that have been used, the currently available MMRTG, and one of the potential future systems, the eMMRTG.

  15. The effect of opponent type on human performance in a three-alternative choice task.

    Science.gov (United States)

    Lie, Celia; Baxter, Jennifer; Alsop, Brent

    2013-10-01

    Adult participants played computerised games of "Paper Scissors Rock". Participants in one group were told that they were playing against the computer, and those in the other group were told that they were playing against another participant in the adjacent room. The participant who won the most games would receive a $50 prize. For both groups however, the opponent's responses (paper, scissors, or rock) were generated by the computer, and the distribution of these responses was varied across four blocks of 126 trials. Results were analysed using the generalised matching law for the three possible pairs of alternatives (paper vs. scissors, paper vs. rock, and scissors vs. rock) across all participants in each group. Overall, significantly higher estimates of sensitivity to the distribution of opponent's responses were obtained from participants who were told their opponent was a computer compared to participants who were told their opponent was another participant. While adding to the existing literature showing that the generalised matching law is an adequate descriptor of human three-alternative choice behaviour, these findings show that external factors such as perceived opponent type can affect the efficacy of reinforcer contingencies on human behaviour. This suggests that generalising the results from tasks performed against a computer to real-life human-to-human interactions warrants some caution. Copyright © 2013 Elsevier B.V. All rights reserved.

  16. On Nash-Equilibria of Approximation-Stable Games

    Science.gov (United States)

    Awasthi, Pranjal; Balcan, Maria-Florina; Blum, Avrim; Sheffet, Or; Vempala, Santosh

    One reason for wanting to compute an (approximate) Nash equilibrium of a game is to predict how players will play. However, if the game has multiple equilibria that are far apart, or ɛ-equilibria that are far in variation distance from the true Nash equilibrium strategies, then this prediction may not be possible even in principle. Motivated by this consideration, in this paper we define the notion of games that are approximation stable, meaning that all ɛ-approximate equilibria are contained inside a small ball of radius Δ around a true equilibrium, and investigate a number of their properties. Many natural small games such as matching pennies and rock-paper-scissors are indeed approximation stable. We show furthermore there exist 2-player n-by-n approximation-stable games in which the Nash equilibrium and all approximate equilibria have support Ω(log n). On the other hand, we show all (ɛ,Δ) approximation-stable games must have an ɛ-equilibrium of support O(Δ^{2-o(1)}/ɛ2{log n}), yielding an immediate n^{O(Δ^{2-o(1)}/ɛ^2log n)}-time algorithm, improving over the bound of [11] for games satisfying this condition. We in addition give a polynomial-time algorithm for the case that Δ and ɛ are sufficiently close together. We also consider an inverse property, namely that all non-approximate equilibria are far from some true equilibrium, and give an efficient algorithm for games satisfying that condition.

  17. Rockin' around the Rock Cycle

    Science.gov (United States)

    Frack, Susan; Blanchard, Scott Alan

    2005-01-01

    In this activity students will simulate how sedimentary rocks can be changed into metamorphic rocks by intense pressure. The materials needed are two small pieces of white bread, one piece of wheat bread, and one piece of a dark bread (such as pumpernickel or dark rye) per student, two pieces of waxed paper, scissors, a ruler, and heavy books.…

  18. Collective strategies and cyclic dominance in asymmetric predator-prey spatial games.

    Science.gov (United States)

    Cazaubiel, Annette; Lütz, Alessandra F; Arenzon, Jeferson J

    2017-10-07

    Predators may attack isolated or grouped prey in a cooperative, collective way. Whether a gregarious behavior is advantageous to each species depends on several conditions and game theory is a useful tool to deal with such a problem. We here extend the Lett et al. (2004) to spatially distributed populations and compare the resulting behavior with their mean-field predictions for the coevolving densities of predator and prey strategies. Besides its richer behavior in the presence of spatial organization, we also show that the coexistence phase in which collective and individual strategies for each group are present is stable because of an effective, cyclic dominance mechanism similar to a well-studied generalization of the Rock-Paper-Scissors game with four species, a further example of how ubiquitous this coexistence mechanism is. Copyright © 2017 Elsevier Ltd. All rights reserved.

  19. Quantum mechanics gives stability to a Nash equilibrium

    International Nuclear Information System (INIS)

    Iqbal, A.; Toor, A.H.

    2002-01-01

    We consider a slightly modified version of the rock-scissors-paper (RSP) game from the point of view of evolutionary stability. In its classical version the game has a mixed Nash equilibrium (NE) not stable against mutants appearing in small numbers. We find a quantized version of the RSP game for which the classical mixed NE becomes stable

  20. From genes to games: cooperation and cyclic dominance in meiotic drive.

    Science.gov (United States)

    Traulsen, Arne; Reed, Floyd A

    2012-04-21

    Evolutionary change can be described on a genotypic level or a phenotypic level. Evolutionary game theory is typically thought of as a phenotypic approach, although it is frequently argued that it can also be used to describe population genetic evolution. Interpreting the interaction between alleles in a diploid genome as a two player game leads to interesting alternative perspectives on genetic evolution. Here we focus on the case of meiotic drive and illustrate how meiotic drive can be directly and precisely interpreted as a social dilemma, such as the prisoners dilemma or the snowdrift game, in which the drive allele takes more than its fair share. Resistance to meiotic drive can lead to the well understood cyclic dominance found in the rock-paper-scissors game. This perspective is well established for the replicator dynamics, but there is still considerable ground for mutual inspiration between the two fields. For example, evolutionary game theorists can benefit from considering the stochastic evolutionary dynamics arising from finite population size. Population geneticists can benefit from game theoretic tools and perspectives on genetic evolution. Copyright © 2011 Elsevier Ltd. All rights reserved.

  1. Ternary choices in repeated games and border collision bifurcations

    International Nuclear Information System (INIS)

    Dal Forno, Arianna; Gardini, Laura; Merlone, Ugo

    2012-01-01

    Highlights: ► We extend a model of binary choices with externalities to include more alternatives. ► Introducing one more option affects the complexity of the dynamics. ► We find bifurcation structures which where impossible to observe in binary choices. ► A ternary choice cannot simply be considered as a binary choice plus one. - Abstract: Several recent contributions formalize and analyze binary choices games with externalities as those described by Schelling. Nevertheless, in the real world choices are not always binary, and players have often to decide among more than two alternatives. These kinds of interactions are examined in game theory where, starting from the well known rock-paper-scissor game, several other kinds of strategic interactions involving more than two choices are examined. In this paper we investigate how the dynamics evolve introducing one more option in binary choice games with externalities. The dynamics we obtain are always in a stable regime, that is, the structurally stable dynamics are only attracting cycles, but of any possible positive integer as period. We show that, depending on the structure of the game, the dynamics can be quite different from those existing when considering binary choices. The bifurcation structure, due to border collisions, is explained, showing the existence of so-called big-bang bifurcation points.

  2. Chemical scissors cut phosphorene nanostructures

    International Nuclear Information System (INIS)

    Peng, Xihong; Wei, Qun

    2014-01-01

    Phosphorene, a recently fabricated two-dimensional puckered honeycomb structure of phosphorus, showed promising properties for applications in nano-electronics. In this work, we report a chemical scissors effect on phosphorene, using first-principles method. It was found that chemical species, such as H, OH, F, and Cl, can act as scissors to cut phosphorene. Phosphorus nanochains and nanoribbons can be obtained. The scissors effect results from the strong bonding between the chemical species and phosphorus atoms. Other species such as O, S and Se fail to cut phosphorene nanostructures due to their weak bonding with phosphorus. The electronic structures of the produced P-chains reveal that the hydrogenated chain is an insulator while the pristine chain is a one-dimensional Dirac material, in which the charge carriers are massless fermions travelling at an effective speed of light ∼8 × 10 5 m s −1 . The obtained zigzag phosphorene nanoribbons show either metallic or semiconducting behaviors, depending on the treatment of the edge phosphorus atoms. (paper)

  3. Statistical and perceptual updating: correlated impairments in right brain injury.

    Science.gov (United States)

    Stöttinger, Elisabeth; Filipowicz, Alex; Marandi, Elahe; Quehl, Nadine; Danckert, James; Anderson, Britt

    2014-06-01

    It has been hypothesized that many of the cognitive impairments commonly seen after right brain damage (RBD) can be characterized as a failure to build or update mental models. We (Danckert et al. in Neglect as a disorder of representational updating. NOVA Open Access, New York, 2012a; Cereb Cortex 22:2745-2760, 2012b) were the first to directly assess the association between RBD and updating and found that RBD patients were unable to exploit a strongly biased play strategy in their opponent in the children's game rock, paper, scissors. Given that this game required many other cognitive capacities (i.e., working memory, sustained attention, reward processing), RBD patients could have failed this task for various reasons other than a failure to update. To assess the generality of updating deficits after RBD, we had RBD, left brain-damaged (LBD) patients and healthy controls (HCs) describe line drawings that evolved gradually from one figure (e.g., rabbit) to another (e.g., duck) in addition to the RPS updating task. RBD patients took significantly longer to alter their perceptual report from the initial object to the final object than did LBD patients and HCs. Although both patient groups performed poorly on the RPS task, only the RBD patients showed a significant correlation between the two, very different, updating tasks. We suggest these data indicate a general deficiency in the ability to update mental representations following RBD.

  4. Phase diagrams for the spatial public goods game with pool punishment

    Science.gov (United States)

    Szolnoki, Attila; Szabó, György; Perc, Matjaž

    2011-03-01

    The efficiency of institutionalized punishment is studied by evaluating the stationary states in the spatial public goods game comprising unconditional defectors, cooperators, and cooperating pool punishers as the three competing strategies. Fines and costs of pool punishment are considered as the two main parameters determining the stationary distributions of strategies on the square lattice. Each player collects a payoff from five five-person public goods games, and the evolution of strategies is subsequently governed by imitation based on pairwise comparisons at a low level of noise. The impact of pool punishment on the evolution of cooperation in structured populations is significantly different from that reported previously for peer punishment. Representative phase diagrams reveal remarkably rich behavior, depending also on the value of the synergy factor that characterizes the efficiency of investments payed into the common pool. Besides traditional single- and two-strategy stationary states, a rock-paper-scissors type of cyclic dominance can emerge in strikingly different ways.

  5. NASA's Radioisotope Power Systems Program Overview - A Focus on RPS Users

    Science.gov (United States)

    Hamley, John A.; McCallum, Peter W.; Sandifer, Carl E., II; Sutliff, Thomas J.; Zakrajsek, June F.

    2016-01-01

    The goal of NASA's Radioisotope Power Systems (RPS) Program is to make RPS ready and available to support the exploration of the solar system in environments where the use of conventional solar or chemical power generation is impractical or impossible to meet potential future mission needs. To meet this goal, the RPS Program manages investments in RPS technologies and RPS system development, working closely with the Department of Energy. This paper provides an overview of the RPS Program content and status, its collaborations with potential RPS users, and the approach employed to maintain the readiness of RPS to support future NASA mission concepts.

  6. Classical and quantum contents of solvable game theory on Hilbert space

    International Nuclear Information System (INIS)

    Cheon, Taksu; Tsutsui, Izumi

    2006-01-01

    A simple and general formulation of the quantum game theory is presented, accommodating all possible strategies in the Hilbert space for the first time. The theory is solvable for the two strategy quantum game, which is shown to be equivalent to a family of classical games supplemented by quantum interference. Our formulation gives a clear perspective to understand why and how quantum strategies outmaneuver classical strategies. It also reveals novel aspects of quantum games such as the stone-scissor-paper phase sub-game and the fluctuation-induced moderation

  7. Dynamics of prebiotic RNA reproduction illuminated by chemical game theory.

    Science.gov (United States)

    Yeates, Jessica A M; Hilbe, Christian; Zwick, Martin; Nowak, Martin A; Lehman, Niles

    2016-05-03

    Many origins-of-life scenarios depict a situation in which there are common and potentially scarce resources needed by molecules that compete for survival and reproduction. The dynamics of RNA assembly in a complex mixture of sequences is a frequency-dependent process and mimics such scenarios. By synthesizing Azoarcus ribozyme genotypes that differ in their single-nucleotide interactions with other genotypes, we can create molecules that interact among each other to reproduce. Pairwise interplays between RNAs involve both cooperation and selfishness, quantifiable in a 2 × 2 payoff matrix. We show that a simple model of differential equations based on chemical kinetics accurately predicts the outcomes of these molecular competitions using simple rate inputs into these matrices. In some cases, we find that mixtures of different RNAs reproduce much better than each RNA type alone, reflecting a molecular form of reciprocal cooperation. We also demonstrate that three RNA genotypes can stably coexist in a rock-paper-scissors analog. Our experiments suggest a new type of evolutionary game dynamics, called prelife game dynamics or chemical game dynamics. These operate without template-directed replication, illustrating how small networks of RNAs could have developed and evolved in an RNA world.

  8. Replicator dynamics for optional public good games

    DEFF Research Database (Denmark)

    Hauert, C.; De Monte, Silvia; Hofbauer, J.

    2002-01-01

    , which can be completely analysed in spite of the fact that the payoff terms are nonlinear. If cooperation is valuable enough, the dynamics exhibits a rock-scissors-paper type of cycling between the three strategies, leading to sizeable average levels of cooperation in the population. Thus, voluntary...

  9. Pigeons ("Columba Livia") Approach Nash Equilibrium in Experimental Matching Pennies Competitions

    Science.gov (United States)

    Sanabria, Federico; Thrailkill, Eric

    2009-01-01

    The game of Matching Pennies (MP), a simplified version of the more popular Rock, Papers, Scissors, schematically represents competitions between organisms with incentives to predict each other's behavior. Optimal performance in iterated MP competitions involves the production of random choice patterns and the detection of nonrandomness in the…

  10. Ergonomic design and evaluation of new surgical scissors.

    Science.gov (United States)

    Shimomura, Yoshihiro; Shirakawa, Hironori; Sekine, Masashi; Katsuura, Tetsuo; Igarashi, Tatsuo

    2015-01-01

    The purpose of this study is to design a new surgical scissors handle and determine its effectiveness with various usability indices. A new scissors handle was designed that retains the professional grip but has the shapes of the eye rings modified to fit the thumb and ring finger and finger rests for the index and little finger. The newly designed scissors and traditional scissors were compared by electromyography, subjective evaluation and task performance in experiments using cutting and peeling tasks. The newly designed scissors reduced muscle load in both hand during cutting by the closing action, and reduced the muscle load in the left hand during peeling by the opening action through active use of the right hand. In evaluation by surgeons, task performance improved in addition to the decrease in muscle load. The newly designed scissors used in this study demonstrated high usability. A new scissors handle was designed that has the eye rings modified to fit the thumb and ring finger. The newly designed scissors reduced muscle load and enabled active use of the right hand. In evaluation by surgeons, task performance improved in addition to the decrease in muscle load.

  11. Preliminary Seismic Performance Evaluation of RPS Cabinet in a Research Reactor

    Energy Technology Data Exchange (ETDEWEB)

    Kwag, Shinyoung; Oh, Jinho; Lee, Jongmin; Kim, Youngki [Korea Atomic Energy Research Institute, Daejeon (Korea, Republic of)

    2013-05-15

    This RPS cabinet mainly provides the operators with the physical interface to monitor and handle the RPS. The objective of this paper is to perform seismic analyses and evaluate the preliminary structural integrity and seismic capacity of the RPS cabinet. For this purpose, a 3-D finite element model of the RPS cabinet is developed and its modal analyses are carried out for analyzing the dynamic characteristics. Response time history analyses and related safety evaluation are performed for the RPS cabinet subjected to seismic loads. Finally, the seismic margin and seismic fragility of the RPS cabinet are investigated. The seismic analysis, and preliminary structural integrity and seismic margin of the RPS cabinet under self weight and seismic load have been evaluated. For this purpose, 3-D finite element models of the RPS cabinet were developed. A modal analysis, response time history analysis, and seismic fragility analysis were then performed. From the structural analysis results, the RPS cabinet is below the structural design limit under PGA 0.3g (hor.) and 0.2g (ver.) and structurally withstands until PGA 3g (hor.) and 2g (ver.)

  12. Efficiency of Syrian and Indian rock phosphates for maize in two soils amended with sulphur

    International Nuclear Information System (INIS)

    Kanacri, S.

    1995-01-01

    A greenhouse pot experiment was conducted to evaluate the fertilizer use efficiency of three Syrian rock phosphates in comparison to Mussoorie rock phosphate from India for maize grown in a laterite (ultisol) and an alluvial (entisol) soil amended with sulphur, and using sup 3 sup 2 P-labelled triple superphosphate (TSP). Results showed that application of rock phosphates (RPs) to laterite soil significantly increased the dry matter yields of maize shoots, whereas, in alluvial soil, RPs were not found effective in increasing the yields. Data further indicated that all the three Syrian RPs were equally efficient in increasing dry matter yields in laterite soil and were superior to Mussoorie rock phosphate (MRP). Sulphur added in combination with RPs significantly enhanced the dry matter production as well as 'A' value of alluvial soil. Application of sulphur in conjunction with RPs significantly increased the 'A' value of laterite soil however, sulphur did not contribute to any significant increase in the yields. Syrian RPs were more reactive in soils than Mussoorie RP. (author). 7 refs., 6 tabs

  13. Efficiency of Syrian and Indian rock phosphates for maize in two soils amended with sulphur

    International Nuclear Information System (INIS)

    Kanacri, Saloi; Bhujbal, B.M.

    1993-01-01

    A greenhouse pot experiment was conducted to evaluate the fertilizer use efficiency of three Syrian rock phosphates in comparison to Mussoorie rock phosphate from India for maize grown in a laterite (ultisol) and an alluvial (entisol) soil amended with sulphur, and using 32 P-labelled triple superphosphate (TSP). Results showed that application of rock phosphates (RPs) to laterite soil significantly increased the dry matter yields of maize shoots, whereas, in alluvial soil, RPs were not found effective in increasing the yields. Data further indicated that all the three Syrian RPs were equally efficient in increasing dry matter yields in laterite soil and were superior to Mussoorie rock phosphate (MRP). Sulphur added in combination with RPs significantly enhanced the dry matter production as well as 'A'value of alluvial soil. Application of sulphur in conjunction with RPs significantly increased the 'A' value of laterite soil, however, sulphur did not contribute to any significant increase in the yields. Syrian RPs were more reactive in soils than Mussoorie RP. (author). 7 refs., 6 tabs

  14. Experimental status of the nuclear spin scissors mode

    Science.gov (United States)

    Balbutsev, E. B.; Molodtsova, I. V.; Schuck, P.

    2018-04-01

    With the Wigner function moments (WFM) method the scissors mode of the actinides and rare earth nuclei are investigated. The unexplained experimental fact that in 232Th a double hump structure is found finds a natural explanation within WFM. It is predicted that the lower peak corresponds to an isovector spin scissors mode whereas the higher-lying states corresponds to the conventional isovector orbital scissors mode. The experimental situation is scrutinized in this respect concerning practically all results of M 1 excitations.

  15. Phase transformations of under-cooled austenite of new bainitic materials for scissors crossovers

    Directory of Open Access Journals (Sweden)

    J. Pacyna

    2008-07-01

    Full Text Available The paper contains CCT diagrams presenting a transformation kinetics of under-cooled austenite from two new bainitic cast steels which the scissors crossovers for heavy-duty railway tracks (min. 230kN/axle at the speed up to 200 km/h are made of. The cooling ranges of UIC60 type railway tracks plot on the CCT diagrams indicate that there is a 100% bainitic structure in the scissors crossovers made of these cast steels as well, but mainly it would be a favourable for cracking resistance lower bainite. The achievable hardness of scissors crossovers made of new materials make it possible to use high–temperature tempering resulting in obtaining of good crack resistance. However one should provide a good quality of castings made.

  16. Multi-armed spirals and multi-pairs antispirals in spatial rock–paper–scissors games

    Energy Technology Data Exchange (ETDEWEB)

    Jiang, Luo-Luo, E-mail: jiangluoluo@gmail.com [College of Physics and Electronic Information Engineering, Wenzhou University, Wenzhou 325035 (China); College of Physics and Technology, Guangxi Normal University, Guilin, Guangxi 541004 (China); Wang, Wen-Xu [School of Electrical, Computer and Energy Engineering, Arizona State University, Tempe, AZ 85287 (United States); Department of Physics, Beijing Normal University, Beijing 100875 (China); Lai, Ying-Cheng [School of Electrical, Computer and Energy Engineering, Arizona State University, Tempe, AZ 85287 (United States); Department of Physics, Arizona State University, Tempe, AZ 85287 (United States); Ni, Xuan [School of Electrical, Computer and Energy Engineering, Arizona State University, Tempe, AZ 85287 (United States)

    2012-07-09

    We study the formation of multi-armed spirals and multi-pairs antispirals in spatial rock–paper–scissors games with mobile individuals. We discover a set of seed distributions of species, which is able to produce multi-armed spirals and multi-pairs antispirals with a finite number of arms and pairs based on stochastic processes. The joint spiral waves are also predicted by a theoretical model based on partial differential equations associated with specific initial conditions. The spatial entropy of patterns is introduced to differentiate the multi-armed spirals and multi-pairs antispirals. For the given mobility, the spatial entropy of multi-armed spirals is higher than that of single armed spirals. The stability of the waves is explored with respect to individual mobility. Particularly, we find that both two armed spirals and one pair antispirals transform to the single armed spirals. Furthermore, multi-armed spirals and multi-pairs antispirals are relatively stable for intermediate mobility. The joint spirals with lower numbers of arms and pairs are relatively more stable than those with higher numbers of arms and pairs. In addition, comparing to large amount of previous work, we employ the no flux boundary conditions which enables quantitative studies of pattern formation and stability in the system of stochastic interactions in the absence of excitable media. -- Highlights: ► Multi-armed spirals and multi-pairs antispirals are observed. ► Patterns are predicted by computer simulations and partial differential equations. ► The spatial entropy of patterns is introduced. ► Patterns are relatively stable for intermediate mobility. ► The joint spirals with lower numbers of arms and pairs are relatively more stable.

  17. Multi-armed spirals and multi-pairs antispirals in spatial rock–paper–scissors games

    International Nuclear Information System (INIS)

    Jiang, Luo-Luo; Wang, Wen-Xu; Lai, Ying-Cheng; Ni, Xuan

    2012-01-01

    We study the formation of multi-armed spirals and multi-pairs antispirals in spatial rock–paper–scissors games with mobile individuals. We discover a set of seed distributions of species, which is able to produce multi-armed spirals and multi-pairs antispirals with a finite number of arms and pairs based on stochastic processes. The joint spiral waves are also predicted by a theoretical model based on partial differential equations associated with specific initial conditions. The spatial entropy of patterns is introduced to differentiate the multi-armed spirals and multi-pairs antispirals. For the given mobility, the spatial entropy of multi-armed spirals is higher than that of single armed spirals. The stability of the waves is explored with respect to individual mobility. Particularly, we find that both two armed spirals and one pair antispirals transform to the single armed spirals. Furthermore, multi-armed spirals and multi-pairs antispirals are relatively stable for intermediate mobility. The joint spirals with lower numbers of arms and pairs are relatively more stable than those with higher numbers of arms and pairs. In addition, comparing to large amount of previous work, we employ the no flux boundary conditions which enables quantitative studies of pattern formation and stability in the system of stochastic interactions in the absence of excitable media. -- Highlights: ► Multi-armed spirals and multi-pairs antispirals are observed. ► Patterns are predicted by computer simulations and partial differential equations. ► The spatial entropy of patterns is introduced. ► Patterns are relatively stable for intermediate mobility. ► The joint spirals with lower numbers of arms and pairs are relatively more stable.

  18. Scissors stab wound to the cervical spinal cord at the craniocervical junction.

    Science.gov (United States)

    Zhang, Xiao-Yong; Yang, Ying-Ming

    2016-06-01

    Stab wounds resulting in spinal cord injury of the craniocervical junction are rare. A scissors stab wound to the cervical spinal cord has been reported only once in the literature. This paper aimed to report a case of Brown-Séquard-plus syndrome in an 8-year-old boy secondary to a scissors stab wound at the craniocervical junction. Case report and review of the literature. Case report of an 8-year-old boy accidentally stabbed in the neck by scissors, which were thrown as a dart. The case study of an 8-year-old boy who was hospitalized because of a scissors stab wound at the craniocervical junction. The patient developed Brown-Séquard-plus syndrome on the left side of the body. Magnetic resonance imaging revealed a laceration of the spinal cord at the craniocervical junction with cerebrospinal fluid leakage. Careful cleansing and interrupted sutures of the wounds were performed to prevent cerebrospinal fluid leakage. Rehabilitation therapy was performed 2 days later. A follow-up examination revealed complete recovery of the neurologic deficit 8 months post-injury. Treatment of scissors stab wounds to the cervical spinal cord, whether conservative management or thorough surgical exploration, should be individualized based on history, examination, and imaging. As shown in this case report, despite conservative management, complete recovery, which was unexpected, was attributed to the initial mild laceration of the spinal cord and ipsilateral spinal cord functional compensation. Copyright © 2016 Elsevier Inc. All rights reserved.

  19. Discrimination of phytoplasmas using an oligonucleotide microarray targeting rps3, rpl22, and rps19 genes

    Czech Academy of Sciences Publication Activity Database

    Lenz, Ondřej; Marková, J.; Sarkisova, Tatiana; Fránová, Jana; Přibylová, Jaroslava

    2015-01-01

    Roč. 70, January 2015 (2015), s. 47-52 ISSN 0261-2194 Institutional support: RVO:60077344 Keywords : DNA microarray * rpl22 gene * rps19 gene * rps3 gene Subject RIV: EE - Microbiology, Virology Impact factor: 1.652, year: 2015

  20. A Novel Phytophthora sojae Resistance Rps12 Gene Mapped to a Genomic Region That Contains Several Rps Genes.

    Science.gov (United States)

    Sahoo, Dipak K; Abeysekara, Nilwala S; Cianzio, Silvia R; Robertson, Alison E; Bhattacharyya, Madan K

    2017-01-01

    Phytophthora sojae Kaufmann and Gerdemann, which causes Phytophthora root rot, is a widespread pathogen that limits soybean production worldwide. Development of Phytophthora resistant cultivars carrying Phytophthora resistance Rps genes is a cost-effective approach in controlling this disease. For this mapping study of a novel Rps gene, 290 recombinant inbred lines (RILs) (F7 families) were developed by crossing the P. sojae resistant cultivar PI399036 with the P. sojae susceptible AR2 line, and were phenotyped for responses to a mixture of three P. sojae isolates that overcome most of the known Rps genes. Of these 290 RILs, 130 were homozygous resistant, 12 heterzygous and segregating for Phytophthora resistance, and 148 were recessive homozygous and susceptible. From this population, 59 RILs homozygous for Phytophthora sojae resistance and 61 susceptible to a mixture of P. sojae isolates R17 and Val12-11 or P7074 that overcome resistance encoded by known Rps genes mapped to Chromosome 18 were selected for mapping novel Rps gene. A single gene accounted for the 1:1 segregation of resistance and susceptibility among the RILs. The gene encoding the Phytophthora resistance mapped to a 5.8 cM interval between the SSR markers BARCSOYSSR_18_1840 and Sat_064 located in the lower arm of Chromosome 18. The gene is mapped 2.2 cM proximal to the NBSRps4/6-like sequence that was reported to co-segregate with the Phytophthora resistance genes Rps4 and Rps6. The gene is mapped to a highly recombinogenic, gene-rich genomic region carrying several nucleotide binding site-leucine rich repeat (NBS-LRR)-like genes. We named this novel gene as Rps12, which is expected to be an invaluable resource in breeding soybeans for Phytophthora resistance.

  1. A Novel Phytophthora sojae Resistance Rps12 Gene Mapped to a Genomic Region That Contains Several Rps Genes.

    Directory of Open Access Journals (Sweden)

    Dipak K Sahoo

    Full Text Available Phytophthora sojae Kaufmann and Gerdemann, which causes Phytophthora root rot, is a widespread pathogen that limits soybean production worldwide. Development of Phytophthora resistant cultivars carrying Phytophthora resistance Rps genes is a cost-effective approach in controlling this disease. For this mapping study of a novel Rps gene, 290 recombinant inbred lines (RILs (F7 families were developed by crossing the P. sojae resistant cultivar PI399036 with the P. sojae susceptible AR2 line, and were phenotyped for responses to a mixture of three P. sojae isolates that overcome most of the known Rps genes. Of these 290 RILs, 130 were homozygous resistant, 12 heterzygous and segregating for Phytophthora resistance, and 148 were recessive homozygous and susceptible. From this population, 59 RILs homozygous for Phytophthora sojae resistance and 61 susceptible to a mixture of P. sojae isolates R17 and Val12-11 or P7074 that overcome resistance encoded by known Rps genes mapped to Chromosome 18 were selected for mapping novel Rps gene. A single gene accounted for the 1:1 segregation of resistance and susceptibility among the RILs. The gene encoding the Phytophthora resistance mapped to a 5.8 cM interval between the SSR markers BARCSOYSSR_18_1840 and Sat_064 located in the lower arm of Chromosome 18. The gene is mapped 2.2 cM proximal to the NBSRps4/6-like sequence that was reported to co-segregate with the Phytophthora resistance genes Rps4 and Rps6. The gene is mapped to a highly recombinogenic, gene-rich genomic region carrying several nucleotide binding site-leucine rich repeat (NBS-LRR-like genes. We named this novel gene as Rps12, which is expected to be an invaluable resource in breeding soybeans for Phytophthora resistance.

  2. Adaptive cyclically dominating game on co-evolving networks: numerical and analytic results

    Science.gov (United States)

    Choi, Chi Wun; Xu, Chen; Hui, Pak Ming

    2017-10-01

    A co-evolving and adaptive Rock (R)-Paper (P)-Scissors (S) game (ARPS) in which an agent uses one of three cyclically dominating strategies is proposed and studied numerically and analytically. An agent takes adaptive actions to achieve a neighborhood to his advantage by rewiring a dissatisfying link with a probability p or switching strategy with a probability 1 - p. Numerical results revealed two phases in the steady state. An active phase for p pc has three separate clusters of agents using only R, P, and S, respectively with terminated adaptive actions. A mean-field theory based on the link densities in co-evolving network is formulated and the trinomial closure scheme is applied to obtain analytical solutions. The analytic results agree with simulation results on ARPS well. In addition, the different probabilities of winning, losing, and drawing a game among the agents are identified as the origin of the small discrepancy between analytic and simulation results. As a result of the adaptive actions, agents of higher degrees are often those being taken advantage of. Agents with a smaller (larger) degree than the mean degree have a higher (smaller) probability of winning than losing. The results are informative for future attempts on formulating more accurate theories.

  3. Nuclear scissors mode with pairing

    International Nuclear Information System (INIS)

    Balbutsev, E. B.; Malov, L. A.; Schuck, P.; Urban, M.; Vinas, X.

    2008-01-01

    The coupled dynamics of the scissors mode and the isovector giant quadrupole resonance are studied using a generalized Wigner function moments method, taking into account pair correlations. Equations of motion for angular momentum, quadrupole moment, and other relevant collective variables are derived on the basis of the time-dependent Hartree-Fock-Bogolyubov equations. Analytical expressions for energy centroids and transition probabilities are found for the harmonic-oscillator model with the quadrupole-quadrupole residual interaction and monopole pairing force. Deformation dependences of energies and B(M1) values are correctly reproduced. The inclusion of pair correlations leads to a drastic improvement in the description of qualitative and quantitative characteristics of the scissors mode.

  4. Imaging the Intentional Stance in a Competitive Game

    DEFF Research Database (Denmark)

    Gallagher, Helen; Jack, Anthony I.; Roepstorff, Andreas

    2002-01-01

    a study that investigates the neural substrates of "on-line" mentalizing, using PET, by asking volunteers to second-guess an opponent. In order to identify brain activity specifically associated with adoption of an intentional stance, we used a paradigm that allowed tight control of other cognitive...... demands. Volunteers played a computerised version of the children's game "stone, paper, scissors." In the mentalizing condition volunteers believed they were playing against the experimenter. In the comparison condition, volunteers believed they were playing against a computer. In fact, during the actual...

  5. Rocks, Paper, Scissors: Best Practices in Peer Mentoring

    Science.gov (United States)

    Bowden, Shelly Hudson

    2014-01-01

    In this article, Shelly Hudson Bowden, a kindergarten teacher for 14 years, offers her observations of peer-to-peer mentoring relationships among her kindergarten students that they formed and maintained. These mentoring relationships supported students' learning as they mentored one another in both "social" and "academic"…

  6. Coupled replicator equations for the dynamics of learning in multiagent systems

    Science.gov (United States)

    Sato, Yuzuru; Crutchfield, James P.

    2003-01-01

    Starting with a group of reinforcement-learning agents we derive coupled replicator equations that describe the dynamics of collective learning in multiagent systems. We show that, although agents model their environment in a self-interested way without sharing knowledge, a game dynamics emerges naturally through environment-mediated interactions. An application to rock-scissors-paper game interactions shows that the collective learning dynamics exhibits a diversity of competitive and cooperative behaviors. These include quasiperiodicity, stable limit cycles, intermittency, and deterministic chaos—behaviors that should be expected in heterogeneous multiagent systems described by the general replicator equations we derive.

  7. Ecological risk assessment of RAPS waste water disposal in RPS Lake

    International Nuclear Information System (INIS)

    Verma, P.C.; Hegde, A.G.; Sharma, L.L.; Venkatramani, B.

    2007-01-01

    The ecological risk assessment is important tool in predicting the likelihood of future adverse effects from a given facility. Ecological risk assessment in itself has several features that contribute to effective environmental decision making for supporting the management actions. This paper attempts to asses the ecological risk evaluated on the basis of thermal ecological studies carried out at Rana Pratap Sagar (RPS) lake during 2002-2005. The study includes monitoring of several water quality parameters, biological and bacterial parameters and data on thermal stratification in respect of RPS reservoir. The monitored data on water quality were subjected to statistical analysis to evaluate the risk. Using fuzzy synthetic evaluation system on the basis of water quality guidelines from WHO, BIS and ICMR with combination of expert perception the water quality belongs to desirable category during all the seasons through out the year. The study reveals that there is no adverse effect on RPS water quality due to release of warmed effluents from Rajasthan Atomic Power Station (RAPS). Moreover, it shows that RPS water is nearly homogeneous and shows weak thermocline and chemocline patterns. Based on monitoring data, the reservoir can be assigned mild eutrophic status. (author)

  8. Modulation of motor area activity by the outcome for a player during observation of a baseball game.

    Directory of Open Access Journals (Sweden)

    Sotaro Shimada

    Full Text Available BACKGROUND: Observing competitive games such as sports is a pervasive entertainment among humans. The inclination to watch others play may be based on our social-cognitive ability to understand the internal states of others. The mirror neuron system, which is activated when a subject observes the actions of others, as well as when they perform the same action themselves, seems to play a crucial role in this process. Our previous study showed that activity of the mirror neuron system was modulated by the outcome of the subject's favored player during observation of a simple competitive game (rock-paper-scissors. However, whether the mirror neuron system responds similarly in a more complex and naturalistic sports game has not yet been fully investigated. METHODOLOGY/PRINCIPAL FINDINGS: In the present study, we measured the activity of motor areas when the subjects, who were amateur baseball field players (non-pitchers, watched short movie clips of scenes in professional baseball games. The subjects were instructed to support either a batter or a pitcher when observing the movie clip. The results showed that activity in the motor area exhibited a strong interaction between the subject's supported side (batter or pitcher and the outcome (a hit or an out. When the subject supported the batter, motor area activity was significantly higher when the batter made an out than when he made a hit. However, such modulation was not apparent when the subject supported the pitcher. CONCLUSIONS/SIGNIFICANCE: This result indicates that mirror neuron system activity is modulated by the outcome for a particular player in a competitive game even when observing a complex and naturalistic sports game. We suggest that our inclination to watch competitive games is facilitated by this characteristic of the mirror neuron system.

  9. News on the Scissors Mode

    Science.gov (United States)

    Pietralla, N.; Beller, J.; Beck, T.; Derya, V.; Löher, B.; Romig, C.; Savran, D.; Scheck, M.; Tornow, W.; Zweidinger, M.

    2014-09-01

    We report on our recent nuclear resonance fluorescence experiments on l52,l54,l56Gd. Decay branches of the scissors mode to intrinsic excitations are observed. They are interpreted as a new signature for a spherical-to-deformed nuclear shape phase transition.

  10. Flexible RF filter using a nonuniform SCISSOR.

    Science.gov (United States)

    Zhuang, Leimeng

    2016-03-15

    This work presents a flexible radiofrequency (RF) filter using an integrated microwave photonic circuit that comprises a nonuniform side-coupled integrated spaced sequence of resonators (N-SCISSOR). The filter passband can be reconfigured by varying the N-SCISSOR parameters. When employing a dual-parallel Mach-Zechnder modulator, the filter is also able to perform frequency down-conversion. In the experiment, various filter response shapes are shown, ranging from a flat-top band-pass filter to a total opposite high-rejection (>40  dB) notch filter, with a frequency coverage of greater than two octaves. The frequency down-conversion function is also demonstrated.

  11. Scissors and unique-parity modes of M1 excitation in deformed nuclei

    International Nuclear Information System (INIS)

    Otsuka, T.

    1989-01-01

    In this paper the possible modes of M1 excitation in deformed even-even nuclei are studied in terms of the particle-number-conserved Nilsson + BCS formalism with the standard parameters. The spurious motion with respect to the rotation is removed. In addition to the Scissors mode, the Unique-Parity Spin and Normal-Parity Spin modes are suggested, although the latter may be fragmented to a large extent. The Scissors mode carries most of the orbital strength, while the others the spin strength. The proton Unique-Parity (i.e. Oh 11/12 ) Spin mode for 164 Dy is obtained just below Ex = 3 MeV with B(M1) ∼ 0.2 μ 2 N ) in the sum rule limit. This is in a good agreement to the recent experimental data

  12. Investigation of Insulation Materials for Future Radioisotope Power Systems (RPS)

    Science.gov (United States)

    Cornell, Peggy A.; Hurwitz, Frances I.; Ellis, David L.; Schmitz, Paul C.

    2013-01-01

    NASA's Radioisotope Power System (RPS) Technology Advancement Project is developing next generation high temperature insulation materials that directly benefit thermal management and improve performance of RPS for future science missions. Preliminary studies on the use of multilayer insulation (MLI) for Stirling convertors used on the Advanced Stirling Radioisotope Generator (ASRG) have shown the potential benefits of MLI for space vacuum applications in reducing generator size and increasing specific power (W/kg) as compared to the baseline Microtherm HT (Microtherm, Inc.) insulation. Further studies are currently being conducted at NASA Glenn Research Center (GRC) on candidate MLI foils and aerogel composite spacers. This paper presents the method of testing of foils and spacers and experimental results to date.

  13. Analyses of natural variation indicates that the absence of RPS4/RRS1 and amino acid change in RPS4 cause loss of their functions and resistance to pathogens.

    Science.gov (United States)

    Narusaka, Mari; Iuchi, Satoshi; Narusaka, Yoshihiro

    2017-03-04

    A pair of Arabidopsis thaliana resistance proteins, RPS4 and RRS1, recognizes the cognate Avr effector from the bacterial pathogens Pseudomonas syringae pv. tomato expressing avrRps4 (Pst-avrRps4), Ralstonia solanacearum, and the fungal pathogen Colletotrichum higginsianum and leads to defense signaling activation against the pathogens. In the present study, we analyzed 14 A. thaliana accessions for natural variation in Pst-avrRps4 and C. higginsianum susceptibility, and found new compatible and incompatible Arabidopsis-pathogen interactions. We first found that A. thaliana accession Cvi-0 is susceptible to Pst-avrRps4. Interestingly, the genome sequence assembly indicated that Cvi-0 lost both RPS4 and RRS1, but not RPS4B and RRS1B, compared to the reference genome sequence from A. thaliana accession Col-0. On the other hand, the natural variation analysis of RPS4 alleles from various Arabidopsis accessions revealed that one amino-acid change, Y950H, is responsible for the loss of resistance to Pst-avrRps4 and C. higginsianum in RLD-0. Our data indicate that the amino acid change, Y950H, in RPS4 resulted in the loss of both RPS4 and RRS1 functions and resistance to pathogens.

  14. Fault tree analysis of KNICS RPS software

    International Nuclear Information System (INIS)

    Park, Gee Yong; Kwon, Kee Choon; Koh, Kwang Yong; Jee, Eun Kyoung; Seong, Poong Hyun; Lee, Dae Hyung

    2008-01-01

    This paper describes the application of a software Fault Tree Analysis (FTA) as one of the analysis techniques for a Software Safety Analysis (SSA) at the design phase and its analysis results for the safety-critical software of a digital reactor protection system, which is called the KNICS RPS, being developed in the KNICS (Korea Nuclear Instrumentation and Control Systems) project. The software modules in the design description were represented by Function Blocks (FBs), and the software FTA was performed based on the well-defined fault tree templates for the FBs. The SSA, which is part of the verification and validation (V and V) activities, was activated at each phase of the software lifecycle for the KNICS RPS. At the design phase, the software HAZOP (Hazard and Operability) and the software FTA were employed in the SSA in such a way that the software HAZOP was performed first and then the software FTA was applied. The software FTA was applied to some critical modules selected from the software HAZOP analysis

  15. Design and Analysis of Collapsible Scissor Bridge

    Directory of Open Access Journals (Sweden)

    Biro Mohamad Nabil Aklif

    2018-01-01

    Full Text Available Collapsible scissor bridge is a portable bridge that can be deployed during emergency state to access remote areas that are affected by disaster such as flood. The objective of this research is to design a collapsible scissor bridge which is able to be transported by a 4x4 vehicle and to be deployed to connect remote areas. The design is done by using Solidworks and numerical analysis for structural strength is conducted via ANSYS. The research starts with parameters setting and modelling. Finite element analysis is conducted to analyze the strength by determining the safety factor of the bridge. Kutzbach equation is also analyzed to ensure that the mechanism is able to meet the targeted degree of motion. There are five major components of the scissor structure; pin, deck, cross shaft and deck shaft. The structure is controlled by hydraulic pump driven by a motor for the motions. Material used in simulation is A36 structural steel due to limited library in ANSYS. However, the proposed material is Fiber Reinforced Polymer (FRP composites as they have a high strength to weight ratio. FRP also tends to be corrosion resistance and this characteristic is useful in flooded area.

  16. Promotion of cooperation induced by two-sided players in prisoner's dilemma game

    Science.gov (United States)

    Su, Zhen; Li, Lixiang; Xiao, Jinghua; Podobnik, B.; Stanley, H. Eugene

    2018-01-01

    We examine how real-world individuals and companies can either reach an agreement or fail to reach an agreement after several stages of negotiation. We use a modified prisoner's dilemma game with two-sided players who can either cooperate or not cooperate with their neighbors. We find that the presence of even a small number of these two-sided players substantially promotes the cooperation because, unlike the rock-paper-scissors scenario, when the cooperators change to the non-cooperators to gain a payoff, they can turn to the two-sided players and continue negotiating. We find that the network structure influences the spread of strategies. Lattice and regular-random (RR) networks benefit the spread of both non-cooperation and two-sided strategies, but scale-free (SF) networks stop both strategies. We also find that the Erdös-R e ´ nyi (ER) network promotes the two-sided strategy and blocks the spread of non-cooperation. As the ER network density decreases, and the network degree is lowered the lifetime of non-cooperators increases. Our results expand our understanding of the role played by the two-sided strategy in the growth of the cooperative behavior in networks.

  17. Scissors strength in the quasi-continuum of actinides

    Directory of Open Access Journals (Sweden)

    Guttormsen M.

    2014-03-01

    Full Text Available The M1-scissors resonance has been measured for the first time in the quasi-continuum of actinides. The strength and position of the resonances in 231,232,233Th were determined by particle-γ coincidences using deuteron induced reactions on a 232Th target. The residual nuclei show a strong integrated strength of BM1 = 9 − 11 µn2 in the Eγ = 1.0 − 3.5 MeV region. The presence of the scissors resonance modifies significantly the (n,γ cross section, which has impact on fuel-cycle simulations of fast nuclear reactors and nucleosynthesis in explosive stellar environments.

  18. Observation of large scissors resonance strength in actinides.

    Science.gov (United States)

    Guttormsen, M; Bernstein, L A; Bürger, A; Görgen, A; Gunsing, F; Hagen, T W; Larsen, A C; Renstrøm, T; Siem, S; Wiedeking, M; Wilson, J N

    2012-10-19

    The orbital M1 scissors resonance has been measured for the first time in the quasicontinuum of actinides. Particle-γ coincidences are recorded with deuteron and (3)He-induced reactions on (232)Th. The residual nuclei (231,232,233)Th and (232,233) Pa show an unexpectedly strong integrated strength of B(M1)=11-15μ(n)(2) in the E(γ)=1.0-3.5 MeV region. The increased γ-decay probability in actinides due to scissors resonance is important for cross-section calculations for future fuel cycles of fast nuclear reactors and may also have an impact on stellar nucleosynthesis.

  19. C-cards: using paper and scissors to understand computer science

    DEFF Research Database (Denmark)

    Valente, Andrea

    2003-01-01

    to 10 years old to the concept of computation, seen as manipulation of symbols. Students will not need any mathematical knowledge to explore information theoretic concepts by means of our tool; moreover the students can easily expand the tool with new components for exploring new concepts. Graph......We define a simple card game, where cards are computational elements; computing machines can be defined, built and animated in a concrete way by disposing cards and moving pegs around them, following formal rules. We discuss how to use this card game as an educational tool, to introduce children 8...

  20. Nuclear scissors modes and hidden angular momenta

    Energy Technology Data Exchange (ETDEWEB)

    Balbutsev, E. B., E-mail: balbuts@theor.jinr.ru; Molodtsova, I. V. [Joint Institute for Nuclear Research (Russian Federation); Schuck, P. [Université Paris-Sud, Institut de Physique Nucléaire, IN2P3–CNRS (France)

    2017-01-15

    The coupled dynamics of low-lying modes and various giant resonances are studied with the help of the Wigner Function Moments method generalized to take into account spin degrees of freedom and pair correlations simultaneously. The method is based on Time-Dependent Hartree–Fock–Bogoliubov equations. The model of the harmonic oscillator including spin–orbit potential plus quadrupole–quadrupole and spin–spin interactions is considered. New low-lying spin-dependent modes are analyzed. Special attention is paid to the scissors modes. A new source of nuclear magnetism, connected with counter-rotation of spins up and down around the symmetry axis (hidden angular momenta), is discovered. Its inclusion into the theory allows one to improve substantially the agreement with experimental data in the description of energies and transition probabilities of scissors modes.

  1. Hand cumulative trauma disorders in Nigerian custom tailors: the need for redesign of manual scissors.

    Science.gov (United States)

    Adeleye, Adedoyin Abiodun; Akanbi, Olusegun Gabriel

    2015-01-01

    Cutting scissors are important working tools for Nigerian custom tailors (CTs) but its usage apparently does not meet the ergonomics need of these artisans. A survey was carried out amongst CTs using questionnaires to obtain their background social-occupational demographics and observation methods to study their work performance, use of scissors and any cumulative trauma disorder (CTD) in their hands. Thicknesses of various fabrics were measured and comparison between Western world's custom tailoring job and the Nigerian type was done. The results showed some CTD risk factors with finger contusions on the 71 CTs evaluated. The right-hand contusions were traced to the constant usage of unpadded manual scissors with ungloved hands. Disparity between Western and Nigerian tailoring practice may account for the high occurrence of disorders in Nigerian CTs. Since hand dimensions are crucial in the design of hand tools, it is therefore concluded that hand anthropometry of Nigerian CTs and soft padding of manual scissors may mitigate CTD burdens on CTs' hands. Cumulative trauma disorders on the hands of low-income Nigerian CTs needed investigation. This was done via self-assessment and observational methods of the artisans’ work system. Frequent usage of unpadded manual scissors with un-gloved hands cause and exacerbate the problem. Hand anthropometry of users is crucial in scissors manufacturing.

  2. Understanding modern energy policy: An evaluation of RPS mandates and behavioral nudges

    Science.gov (United States)

    Brannan, Deborah Lynn Baker

    Climate change has emerged as one of the leading policy issues of the early 21st century. In response, a variety of policies and programs have been adopted encouraging renewable energy, energy efficiency and energy conservation. My dissertation consists of three research papers which evaluate two classes of modern energy policy in the United States: renewable energy mandates and behavioral nudges. The Renewable Portfolio Standard (RPS) is the most prominent state-level renewable energy policy in the United States and has been debated several times at the federal level. Using a fixed-effects panel data model I study the existing experience of the RPS to help inform the policy debate. In contrast with the previous literature that has predominantly studied the average effect of the RPS on renewable capacity investments I explore factors resulting in the heterogeneous effect of the RPS policy. Relying on a basic understanding the electric utility industry and the electricity dispatch process I provide insight into existing experience with the RPS. Spurred by political and economic barriers to adopting renewable energy policy, interest has increased in using motivational techniques informed by behavioral science to encourage reductions in energy consumption. Existing research has predominantly addressed residential energy consumption. The remainder of my dissertation applies well-established motivational techniques to the transportation sector. Using an experimental design, I test whether real-time feedback and social norms can encourage fuel efficient driving behavior. I find that real-time feedback has a large impact on fuel economy, particularly when aggregated across the entire vehicle fleet. I also find some evidence suggesting that social norms can encourage eco-driving, but perhaps more importantly, identify key challenges associated with using social norms in a transportation setting.

  3. Arabidopsis TNL-WRKY domain receptor RRS1 contributes to temperature-conditioned RPS4 auto-immunity

    Directory of Open Access Journals (Sweden)

    Katharina eHeidrich

    2013-10-01

    Full Text Available In plant effector-triggered immunity (ETI, intracellular nucleotide binding-leucine rich repeat (NLR receptors are activated by specific pathogen effectors. The Arabidopsis TIR (Toll Interleukin1 receptor domain-NLR (denoted TNL gene pair, RPS4 and RRS1, confers resistance to Pseudomonas syringae pv tomato (Pst strain DC3000 expressing the Type III-secreted effector, AvrRps4. Nuclear accumulation of AvrRps4, RPS4 and the TNL resistance regulator EDS1 is necessary for ETI. RRS1 possesses a C-terminal ‘WRKY’ transcription factor DNA binding domain suggesting that important RPS4/RRS1 recognition and/or resistance signaling events occur at the nuclear chromatin. In Arabidopsis accession Ws-0, the RPS4Ws/RRS1Ws allelic pair governs resistance to Pst/AvrRps4 accompanied by host programmed cell death (pcd. In accession Col-0, RPS4Col/RRS1Col effectively limits Pst/AvrRps4 growth without pcd. Constitutive expression of HA-StrepII tagged RPS4Col (in a 35S:RPS4-HS line confers temperature conditioned EDS1-dependent auto-immunity. Here we show that a high (28oC, non-permissive to moderate (19oC, permissive temperature shift of 35S:RPS4-HS plants can be used to follow defense-related transcriptional dynamics without a pathogen effector trigger. By comparing responses of 35S:RPS4-HS with 35S:RPS4-HS rrs1-11 and 35S:RPS4-HS eds1-2 mutants, we establish that RPS4Col auto-immunity depends entirely on EDS1 and partially on RRS1Col. Examination of gene expression microarray data over 24h after temperature shift reveals a mainly quantitative RRS1Col contribution to up- or down-regulation of a small subset of RPS4Col-reprogrammed, EDS1-dependent genes. We find significant over-representation of WRKY transcription factor binding W-box cis-elements within the promoters of these genes. Our data show that RRS1Col contributes to temperature-conditioned RPS4Col auto-immunity and are consistent with activated RPS4Col engaging RRS1Col for resistance signaling.

  4. Use of computer games as an intervention for stroke.

    Science.gov (United States)

    Proffitt, Rachel M; Alankus, Gazihan; Kelleher, Caitlin L; Engsberg, Jack R

    2011-01-01

    Current rehabilitation for persons with hemiparesis after stroke requires high numbers of repetitions to be in accordance with contemporary motor learning principles. The motivational characteristics of computer games can be harnessed to create engaging interventions for persons with hemiparesis after stroke that incorporate this high number of repetitions. The purpose of this case report was to test the feasibility of using computer games as a 6-week home therapy intervention to improve upper extremity function for a person with stroke. One person with left upper extremity hemiparesis after stroke participated in a 6-week home therapy computer game intervention. The games were customized to her preferences and abilities and modified weekly. Her performance was tracked and analyzed. Data from pre-, mid-, and postintervention testing using standard upper extremity measures and the Reaching Performance Scale (RPS) were analyzed. After 3 weeks, the participant demonstrated increased upper extremity range of motion at the shoulder and decreased compensatory trunk movements during reaching tasks. After 6 weeks, she showed functional gains in activities of daily living (ADLs) and instrumental ADLs despite no further improvements on the RPS. Results indicate that computer games have the potential to be a useful intervention for people with stroke. Future work will add additional support to quantify the effectiveness of the games as a home therapy intervention for persons with stroke.

  5. RPS27a promotes proliferation, regulates cell cycle progression and inhibits apoptosis of leukemia cells

    Energy Technology Data Exchange (ETDEWEB)

    Wang, Houcai; Yu, Jing; Zhang, Lixia; Xiong, Yuanyuan; Chen, Shuying; Xing, Haiyan; Tian, Zheng; Tang, Kejing; Wei, Hui; Rao, Qing; Wang, Min; Wang, Jianxiang, E-mail: wangjx@ihcams.ac.cn

    2014-04-18

    Highlights: • RPS27a expression was up-regulated in advanced-phase CML and AL patients. • RPS27a knockdown changed biological property of K562 and K562/G01 cells. • RPS27a knockdown affected Raf/MEK/ERK, P21 and BCL-2 signaling pathways. • RPS27a knockdown may be applicable for new combination therapy in CML patients. - Abstract: Ribosomal protein S27a (RPS27a) could perform extra-ribosomal functions besides imparting a role in ribosome biogenesis and post-translational modifications of proteins. The high expression level of RPS27a was reported in solid tumors, and we found that the expression level of RPS27a was up-regulated in advanced-phase chronic myeloid leukemia (CML) and acute leukemia (AL) patients. In this study, we explored the function of RPS27a in leukemia cells by using CML cell line K562 cells and its imatinib resistant cell line K562/G01 cells. It was observed that the expression level of RPS27a was high in K562 cells and even higher in K562/G01 cells. Further analysis revealed that RPS27a knockdown by shRNA in both K562 and K562G01 cells inhibited the cell viability, induced cell cycle arrest at S and G2/M phases and increased cell apoptosis induced by imatinib. Combination of shRNA with imatinib treatment could lead to more cleaved PARP and cleaved caspase-3 expression in RPS27a knockdown cells. Further, it was found that phospho-ERK(p-ERK) and BCL-2 were down-regulated and P21 up-regulated in RPS27a knockdown cells. In conclusion, RPS27a promotes proliferation, regulates cell cycle progression and inhibits apoptosis of leukemia cells. It appears that drugs targeting RPS27a combining with tyrosine kinase inhibitor (TKI) might represent a novel therapy strategy in TKI resistant CML patients.

  6. RNA editing makes mistakes in plant mitochondria: editing loses sense in transcripts of a rps19 pseudogene and in creating stop codons in coxI and rps3 mRNAs of Oenothera.

    Science.gov (United States)

    Schuster, W; Brennicke, A

    1991-01-01

    An intact gene for the ribosomal protein S19 (rps19) is absent from Oenothera mitochondria. The conserved rps19 reading frame found in the mitochondrial genome is interrupted by a termination codon. This rps19 pseudogene is cotranscribed with the downstream rps3 gene and is edited on both sides of the translational stop. Editing, however, changes the amino acid sequence at positions that were well conserved before editing. Other strange editings create translational stops in open reading frames coding for functional proteins. In coxI and rps3 mRNAs CGA codons are edited to UGA stop codons only five and three codons, respectively, downstream to the initiation codon. These aberrant editings in essential open reading frames and in the rps19 pseudogene appear to have been shifted to these positions from other editing sites. These observations suggest a requirement for a continuous evolutionary constraint on the editing specificities in plant mitochondria. Images PMID:1762921

  7. REFIT and RPS: options for a harmonised Community framework

    International Nuclear Information System (INIS)

    Lauber, Volkmar

    2004-01-01

    Discussions of the two main support schemes for RES-E-renewable energy feed-in tariffs (REFIT) and renewable portfolio standards with tradable green certificates (RPS/TGC) usually take an either-or approach. This is fuelled in part by European Commission plans to propose a Community framework for harmonisation of support schemes by 2005, widely expected to permit only RPS/TGC schemes. But conditions have changed since 2001. In fact, the two systems serve different purposes and cannot be measured against a common efficiency standard. Based on evidence from Britain, Germany and the United States, the article argues that RPS schemes purport to develop a set percentage of RES-E consumption at least cost and thus restrict geographical distribution, limit technological diversity, contribute little to the early phases of RES-E technology development and often lead to a reliance on foreign equipment producers. REFIT schemes promote RES-E technology development and equipment industries even at early stages and across a broad technological and geographical spectrum. To use harmonisation to eliminate all but RPS systems is to ignore a key requirement of a rapid transition to renewable energy. The coexistence of state-of-the-art models of both schemes is likely to be more helpful

  8. Scissors Mode of Dipolar Quantum Droplets of Dysprosium Atoms

    Science.gov (United States)

    Ferrier-Barbut, Igor; Wenzel, Matthias; Böttcher, Fabian; Langen, Tim; Isoard, Mathieu; Stringari, Sandro; Pfau, Tilman

    2018-04-01

    We report on the observation of the scissors mode of a single dipolar quantum droplet. The existence of this mode is due to the breaking of the rotational symmetry by the dipole-dipole interaction, which is fixed along an external homogeneous magnetic field. By modulating the orientation of this magnetic field, we introduce a new spectroscopic technique for studying dipolar quantum droplets. This provides a precise probe for interactions in the system, allowing us to extract a background scattering length for 164Dy of 69 (4 )a0 . Our results establish an analogy between quantum droplets and atomic nuclei, where the existence of the scissors mode is also only due to internal interactions. They further open the possibility to explore physics beyond the available theoretical models for strongly dipolar quantum gases.

  9. An evaluation of the impact of state Renewable Portfolio Standards (RPS) on retail, commercial, and industrial electricity prices

    Science.gov (United States)

    Puram, Rakesh

    The Renewable Portfolio Standard (RPS) has become a popular mechanism for states to promote renewable energy and its popularity has spurred a potential bill within Congress for a nationwide Federal RPS. While RPS benefits have been touted by several groups, it also has detractors. Among the concerns is that RPS standards could raise electricity rates, given that renewable energy is costlier than traditional fossil fuels. The evidence on the impact of RPS on electricity prices is murky at best: Complex models by NREL and USEIA utilize computer programs with several assumptions which make empirical studies difficult and only predict slight increases in electricity rates associated with RPS standards. Recent theoretical models and empirical studies have found price increases, but often fail to comprehensively include several sets of variables, which in fact could confound results. Utilizing a combination of past papers and studies to triangulate variables this study aims to develop both a rigorous fixed effects regression model as well as a theoretical framework to explain the results. This study analyzes state level panel data from 2002 to 2008 to analyze the effect of RPS on residential, commercial, and industrial electricity prices, controlling for several factors including amount of electricity generation from renewable and non-renewable sources, customer incentives for renewable energy, macroeconomic and demographic indicators, and fuel price mix. The study contrasts several regressions to illustrate important relationships and how inclusions as well as exclusion of various variables have an effect on electricity rates. Regression results indicate that the presence of RPS within a state increases the commercial and residential electricity rates, but have no discernable effect on the industrial electricity rate. Although RPS tends to increase electricity prices, the effect has a small impact on higher electricity prices. The models also indicate that jointly all

  10. The Nuclear Scissors Mode by Two Approaches (Wigner Function Moments Versus RPA)

    CERN Document Server

    Balbutsev, E B

    2004-01-01

    Two complementary methods to describe the collective motion, RPA and Wigner Function Moments (WFM) method, are compared on an example of a simple model - harmonic oscillator with quadrupole-quadrupole residual interaction. It is shown that they give identical formulae for eigenfrequencies and transition probabilities of all collective excitations of the model including the scissors mode, which is a subject of our especial attention. The normalization factor of the "synthetic" scissors state and its overlap with physical states are calculated analytically. The orthogonality of the spurious state to all physical states is proved rigorously.

  11. Pop & rock / Lauri Sommer

    Index Scriptorium Estoniae

    Sommer, Lauri, 1973-

    2001-01-01

    Heliplaatide Catatonia "Paper Scissors Stone", Khan "No Comprendo", Carlos Santana "Divine Light. Reconstrction & Mix: Bill Laswell", Carlos, Blink 182 "Take Off Your Jacket & Pants", Emmi "Solitary Movements", Neu "Neu!", "No Hidden Catch. Eesti Depeche Mode tribuut" tutvustused

  12. Scissors mode with a simple Hamiltonians

    International Nuclear Information System (INIS)

    Bal'butsev, E.B.; ); Shuk, P.

    2002-01-01

    The system of the motion bound equation for the nucleus angular moment and its quadrupole moments in the coordinate and pulse spaces is derived from the equation of the Hartree-Fock time-dependent theory. The formulae for the energy, B(M1)- and B(E2)-factors of the scissors mode are obtained in the approximation of low amplitudes; the physical nature of the event is explained. The calculation results qualitatively agree with the experiment [ru

  13. Games and Simulations in Informal Science Education. WCER Working Paper No. 2010-14

    Science.gov (United States)

    Squire, Kurt; Patterson, Nathan

    2010-01-01

    This paper explores the possibilities and challenges games and simulations pose for informal science education. The authors begin with a brief overview of the recent history of games and games research. They then attempt to clarify the distinctions between games and simulations. Next, they examine types of informal learning…

  14. Targeted resequencing and analysis of the Diamond-Blackfan anemia disease locus RPS19.

    Directory of Open Access Journals (Sweden)

    Alvaro Martinez Barrio

    2009-07-01

    Full Text Available The Ribosomal protein S19 gene locus (RPS19 has been linked to two kinds of red cell aplasia, Diamond-Blackfan Anemia (DBA and Transient Erythroblastopenia in Childhood (TEC. Mutations in RPS19 coding sequences have been found in 25% of DBA patients, but not in TEC patients. It has been suggested that non-coding RPS19 sequence variants contribute to the considerable clinical variability in red cell aplasia. We therefore aimed at identifying non-coding variations associated with DBA or TEC phenotypes.We targeted a region of 19'980 bp encompassing the RPS19 gene in a cohort of 89 DBA and TEC patients for resequencing. We provide here a catalog of the considerable, previously unrecognized degree of variation in this region. We identified 73 variations (65 SNPs, 8 indels that all are located outside of the RPS19 open reading frame, and of which 67.1% are classified as novel. We hypothesize that specific alleles in non-coding regions of RPS19 could alter the binding of regulatory proteins or transcription factors. Therefore, we carried out an extensive analysis to identify transcription factor binding sites (TFBS. A series of putative interaction sites coincide with detected variants. Sixteen of the corresponding transcription factors are of particular interest, as they are housekeeping genes or show a direct link to hematopoiesis, tumorigenesis or leukemia (e.g. GATA-1/2, PU.1, MZF-1.Specific alleles at predicted TFBSs may alter the expression of RPS19, modify an important interaction between transcription factors with overlapping TFBS or remove an important stimulus for hematopoiesis. We suggest that the detected interactions are of importance for hematopoiesis and could provide new insights into individual response to treatment.

  15. Rmt1 catalyzes zinc-finger independent arginine methylation of ribosomal protein Rps2 in Saccharomyces cerevisiae

    International Nuclear Information System (INIS)

    Lipson, Rebecca S.; Webb, Kristofor J.; Clarke, Steven G.

    2010-01-01

    Rps2/rpS2 is a well conserved protein of the eukaryotic ribosomal small subunit. Rps2 has previously been shown to contain asymmetric dimethylarginine residues, the addition of which is catalyzed by zinc-finger-containing arginine methyltransferase 3 (Rmt3) in the fission yeast Schizosaccharomyces pombe and protein arginine methyltransferase 3 (PRMT3) in mammalian cells. Here, we demonstrate that despite the lack of a zinc-finger-containing homolog of Rmt3/PRMT3 in the budding yeast Saccharomyces cerevisiae, Rps2 is partially modified to generate asymmetric dimethylarginine and monomethylarginine residues. We find that this modification of Rps2 is dependent upon the major arginine methyltransferase 1 (Rmt1) in S. cerevisiae. These results are suggestive of a role for Rmt1 in modifying the function of Rps2 in a manner distinct from that occurring in S. pombe and mammalian cells.

  16. Attentional bias in competitive situations: Winner does not take all

    Directory of Open Access Journals (Sweden)

    Zhongqiang eSun

    2015-09-01

    Full Text Available Compared to previous studies of competition with participants’ direct involvement, the current study for the first time investigated the influence of competitive outcomes on attentional bias from a perspective of an onlooker. Two simple games were employed: the Rock-Paper-Scissors game (Experiment 1 in which the outcome is based on luck, and Arm-wrestling (Experiment 2, in which the outcome is based on the competitors’ strength. After observing one of these games, participants were asked to judge a stimulus presented on either the winner’s or loser’s side of a screen. Both experiments yielded the same results, indicating that the onlookers made much quicker judgments on stimuli presented on the loser’s side than the winner’s side. This suggests the existence of an attention bias for loser-related information once a competition has ended. Our findings provide a new lens through which the influence of competition results on human cognitive processing can be understood.

  17. The soybean-Phytophthora resistance locus Rps1-k encompasses coiled coil-nucleotide binding-leucine rich repeat-like genes and repetitive sequences

    Directory of Open Access Journals (Sweden)

    Bhattacharyya Madan K

    2008-03-01

    Full Text Available Abstract Background A series of Rps (resistance to Pytophthora sojae genes have been protecting soybean from the root and stem rot disease caused by the Oomycete pathogen, Phytophthora sojae. Five Rps genes were mapped to the Rps1 locus located near the 28 cM map position on molecular linkage group N of the composite genetic soybean map. Among these five genes, Rps1-k was introgressed from the cultivar, Kingwa. Rps1-k has been providing stable and broad-spectrum Phytophthora resistance in the major soybean-producing regions of the United States. Rps1-k has been mapped and isolated. More than one functional Rps1-k gene was identified from the Rps1-k locus. The clustering feature at the Rps1-k locus might have facilitated the expansion of Rps1-k gene numbers and the generation of new recognition specificities. The Rps1-k region was sequenced to understand the possible evolutionary steps that shaped the generation of Phytophthora resistance genes in soybean. Results Here the analyses of sequences of three overlapping BAC clones containing the 184,111 bp Rps1-k region are reported. A shotgun sequencing strategy was applied in sequencing the BAC contig. Sequence analysis predicted a few full-length genes including two Rps1-k genes, Rps1-k-1 and Rps1-k-2. Previously reported Rps1-k-3 from this genomic region 1 was evolved through intramolecular recombination between Rps1-k-1 and Rps1-k-2 in Escherichia coli. The majority of the predicted genes are truncated and therefore most likely they are nonfunctional. A member of a highly abundant retroelement, SIRE1, was identified from the Rps1-k region. The Rps1-k region is primarily composed of repetitive sequences. Sixteen simple repeat and 63 tandem repeat sequences were identified from the locus. Conclusion These data indicate that the Rps1 locus is located in a gene-poor region. The abundance of repetitive sequences in the Rps1-k region suggested that the location of this locus is in or near a

  18. [Effect of a multifunctional instrument (HF scissors) in parotis surgery].

    Science.gov (United States)

    Strauss, G; Schaller, S; Gollnick, I

    2014-03-01

    Lateral parotidectomy is a demanding surgical procedure and requires a large number of instruments with a high frequency (HF) of alternating. Many functions, such as preparing, spreading, coagulating and cutting could be combined by using scissors with an integrated function of bipolar coagulation. This study has targeted an investigation of technical application, influence on surgery time, frequency of HF application and change of instruments. In the period between 01 April 2011 and 30 September 2012 (18 months) 35 procedures of lateral parotidectomy in 35 patients were investigated. In all cases lateral parotidectomy was carried out with a similar technique (modified extracapsular preparation). Workflow data were used from a control group in the period between 01 January 2009 and 31 December 2010 (24 months). The following parameters from both groups were documented and evaluated: incision-suture times (subdivided into nine sections of the procedure), change of instruments, period of application for HF function and early facial nerve function (6 h and 6 days after surgery according to House-Brackmann). Additionally, in the HF+ group a questionnaire that facilitated subjective evaluation of instruments was analyzed. It was possible to perform the surgery in both groups with neither technical nor surgical intraoperative complications. Incision-suture times showed an average reduction of 31.6 min (34.8 %) in the HF+ group. There was a reduction in the change of instruments compared to a conventional group (CONV) by up to 62.7 %. With the deployment of HF scissors there was a clear increase in the use of HF surgery by more than 100 % when comparing incision-suture times. Evaluation of both groups according to House-Brackmann showed a similar postoperative facial nerve function. The surgeons involved were of the opinion that in all 35 surgeries with HF scissors the intervention was easier and more comfortable. The use of HF scissors is appropriate for parotid gland

  19. Advanced Stirling Convertor (ASC) Development for NASA RPS

    Science.gov (United States)

    Wong, Wayne A.; Wilson, Scott; Collins, Josh

    2014-01-01

    Sunpower's Advanced Stirling Convertor (ASC) initiated development under contract to the NASA Glenn Research Center (GRC) and after a series of successful demonstrations, the ASC began transitioning from a technology development project to flight development project. The ASC has very high power conversion efficiency making it attractive for future Radioisotope Power Systems (RPS) in order to make best use of the low plutonium-238 fuel inventory in the U.S. In recent years, the ASC became part of the NASA-Department of Energy Advanced Stirling Radioisotope Generator (ASRG) Integrated Project. Sunpower held two parallel contracts to produce ASC convertors, one with the Department of Energy/Lockheed Martin to produce the ASC-F flight convertors, and one with NASA GRC for the production of ASC-E3 engineering units, the initial units of which served as production pathfinders. The integrated ASC technical team successfully overcame various technical challenges that led to the completion and delivery of the first two pairs of flight-like ASC-E3 by 2013. However, in late Fall 2013, the DOE initiated termination of the Lockheed Martin ASRG flight development contract driven primarily by budget constraints. NASA continues to recognize the importance of high efficiency ASC power conversion for RPS and continues investment in the technology including the continuation of ASC-E3 production at Sunpower and the assembly of the ASRG Engineering Unit #2. This paper provides a summary of ASC technical accomplishments, overview of tests at GRC, plans for continued ASC production at Sunpower, and status of Stirling technology development.

  20. TNB Experience in Developing Solar Hybrid Station at RPS Kemar, Gerik, Perak Darul Ridzuan

    International Nuclear Information System (INIS)

    Aziz, K A; Shamsudin, K N

    2013-01-01

    This paper will discuss on TNB experience in developing Solar Hybrid Station at RPS Kemar, Gerik, Perak. TNB has been approached by KKLW to submit proposal to provide electricity in the rural area namely RPS Kemar. Looking at area and source available, Solar Hybrid System was the best method in order to provide electricity at this area. This area is far from national grid sources. Solar Hybrid System is the best method to produce electrical power using the renewable energy from Solar PV, Battery and Diesel Generator Set. Nowadays, price of petroleum is slightly high due to higher demand from industry. Solar energy is good alternative in this country to practice in order to reduce cost for produce of electrical energy. Generally, Solar will produce energy during daytime and when become cloudy and dark, automatically battery and diesel generator set will recover the system through the hybrid controller system.

  1. cDNA, genomic sequence cloning and overexpression of ribosomal protein S25 gene (RPS25) from the Giant Panda.

    Science.gov (United States)

    Hao, Yan-Zhe; Hou, Wan-Ru; Hou, Yi-Ling; Du, Yu-Jie; Zhang, Tian; Peng, Zheng-Song

    2009-11-01

    RPS25 is a component of the 40S small ribosomal subunit encoded by RPS25 gene, which is specific to eukaryotes. Studies in reference to RPS25 gene from animals were handful. The Giant Panda (Ailuropoda melanoleuca), known as a "living fossil", are increasingly concerned by the world community. Studies on RPS25 of the Giant Panda could provide scientific data for inquiring into the hereditary traits of the gene and formulating the protective strategy for the Giant Panda. The cDNA of the RPS25 cloned from Giant Panda is 436 bp in size, containing an open reading frame of 378 bp encoding 125 amino acids. The length of the genomic sequence is 1,992 bp, which was found to possess four exons and three introns. Alignment analysis indicated that the nucleotide sequence of the coding sequence shows a high homology to those of Homo sapiens, Bos taurus, Mus musculus and Rattus norvegicus as determined by Blast analysis, 92.6, 94.4, 89.2 and 91.5%, respectively. Primary structure analysis revealed that the molecular weight of the putative RPS25 protein is 13.7421 kDa with a theoretical pI 10.12. Topology prediction showed there is one N-glycosylation site, one cAMP and cGMP-dependent protein kinase phosphorylation site, two Protein kinase C phosphorylation sites and one Tyrosine kinase phosphorylation site in the RPS25 protein of the Giant Panda. The RPS25 gene was overexpressed in E. coli BL21 and Western Blotting of the RPS25 protein was also done. The results indicated that the RPS25 gene can be really expressed in E. coli and the RPS25 protein fusioned with the N-terminally his-tagged form gave rise to the accumulation of an expected 17.4 kDa polypeptide. The cDNA and the genomic sequence of RPS25 were cloned successfully for the first time from the Giant Panda using RT-PCR technology and Touchdown-PCR, respectively, which were both sequenced and analyzed preliminarily; then the cDNA of the RPS25 gene was overexpressed in E. coli BL21 and immunoblotted, which is the first

  2. Genetic mapping and development of co-segregating markers of RpsQ, which provides resistance to Phytophthora sojae in soybean.

    Science.gov (United States)

    Li, Yinping; Sun, Suli; Zhong, Chao; Wang, Xiaoming; Wu, Xiaofei; Zhu, Zhendong

    2017-06-01

    The RpsQ Phytophthora resistance locus was finely mapped to a 118-kb region on soybean chromosome 3. A best candidate gene was predicted and three co-segregating gene markers were developed. Phytophthora root rot (PRR), caused by Phytophthora sojae, is a major threat to sustainable soybean production. The use of genetically resistant cultivars is considered the most effective way to control this disease. The Chinese soybean cultivar Qichadou 1 exhibited a broad spectrum resistance, with a distinct resistance phenotype, following inoculation with 36 Chinese P. sojae isolates. Genetic analyses indicated that the disease resistance in Qichadou 1 is controlled by a single dominant gene. This gene locus was designated as RpsQ and mapped to a 118-kb region between BARCSOYSSR_03_0165 and InDel281 on soybean chromosome 3, and co-segregated with Insert11, Insert144 and SNP276. Within this region, there was only one gene Glyma.03g27200 encoding a protein with a typical serine/threonine protein kinase structure, and the expression pattern analysis showed that this gene induced by P. sojae infection, which was suggested as a best candidate gene of RpsQ. Candidate gene specific marker Insert144 was used to distinguish RpsQ from the other known Rps genes on chromosome 3. Identical polymerase chain reaction amplification products were produced for cultivars Qichadou 1 (RpsQ) and Ludou 4 (Rps9). All other cultivars carrying Rps genes on chromosome 3 produced different PCR products, which all lacked a 144-bp fragment present in Qichadou 1 and Ludou 4. The phenotypes of the analyzed cultivars combined with the physical position of the PRR resistance locus, candidate gene analyses, and the candidate gene marker test revealed RpsQ and Rps9 are likely the same gene, and confer resistance to P. sojae.

  3. DNA vaccine encoding myristoylated membrane protein (MMP) of rock bream iridovirus (RBIV) induces protective immunity in rock bream (Oplegnathus fasciatus).

    Science.gov (United States)

    Jung, Myung-Hwa; Nikapitiya, Chamilani; Jung, Sung-Ju

    2018-02-01

    Rock bream iridovirus (RBIV) causes severe mass mortalities in rock bream (Oplegnathus fasciatus) in Korea. In this study, we investigated the potential of viral membrane protein to induce antiviral status protecting rock bream against RBIV infection. We found that fish administered with ORF008L (myristoylated membrane protein, MMP) vaccine exhibited significantly higher levels of survival compared to ORF007L (major capsid protein, MCP). Moreover, ORF008L-based DNA vaccinated fish showed significant protection at 4 and 8 weeks post vaccination (wpv) than non-vaccinated fish after infected with RBIV (6.7 × 10 5 ) at 23 °C, with relative percent survival (RPS) of 73.36% and 46.72%, respectively. All of the survivors from the first RBIV infection were strongly protected (100% RPS) from re-infected with RBIV (1.1 × 10 7 ) at 100 dpi. In addition, the MMP (ORF008L)-based DNA vaccine significantly induced the gene expression of TLR3 (14.2-fold), MyD88 (11.6-fold), Mx (84.7-fold), ISG15 (8.7-fold), PKR (25.6-fold), MHC class I (13.3-fold), Fas (6.7-fold), Fas ligand (6.7-fold), caspase9 (17.0-fold) and caspase3 (15.3-fold) at 7 days post vaccination in the muscle (vaccine injection site). Our results showed the induction of immune responses and suggest the possibility of developing preventive measures against RBIV using myristoylated membrane protein-based DNA vaccine. Copyright © 2018 Elsevier Ltd. All rights reserved.

  4. Off-pump atrial septostomy with thoracoscopic scissors under transesophageal echocardiography guidance

    Directory of Open Access Journals (Sweden)

    Raj R Benedict

    2013-01-01

    Full Text Available Selected children with congenital heart defects undergoing palliative closed heart procedures require a cardiopulmonary bypass (CPB run only for the purpose of creating an inter-atrial communication. We report a simple technique of atrial septostomy using thoracoscopy scissors under transesophageal echocardiography guidance without the need for CPB.

  5. Transcriptome analysis of the zebrafish model of Diamond-Blackfan anemia from RPS19 deficiency via p53-dependent and -independent pathways.

    Directory of Open Access Journals (Sweden)

    Qiong Jia

    Full Text Available Diamond-Blackfan anemia (DBA is a rare inherited bone marrow failure syndrome that is characterized by pure red-cell aplasia and associated physical deformities. It has been proven that defects of ribosomal proteins can lead to this disease and that RPS19 is the most frequently mutated gene in DBA patients. Previous studies suggest that p53-dependent genes and pathways play important roles in RPS19-deficient embryos. However, whether there are other vital factors linked to DBA has not been fully clarified. In this study, we compared the whole genome RNA-Seq data of zebrafish embryos injected with RPS19 morpholino (RPS19 MO, RPS19 and p53 morpholino simultaneously (RPS19+p53 MO and control morpholino (control. We found that genes enriched in the functions of hematological systems, nervous system development and skeletal and muscular disorders had significant differential expression in RPS19 MO embryos compared with controls. Co-inhibition of p53 partially alleviates the abnormalities for RPS19-deficient embryos. However, the hematopoietic genes, which were down-regulated significantly in RPS19 MO embryos, were not completely recovered by the co-inhibition of p53. Furthermore, we identified the genome-wide p53-dependent and -independent genes and pathways. These results indicate that not only p53 family members but also other factors have important impacts on RPS19-deficient embryos. The detection of potential pathogenic genes and pathways provides us a new paradigm for future research on DBA, which is a systematic and complex hereditary disease.

  6. Regional REC and RPS Best Practices

    Energy Technology Data Exchange (ETDEWEB)

    Jennifer Alvarado

    2009-09-30

    The Great Lakes Renewable Energy Association conducted a program to explore the development of Renewable Energy Portfolio Standards and Renewable Energy Certificate Markets in the Midwest. The initiative represented the collaboration between the four state energy offices of Illinois, Indiana, Michigan and Ohio, the Great Lakes Renewable Energy Association (GLREA) and the Clean Energy State Alliance (CESA). The multi-state project explored the opportunities in the Midwest to expand the renewable energy market through Renewable Energy Portfolio Standards (RPS) and the trading of Renewable Energy Credits (RECs).

  7. Radiation-induced cross-linking and scissoring of proteins in egg white

    International Nuclear Information System (INIS)

    Josimovic, L.; Radojcic, M.; Milosavljevic, B.H.

    1996-01-01

    Two kinds of radiation-induced protein damages, cross-linking and scissoring, were studied using a thin fraction of avian egg white. It was found that at a dose of 10 kGy in N 2 O saturated samples only one third of the affected protein molecules underwent aggregation, while, contrary to the results obtained with diluted protein solutions, the rest took part in the fragmentation reaction. The fragments obtained had a uniform molecular weight distribution. The overall G-value was found to be 0.25. In air saturated samples the scissoring dominated ten times over cross-linking with the fragments of discrete and well resolved molecular weights. The overall G-value was equal to 0.3. Both G-values are three times smaller than the corresponding values obtained in the experiments with denatured and purified proteins. The egg white radiation stability was found to be, at least in part, due to the presence of glucose which, in turn, acts as an antioxidant. Other relevant factors which may affect the radiation chemistry of the egg white protein composite are also discussed. (author)

  8. How to become a mentalist: reading decisions from a competitor's pupil can be achieved without training but requires instruction.

    Directory of Open Access Journals (Sweden)

    Marnix Naber

    Full Text Available Pupil dilation is implicated as a marker of decision-making as well as of cognitive and emotional processes. Here we tested whether individuals can exploit another's pupil to their advantage. We first recorded the eyes of 3 "opponents", while they were playing a modified version of the "rock-paper-scissors" childhood game. The recorded videos served as stimuli to a second set of participants. These "players" played rock-paper-scissors against the pre-recorded opponents in a variety of conditions. When players just observed the opponents' eyes without specific instruction their probability of winning was at chance. When informed that the time of maximum pupil dilation was indicative of the opponents' choice, however, players raised their winning probability significantly above chance. When just watching the reconstructed area of the pupil against a gray background, players achieved similar performance, showing that players indeed exploited the pupil, rather than other facial cues. Since maximum pupil dilation was correct about the opponents' decision only in 60% of trials (chance 33%, we finally tested whether increasing this validity to 100% would allow spontaneous learning. Indeed, when players were given no information, but the pupil was informative about the opponent's response in all trials, players performed significantly above chance on average and half (5/10 reached significance at an individual level. Together these results suggest that people can in principle use the pupil to detect cognitive decisions in another individual, but that most people have neither explicit knowledge of the pupil's utility nor have they learnt to use it despite a lifetime of exposure.

  9. Transduced PEP-1-ribosomal protein S3 (rpS3) ameliorates 12-O-tetradecanoylphorbol-13-acetate-induced inflammation in mice

    International Nuclear Information System (INIS)

    Ahn, Eun Hee; Kim, Dae Won; Kang, Hye Won; Shin, Min Jae; Won, Moo Ho; Kim, Joon; Kim, Dong Joon; Kwon, Oh-Shin; Kang, Tae-Cheon; Han, Kyu Hyung; Park, Jinseu; Eum, Won Sik; Choi, Soo Young

    2010-01-01

    This study investigated the preventive effect of ribosomal protein S3 (rpS3) on 12-O-tetradecanoylphorbol-13-acetate (TPA)-induced ear edema in mice. A cell permeable expression vector PEP-1-rpS3 was constructed. Topical application of the vector markedly inhibited TPA-induced expression levels of cyclooxygenase-2 (COX-2) and pro-inflammatory cytokines. Application of PEP-1-rpS3 also resulted in a significant reduction in the activation of nuclear factor-kappa B (NF-kB) and mitogen-activated protein kinase (MAPK) in TPA-treated ears. These results indicate that PEP-1-rpS3 inhibits inflammatory response cytokines and enzymes by blocking NF-kB and MAPK, prompting the suggestion that PEP-1-rpS3 can be used as a therapeutic agent against skin inflammation.

  10. "DEAR ROCK, WHAT'S YOUR DESTINY? Ancient and modern uses of rocks in industry, building and art."

    Science.gov (United States)

    Pennesi, Daniela

    2015-04-01

    The project is for students of first grade of secondary school. The activity is a game, virtual or real of associations between rock and soil samples with their uses in industry, building and art. The students, alone or in a team, have to form pairs having available various samples of rocks, soils and building materials as bags of cement, tiles.. They have images of colonnades, staircases of famous churches, cave paintings and colors. The project is multidisciplinary. During the activity, the teachers of art and technical education are involved with and the teacher of sciences. The game can be used as an introduction for the rocks' classification. The inquiry in team, is a good way to learn the several uses of mineral resources.

  11. First use of geological radar to assess the conservation condition of a South African rock art site: Game Pass Shelter (KwaZulu-Natal)

    OpenAIRE

    Huneau, F.; Hœrlé, S.; Denis, A.; Salomon, A.

    2008-01-01

    WE PRESENT THE RESULTS OF A SURVEY of the main panels of Game Pass Shelter, a major painted rock art site in the KwaZulu-Natal Drakensberg mountain range, using ground penetrating radar. The investigation depth in the Clarens Formation sandstones lies between four and 80 cm, adequate to determine whether the rock wall presents any potentially unstable discontinuities. By identifying such areas and determining the depth of alteration zones at the major discontinuities, the radar helps in the p...

  12. 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....

  13. Scissor bite in a young patient treated with an orthodontic-orthopedic device. A case report.

    Science.gov (United States)

    Favero, V; Sbricoli, L; Favero, L

    2013-06-01

    Scissor bite is a rare malocclusion that often leads to minor facial asymmetry. An orthodontic and orthopaedic correction is advisable in young patients to prevent subsequent temporomandibular diseases requesting maxillofacial intervention. In this case report a 8-year-old girl in mixed dentition with unilateral left scissor bite was treated with a modified Rapid Palatal Expander. To modify an overexpanded maxilla (width 39 mm measured between both upper first molars) the device was used to close rather than to expand, without need of patient compliance. Orthodontic correction was then completed with traditional bracketing. Results were tangible (width 36 mm) and remained stable even for at least 2 years after retention. This original device has proved to be useful in this kind of situations and can be easily applied to young patient to correct such malocclusions.

  14. Quadrupole decay strength of the M1 scissors mode

    Science.gov (United States)

    Beck, T.; Beller, J.; Derya, V.; Gayer, U.; Isaak, J.; Löher, B.; Mertes, L.; Pietralla, N.; Ries, P.; Romig, C.; Savran, D.; Scheck, M.; Tornow, W.; Weller, H. R.; Werner, V.; Zweidinger, M.

    2015-10-01

    The E2/M1 multipole mixing ratio δ1→2 of the 1sc +→21+ transition of Gd was determined using results from high-statistics photon scattering. This provides a possibility for a new approach on the search of Jsc + members of the rotational band built on the scissors mode. By application of Alaga's rule, which is justifiable as 156Gd is a well-deformed rotor with good K quantum number, a transition strength of B (E 2 ;2sc +→01+)=0.034 (13 ) W.u. is estimated.

  15. Genetic manipulation of RPS5 gene expression modulates the initiation of commitment of MEL cells to erythroid maturation: Implications in understanding ribosomopathies.

    Science.gov (United States)

    Vizirianakis, Ioannis S; Papachristou, Eleni T; Andreadis, Panagiotis; Zopounidou, Elena; Matragkou, Christina N; Tsiftsoglou, Asterios S

    2015-07-01

    Impairment of ribosome biogenesis contributes to the molecular pathophysiology of ribosomopathies by deregulating cell-lineage specific proliferation, differentiation and apoptosis decisions of haematopoietic progenitor cells. Here, using pro-erythroblast-like murine erythroleukemia (MEL) cells, a model system of erythroid maturation, we aimed to investigate whether genetic manipulation of RPS5 expression affects the capacity of cells to grow and differentiate in culture. Parental MEL cells stably transfected with full length RPS5 cDNA in sense (MEL-C14 culture) or antisense (MEL-antisenseRPS5 culture) orientation, as well as MEL cells transiently transfected with siRNAs specific for RPS5 gene silencing (MEL-RPS5siRNA culture) were assessed for their ability to fully execute their erythroid maturation program in culture. The data obtained thus far indicate that: a) MEL-antisenseRPS5 exhibit a pronounced delay in the initiation of differentiation, as well as an impairment of commitment, since the continuous presence of the inducer in culture is required for the cells to fully execute their erythroid maturation program. b) RNAi-mediating silencing of RPS5 gene expression resulted in the inability of MEL cells to differentiate; however, when these cells were allowed to recapitulate normal RPS5 gene expression levels they regained their differentiation capacity by accumulating high proportion of erythroid mature cells. c) Interestingly the latter, is accompanied by morphological changes of cells and an impairment of their proliferation and apoptosis potential. Such data for the first time correlate the RPS5 gene expression levels with the differentiation capacity of MEL cells in vitro, a fact that might also have implications in understanding ribosomopathies.

  16. Pop / Lauri Tikerpe

    Index Scriptorium Estoniae

    Tikerpe, Lauri

    2006-01-01

    Heliplaatidest: TM Juke "Forward", Miljoonasade "Kasvukipuja 20 vuotta", JJ Cale & Eric Clapton "The Road to Escondido", Xiu Xiu "The Air Force", Leo Abrahams "Scene Memory", Michael Brook "RockPaperScissors", PJ Harvey "The Peel Sessions 1991-2004"

  17. Next-generation sequencing to identify candidate genes and develop diagnostic markers for a novel Phytophthora resistance gene, RpsHC18, in soybean.

    Science.gov (United States)

    Zhong, Chao; Sun, Suli; Li, Yinping; Duan, Canxing; Zhu, Zhendong

    2018-03-01

    A novel Phytophthora sojae resistance gene RpsHC18 was identified and finely mapped on soybean chromosome 3. Two NBS-LRR candidate genes were identified and two diagnostic markers of RpsHC18 were developed. Phytophthora root rot caused by Phytophthora sojae is a destructive disease of soybean. The most effective disease-control strategy is to deploy resistant cultivars carrying Phytophthora-resistant Rps genes. The soybean cultivar Huachun 18 has a broad and distinct resistance spectrum to 12 P. sojae isolates. Quantitative trait loci sequencing (QTL-seq), based on the whole-genome resequencing (WGRS) of two extreme resistant and susceptible phenotype bulks from an F 2:3 population, was performed, and one 767-kb genomic region with ΔSNP-index ≥ 0.9 on chromosome 3 was identified as the RpsHC18 candidate region in Huachun 18. The candidate region was reduced to a 146-kb region by fine mapping. Nonsynonymous SNP and haplotype analyses were carried out in the 146-kb region among ten soybean genotypes using WGRS. Four specific nonsynonymous SNPs were identified in two nucleotide-binding sites-leucine-rich repeat (NBS-LRR) genes, RpsHC18-NBL1 and RpsHC18-NBL2, which were considered to be the candidate genes. Finally, one specific SNP marker in each candidate gene was successfully developed using a tetra-primer ARMS-PCR assay, and the two markers were verified to be specific for RpsHC18 and to effectively distinguish other known Rps genes. In this study, we applied an integrated genomic-based strategy combining WGRS with traditional genetic mapping to identify RpsHC18 candidate genes and develop diagnostic markers. These results suggest that next-generation sequencing is a precise, rapid and cost-effective way to identify candidate genes and develop diagnostic markers, and it can accelerate Rps gene cloning and marker-assisted selection for breeding of P. sojae-resistant soybean cultivars.

  18. Development of Reactor Protection System (RPS) in Reactor Digital Instrumentation and Control System (ReDICS)

    International Nuclear Information System (INIS)

    Mohd Khairulezwan Abdul Manan; Mohd Sabri Minhat; Ridzuan Abdul Mutalib

    2013-01-01

    RTP Research Reactor are in the process upgraded from analogue control console system to a digital control console system . Upgrade process requires a statistical study to improve safety during reactor operation. RPS was developed to meet the needs of operational safety and at the same time comply with the guidelines set by the IAEA. RPS is in analog and hardware with industry standard interfaced with digital DAC (Data Acquisition and Control) and OWS (Operator Work Station). (author)

  19. The nuclear immune receptor RPS4 is required for RRS1SLH1-dependent constitutive defense activation in Arabidopsis thaliana.

    Directory of Open Access Journals (Sweden)

    Kee Hoon Sohn

    2014-10-01

    Full Text Available Plant nucleotide-binding leucine-rich repeat (NB-LRR disease resistance (R proteins recognize specific "avirulent" pathogen effectors and activate immune responses. NB-LRR proteins structurally and functionally resemble mammalian Nod-like receptors (NLRs. How NB-LRR and NLR proteins activate defense is poorly understood. The divergently transcribed Arabidopsis R genes, RPS4 (resistance to Pseudomonas syringae 4 and RRS1 (resistance to Ralstonia solanacearum 1, function together to confer recognition of Pseudomonas AvrRps4 and Ralstonia PopP2. RRS1 is the only known recessive NB-LRR R gene and encodes a WRKY DNA binding domain, prompting suggestions that it acts downstream of RPS4 for transcriptional activation of defense genes. We define here the early RRS1-dependent transcriptional changes upon delivery of PopP2 via Pseudomonas type III secretion. The Arabidopsis slh1 (sensitive to low humidity 1 mutant encodes an RRS1 allele (RRS1SLH1 with a single amino acid (leucine insertion in the WRKY DNA-binding domain. Its poor growth due to constitutive defense activation is rescued at higher temperature. Transcription profiling data indicate that RRS1SLH1-mediated defense activation overlaps substantially with AvrRps4- and PopP2-regulated responses. To better understand the genetic basis of RPS4/RRS1-dependent immunity, we performed a genetic screen to identify suppressor of slh1 immunity (sushi mutants. We show that many sushi mutants carry mutations in RPS4, suggesting that RPS4 acts downstream or in a complex with RRS1. Interestingly, several mutations were identified in a domain C-terminal to the RPS4 LRR domain. Using an Agrobacterium-mediated transient assay system, we demonstrate that the P-loop motif of RPS4 but not of RRS1SLH1 is required for RRS1SLH1 function. We also recapitulate the dominant suppression of RRS1SLH1 defense activation by wild type RRS1 and show this suppression requires an intact RRS1 P-loop. These analyses of RRS1SLH1 shed

  20. Scissor-type knife significantly improves self-completion rate of colorectal endoscopic submucosal dissection: Single-center prospective randomized trial.

    Science.gov (United States)

    Yamashina, Takeshi; Takeuchi, Yoji; Nagai, Kengo; Matsuura, Noriko; Ito, Takashi; Fujii, Mototsugu; Hanaoka, Noboru; Higashino, Koji; Uedo, Noriya; Ishihara, Ryu; Iishi, Hiroyasu

    2017-05-01

    Colorectal endoscopic submucosal dissection (C-ESD) is recognized as a difficult procedure. Recently, scissors-type knives were launched to reduce the difficulty of C-ESD. The aim of this study was to evaluate the efficacy and safety of the combined use of a scissors-type knife and a needle-type knife with a water-jet function (WJ needle-knife) for C-ESD compared with using the WJ needle-knife alone. This was a prospective randomized controlled trial in a referral center. Eighty-five patients with superficial colorectal neoplasms were enrolled and randomly assigned to undergo C-ESD using a WJ needle-knife alone (Flush group) or a scissor-type knife-supported WJ needle-knife (SB Jr group). Procedures were conducted by two supervised residents. Primary endpoint was self-completion rate by the residents. Self-completion rate was 67% in the SB Jr group, which was significantly higher than that in the Flush group (39%, P = 0.01). Even after exclusion of four patients in the SB Jr group in whom C-ESD was completed using the WJ needle-knife alone, the self-completion rate was significantly higher (63% vs 39%; P = 0.03). Median procedure time among the self-completion cases did not differ significantly between the two groups (59 vs 51 min; P = 0.14). No fatal adverse events were observed in either group. In this single-center phase II trial, scissor-type knife significantly improved residents' self-completion rate for C-ESD, with no increase in procedure time or adverse events. A multicenter trial would be warranted to confirm the validity of the present study. © 2016 Japan Gastroenterological Endoscopy Society.

  1. Efficacy of 23-gauge vitrectomy cutter replaeing scissors in conventional 20-gauge pars plana vitrectomy for severe PDR

    Directory of Open Access Journals (Sweden)

    Ling Gong

    2014-06-01

    Full Text Available AIM: To determine whether the 23-gauge(23Gvitrecomy cutter could replace scissors in conventional 20-gauge(20Gpars plana vitrectomy for treating severe proliferative diabetic retinopathy(PDR.METHODS:Non-comparative interventional case series. Totally 27 eyes of 27 patients with PDR stageⅥ confirmed by funduscopy and B-ultrasound scan were enrolled. They underwent 20G vitrectomy, in which 23G vitrectomy cutter replaced scissors to remove neuvascular membrane. All 27 eyes received complete panretinal photocoagulation, 17 eyes received no tamponade, 6 eyes were 12% C3F8 tamponade, 4 eyes were filled with silicone oil. The follow up time was 3mo. The operation duration time, iatrogenic retinal tear and retinal bleeding need electric coagulation, best corrected visual acuity(BCVA, retinal reattachment were analyzed.RESULTS: The operative time was 35-120(average 79.19±29.82min; intraoperative iatrogenic retinal breaks were detected in 2 eyes(7%. At the end of 3mo follow up, BCVA>0.1 were in 9 eyes, from 0.05-0.1 in 10 eyes, CONCLUSION: The 23G vitrectomy cutter could replace scissors in conventional 20G pars plana vitrectomy for treating severe PDR.

  2. High-Reliable PLC RTOS Development and RPS Structure Analysis

    Energy Technology Data Exchange (ETDEWEB)

    Sohn, H. S.; Song, D. Y.; Sohn, D. S.; Kim, J. H. [Enersys Co., Daejeon (Korea, Republic of)

    2008-04-15

    One of the KNICS objectives is to develop a platform for Nuclear Power Plant(NPP) I and C(Instrumentation and Control) system, especially plant protection system. The developed platform is POSAFE-Q and this work supports the development of POSAFE-Q with the development of high-reliable real-time operating system(RTOS) and programmable logic device(PLD) software. Another KNICS objective is to develop safety I and C systems, such as Reactor Protection System(RPS) and Engineered Safety Feature-Component Control System(ESF-CCS). This work plays an important role in the structure analysis for RPS. Validation and verification(V and V) of the safety critical software is an essential work to make digital plant protection system highly reliable and safe. Generally, the reliability and safety of software based system can be improved by strict quality assurance framework including the software development itself. In other words, through V and V, the reliability and safety of a system can be improved and the development activities like software requirement specification, software design specification, component tests, integration tests, and system tests shall be appropriately documented for V and V.

  3. High-Reliable PLC RTOS Development and RPS Structure Analysis

    International Nuclear Information System (INIS)

    Sohn, H. S.; Song, D. Y.; Sohn, D. S.; Kim, J. H.

    2008-04-01

    One of the KNICS objectives is to develop a platform for Nuclear Power Plant(NPP) I and C(Instrumentation and Control) system, especially plant protection system. The developed platform is POSAFE-Q and this work supports the development of POSAFE-Q with the development of high-reliable real-time operating system(RTOS) and programmable logic device(PLD) software. Another KNICS objective is to develop safety I and C systems, such as Reactor Protection System(RPS) and Engineered Safety Feature-Component Control System(ESF-CCS). This work plays an important role in the structure analysis for RPS. Validation and verification(V and V) of the safety critical software is an essential work to make digital plant protection system highly reliable and safe. Generally, the reliability and safety of software based system can be improved by strict quality assurance framework including the software development itself. In other words, through V and V, the reliability and safety of a system can be improved and the development activities like software requirement specification, software design specification, component tests, integration tests, and system tests shall be appropriately documented for V and V.

  4. Status and perspectives of the M1 scissors mode in nuclei

    International Nuclear Information System (INIS)

    Richter, A.

    1988-07-01

    The present status of the M1 scissors mode which is now known in deformed nuclei ranging from 46 Ti to 238 U is summarized. Particular emphasis is placed on a discussion of the structure, the excitation energy, the transition strength, the form factor and the spin to orbit ratio in the strength of the mode. Finally it is demonstrated how strongly this mode contributes to the magnetic dipole polarizability of nuclei. (orig.)

  5. Dynamics of prebiotic RNA reproduction illuminated by chemical game theory

    Science.gov (United States)

    Yeates, Jessica A. M.; Hilbe, Christian; Zwick, Martin; Nowak, Martin A.; Lehman, Niles

    2016-01-01

    Many origins-of-life scenarios depict a situation in which there are common and potentially scarce resources needed by molecules that compete for survival and reproduction. The dynamics of RNA assembly in a complex mixture of sequences is a frequency-dependent process and mimics such scenarios. By synthesizing Azoarcus ribozyme genotypes that differ in their single-nucleotide interactions with other genotypes, we can create molecules that interact among each other to reproduce. Pairwise interplays between RNAs involve both cooperation and selfishness, quantifiable in a 2 × 2 payoff matrix. We show that a simple model of differential equations based on chemical kinetics accurately predicts the outcomes of these molecular competitions using simple rate inputs into these matrices. In some cases, we find that mixtures of different RNAs reproduce much better than each RNA type alone, reflecting a molecular form of reciprocal cooperation. We also demonstrate that three RNA genotypes can stably coexist in a rock–paper–scissors analog. Our experiments suggest a new type of evolutionary game dynamics, called prelife game dynamics or chemical game dynamics. These operate without template-directed replication, illustrating how small networks of RNAs could have developed and evolved in an RNA world. PMID:27091972

  6. Transcription and translation of the rpsJ, rplN and rRNA operons of the tubercle bacillus.

    Science.gov (United States)

    Cortes, Teresa; Cox, Robert Ashley

    2015-04-01

    Several species of the genus Mycobacterium are human pathogens, notably the tubercle bacillus (Mycobacterium tuberculosis). The rate of proliferation of a bacterium is reflected in the rate of ribosome synthesis. This report describes a quantitative analysis of the early stages of the synthesis of ribosomes of M. tuberculosis. Specifically, the roles of three large operons, namely: the rrn operon (1.7 microns) encoding rrs (16S rRNA), rrl (23S rRNA) and rrf (5S rRNA); the rpsJ operon (1.93 microns), which encodes 11 ribosomal proteins; and the rplN operon (1.45 microns), which encodes 10 ribosomal proteins. A mathematical framework based on properties of population-average cells was developed to identify the number of transcripts of the rpsJ and rplN operons needed to maintain exponential growth. The values obtained were supported by RNaseq data. The motif 5'-gcagac-3' was found close to 5' end of transcripts of mycobacterial rplN operons, suggesting it may form part of the RpsH feedback binding site because the same motif is present in the ribosome within the region of rrs that forms the binding site for RpsH. Medical Research Council.

  7. Losers in the 'Rock-Paper-Scissors' game: The role of non-hierarchical competition and chaos as biodiversity sustaining agents in aquatic systems

    Science.gov (United States)

    Processes occurring within small areas (patch-scale) that influence species richness and spatial heterogeneity of larger areas (landscape-scale) have long been an interest of ecologists. This research focused on the role of patch-scale deterministic chaos arising in phytoplankton...

  8. Where is the Scissors Mode Strength in Odd-Mass Nuclei?

    International Nuclear Information System (INIS)

    Enders, J.; Huxel, N.; von Neumann-Cosel, P.; Richter, A.

    1997-01-01

    It is demonstrated by a fluctuation analysis based on the assumption of a Wigner distribution for the nuclear level spacings and of a Porter-Thomas distribution for the transition strengths that significant parts of the dipole strength excited in photon scattering experiments in heavy, deformed odd-mass nuclei are hidden in the background of the experimental spectra. With this additional strength, the heretofore claimed severe reduction of the B(M1) scissors mode strength in odd-mass nuclei compared to the one in neighboring even-even nuclei disappears. copyright 1997 The American Physical Society

  9. 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

  10. 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

  11. Renewing Rock-Tenn: A Biomass Fuels Assessment for Rock-Tenn's St. Paul Recycled Paper Mill.

    Energy Technology Data Exchange (ETDEWEB)

    Nelson, Carl

    2007-03-31

    In the summer of 2006 the Green Institute started the study for the RockTenn paper mill that would evaluate the economics and supply chain reliability of wood waste and other clean biomass as a fuel for the facility. The Green Institute obtained sponsorship from a broad coalition representing the community and the project team included other consultants and university researchers specializing in biomass issues. The final product from the project was a report to: 1) assess the availability of clean biomass fuel for use at the Rock-Tenn site; 2) roughly estimate costs at various annual usage quantities; and 3) develop the building blocks for a supply chain procurement plan. The initial report was completed and public presentations on the results were completed in spring of 2007.

  12. Mt-rps3 is an ancient gene which provides insight into the evolution of fungal mitochondrial genomes.

    Science.gov (United States)

    Korovesi, Artemis G; Ntertilis, Maria; Kouvelis, Vassili N

    2018-05-12

    The nuclear ribosomal protein S3 (Rps3) is implicated in the assembly of the ribosomal small subunit. Fungi and plants present a gene copy in their mitochondrial (mt) genomes. An analysis of 303 complete fungal mt genomes showed that, when rps3 is found, it is either a free-standing gene or an anchored gene within the omega intron of the rnl gene. Early divergent fungi, Basidiomycota and all yeasts but the CTG group belong to the first case, and Pezizomycotina to the second. Its position, size and genetic code employed are conserved within species of the same Order. Size variability is attributed to different number of repeats. These repeats consist of AT-rich sequences. MtRps3 proteins lack the KH domain, necessary for binding to rRNA, in their N-terminal region. Their C-terminal region is conserved in all Domains of life. Phylogenetic analysis showed that nuclear and mt Rps3 proteins are descendants of archaeal and a-proteobacterial homologues, respectively. Thus, fungal mt-rps3 gene is an ancient gene which evolved within the endosymbiotic model and presents different evolutionary routes: (a) coming from a-proteobacteria, it was relocated to another region of the mt genome, (b) via its insertion to the omega intron, it was transferred to the nucleus and/or got lost, and (c) it was re-routed to the mt genome again. Today, Basidiomycota and Saccharomycetales seem to follow the first evolutionary route and almost all Pezizomycotina support the second scenario with their exceptions being the result of the third scenario, i.e., the gene's re-entry to the mt genome. Copyright © 2018. Published by Elsevier Inc.

  13. The relaxation of ESFAS/RPS surveillance test requirements

    International Nuclear Information System (INIS)

    Hah, Yung Joon; Koo, Jung Eui; Choi, Hae Yoon

    1994-01-01

    The surveillance test requirement of ESFAS/RPS is reviewed for 950 MWe class westinghouse reactor (YGN unit 1 and 2, Kori unit 3 and 4). The current requirements of frequent test and maintenance in the tech. spec. can lead to human errors, jeopardizing safety of the plant, and reduction in the availability of the plant. Meanwhile, the ESFAS designs do not provide for complete online testing capabilities for their protection systems. Therefore, ESFAS slave relays cannot be tested during plant operation as actuation of associated equipment could result in unwanted plant transient or trip conditions. In this study, westinghouse's PSA results, NRC recommendation and NRC approval status for specific U.S. nuclear power plant have been reviewed and evaluated. Since YGN 1 and 2 and Kori 3 and 4 are essentially the same plant as the operating westinghouse plant in the U.S., it is expected that YGN 1 and 2 and Kori 3 and 4 will be justified for having ESFAS/RPS surveillance test requirements relaxation program. Finally the extension of surveillance testing intervals and allowed outage times for test and maintenance will be verified by PSA program for YGN 1 and 2 and Kori 3 and 4. Various findings during the project can be used in the possible future revision of current technical specification with further refinements through the PSA program for YGN 1 and 2 and Kori 3 and 4. (Author) 10 refs., 8 figs., 24 tabs

  14. The relaxation of ESFAS/RPS surveillance test requirements

    Energy Technology Data Exchange (ETDEWEB)

    Hah, Yung Joon; Koo, Jung Eui; Choi, Hae Yoon [Korea Atomic Energy Research Institute, Taejon (Korea, Republic of)

    1994-01-01

    The surveillance test requirement of ESFAS/RPS is reviewed for 950 MWe class westinghouse reactor (YGN unit 1 and 2, Kori unit 3 and 4). The current requirements of frequent test and maintenance in the tech. spec. can lead to human errors, jeopardizing safety of the plant, and reduction in the availability of the plant. Meanwhile, the ESFAS designs do not provide for complete online testing capabilities for their protection systems. Therefore, ESFAS slave relays cannot be tested during plant operation as actuation of associated equipment could result in unwanted plant transient or trip conditions. In this study, westinghouse`s PSA results, NRC recommendation and NRC approval status for specific U.S. nuclear power plant have been reviewed and evaluated. Since YGN 1 and 2 and Kori 3 and 4 are essentially the same plant as the operating westinghouse plant in the U.S., it is expected that YGN 1 and 2 and Kori 3 and 4 will be justified for having ESFAS/RPS surveillance test requirements relaxation program. Finally the extension of surveillance testing intervals and allowed outage times for test and maintenance will be verified by PSA program for YGN 1 and 2 and Kori 3 and 4. Various findings during the project can be used in the possible future revision of current technical specification with further refinements through the PSA program for YGN 1 and 2 and Kori 3 and 4. (Author) 10 refs., 8 figs., 24 tabs.

  15. Probing the E2 properties of the scissors mode with real photons

    Science.gov (United States)

    Beck, Tobias; Pietralla, Norbert; Beller, Jacob; Derya, Vera; Löher, Bastian; Savran, Deniz; Tornow, Werner; Werner, Volker; Zilges, Andreas

    2018-05-01

    The E2/M1 multipole mixing ratio δ1→2 of the 1+ sc → 2+ 1 γ-ray transition of 156Gd and 164Dy has been measured using the linearly polarized photon beams of the HIγS facility. The employed method of photonscattering experiments in combination with polarized, quasi-monochromatic beams and a dedicated detector setup is highly sensitive to the electric quadrupole-decay properties of the scissors mode.

  16. Probing the E2 properties of the scissors mode with real photons

    Directory of Open Access Journals (Sweden)

    Beck Tobias

    2018-01-01

    Full Text Available The E2/M1 multipole mixing ratio δ1→2 of the 1+ sc → 2+ 1 γ-ray transition of 156Gd and 164Dy has been measured using the linearly polarized photon beams of the HIγS facility. The employed method of photonscattering experiments in combination with polarized, quasi-monochromatic beams and a dedicated detector setup is highly sensitive to the electric quadrupole-decay properties of the scissors mode.

  17. Students Learning Physics While Lifting Themselves: A Simple Analysis of a Scissors Jack

    Science.gov (United States)

    Haugland, Ole Anton

    2017-01-01

    Every time I have to jack up my car, I am a bit surprised by how slowly the scissors jack works the higher I raise it, and close to maximum height I need very little force to turn the crank. This agrees well with the principle of simple machines. Since I have to jack up my car at least twice a year to change between winter tires and summer tires,…

  18. Quadrupole decay strength of the M1 scissors mode of {sup 156}Gd

    Energy Technology Data Exchange (ETDEWEB)

    Beck, T.; Beller, J.; Gayer, U.; Mertes, L.; Pai, H.; Pietralla, N.; Ries, P.; Romig, C.; Werner, V.; Zweidinger, M. [IKP, TU Darmstadt (Germany); Derya, V. [IKP, Universitaet zu Koeln (Germany); Isaak, J.; Loeher, B.; Savran, D. [EMMI, GSI, Darmstadt (Germany); FIAS, Frankfurt (Germany); Scheck, M. [IKP, TU Darmstadt (Germany); School of Engineering, UWS, Paisley (United Kingdom); SUPA, Glasgow (United Kingdom); Tornow, W.; Weller, H.R. [Duke University, Durham (United States)

    2015-07-01

    The isovector low-lying J{sup π}{sub K}=1{sup +}{sub 1} scissors mode of deformed nuclei has been studied extensively in (e,e{sup '}) and (γ,γ{sup '}) experiments over the last 30 years with the main focus on strong M1 transitions to the ground state band. In the framework of the semiclassical two-rotor-model it has its origin in quadrupole deformation. A considerable E2 matrix element between the rotational band of the scissors mode and the ground band is predicted which has not been addressed experimentally. A photon-scattering experiment with linearly-polarized quasi monoenergetic vector (γ)-rays has been performed at the High Intensity vector (γ)-ray Source (HIvector (γ)S) at Duke University, Durham, NC, exploiting the γ{sup 3} setup. We have measured an E2/M1-multipole mixing ratio for the 1{sup +}{sub sc}→2{sup +}{sub 1} transition for the first time. The Alaga rule is applicable and delivers a first estimate of the transition strength B(E2:2{sup +}{sub sc}→0{sup +}{sub 1}). A candidate for a 2{sup +}{sub sc}→2{sup +}{sub 1} transition is discussed.

  19. A low and a high energy scissors modes in the two-rotor model and schematic random-phase approximation

    International Nuclear Information System (INIS)

    Iudice, N.L.

    1993-01-01

    It is shown by a model independent numerical estimate that the TRM expression of the M1 strength is fully consistent with the recently discovered saturation properties of the M1 excitations knows as scissors mode

  20. Drinking Game Studies

    DEFF Research Database (Denmark)

    Debus, Michael S.

    2016-01-01

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

  1. 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.

  2. Examining Belief and Confidence in Schizophrenia

    Science.gov (United States)

    Joyce, Dan W.; Averbeck, Bruno B.; Frith, Chris D.; Shergill, Sukhwinder S.

    2018-01-01

    Background People with psychoses often report fixed, delusional beliefs that are sustained even in the presence of unequivocal contrary evidence. Such delusional beliefs are the result of integrating new and old evidence inappropriately in forming a cognitive model. We propose and test a cognitive model of belief formation using experimental data from an interactive “Rock Paper Scissors” game. Methods Participants (33 controls and 27 people with schizophrenia) played a competitive, time-pressured interactive two-player game (Rock, Paper, Scissors). Participant’s behavior was modeled by a generative computational model using leaky-integrator and temporal difference methods. This model describes how new and old evidence is integrated to form both a playing strategy to beat the opponent and provide a mechanism for reporting confidence in one’s playing strategy to win against the opponent Results People with schizophrenia fail to appropriately model their opponent’s play despite consistent (rather than random) patterns that can be exploited in the simulated opponent’s play. This is manifest as a failure to weigh existing evidence appropriately against new evidence. Further, participants with schizophrenia show a ‘jumping to conclusions’ bias, reporting successful discovery of a winning strategy with insufficient evidence. Conclusions The model presented suggests two tentative mechanisms in delusional belief formation – i) one for modeling patterns in other’s behavior, where people with schizophrenia fail to use old evidence appropriately and ii) a meta-cognitive mechanism for ‘confidence’ in such beliefs where people with schizophrenia overweight recent reward history in deciding on the value of beliefs about the opponent. PMID:23521846

  3. Relativity in a Rock Field: A Study of Physics Learning with a Computer Game

    Science.gov (United States)

    Carr, David; Bossomaier, Terry

    2011-01-01

    The "Theory of Special Relativity" is widely regarded as a difficult topic for learners in physics to grasp, as it reformulates fundamental conceptions of space, time and motion, and predominantly deals with situations outside of everyday experience. In this paper, we describe embedding the physics of relativity into a computer game, and…

  4. The razor's edge: Australian rock music impairs men's performance when pretending to be a surgeon.

    Science.gov (United States)

    Fancourt, Daisy; Burton, Thomas Mw; Williamon, Aaron

    2016-12-12

    Over the past few decades there has been interest in the role of music in the operating theatre. However, despite many reported benefits, a number of potentially harmful effects of music have been identified. This study aimed to explore the effects of rock and classical music on surgical speed, accuracy and perceived distraction when performing multiorgan resection in the board game Operation. Single-blind, three-arm, randomised controlled trial. Imperial Festival, London, May 2016. Members of the public (n = 352) aged ≥ 16 years with no previous formal surgical training or hearing impairments. Participants were randomised to listen through noise-cancelling headphones to either the sound of an operating theatre, rock music or classical music. Participants were then invited to remove three organs from the board game patient, Cavity Sam, using surgical tweezers. Time taken (seconds) to remove three organs from Cavity Sam; the number of mistakes made in performing the surgery; and perceived distraction, rated on a five-point Likert-type scale from 1 (not at all distracting) to 5 (very distracting). Rock music impairs the performance of men but not women when undertaking complex surgical procedures in the board game Operation, increasing the time taken to operate and showing a trend towards more surgical mistakes. In addition, classical music was associated with lower perceived distraction during the game, but this effect was attenuated when factoring in how much people liked the music, with suggestions that only people who particularly liked the music of Mozart found it beneficial. Rock music (specifically Australian rock music) appears to have detrimental effects on surgical performance. Men are advised not to listen to rock music when either operating or playing board games.

  5. 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...

  6. Pervasive survival of expressed mitochondrial rps14 pseudogenes in grasses and their relatives for 80 million years following three functional transfers to the nucleus

    Directory of Open Access Journals (Sweden)

    Palmer Jeffrey D

    2006-07-01

    Full Text Available Abstract Background Many mitochondrial genes, especially ribosomal protein genes, have been frequently transferred as functional entities to the nucleus during plant evolution, often by an RNA-mediated process. A notable case of transfer involves the rps14 gene of three grasses (rice, maize, and wheat, which has been relocated to the intron of the nuclear sdh2 gene and which is expressed and targeted to the mitochondrion via alternative splicing and usage of the sdh2 targeting peptide. Although this transfer occurred at least 50 million years ago, i.e., in a common ancestor of these three grasses, it is striking that expressed, nearly intact pseudogenes of rps14 are retained in the mitochondrial genomes of both rice and wheat. To determine how ancient this transfer is, the extent to which mitochondrial rps14 has been retained and is expressed in grasses, and whether other transfers of rps14 have occurred in grasses and their relatives, we investigated the structure, expression, and phylogeny of mitochondrial and nuclear rps14 genes from 32 additional genera of grasses and from 9 other members of the Poales. Results Filter hybridization experiments showed that rps14 sequences are present in the mitochondrial genomes of all examined Poales except for members of the grass subfamily Panicoideae (to which maize belongs. However, PCR amplification and sequencing revealed that the mitochondrial rps14 genes of all examined grasses (Poaceae, Cyperaceae, and Joinvilleaceae are pseudogenes, with all those from the Poaceae sharing two 4-NT frameshift deletions and all those from the Cyperaceae sharing a 5-NT insertion (only one member of the Joinvilleaceae was examined. cDNA analysis showed that all mitochondrial pseudogenes examined (from all three families are transcribed, that most are RNA edited, and that surprisingly many of the edits are reverse (U→C edits. Putatively nuclear copies of rps14 were isolated from one to several members of each of these

  7. From the Games Industry: Ten Lessons for Game-Based Learning

    Science.gov (United States)

    Hollins, Paul; Whitton, Nicola

    2011-01-01

    This paper draws on lessons learned from the development process of the entertainment games industry and discusses how they can be applied to the field of game-based learning. This paper examines policy makers and those wishing to commission or develop games for learning and highlights potential opportunities as well as pitfalls. The paper focuses…

  8. Flash Learning Games Wow Students and Instructors: Moving Toward An Academic Gaming Portal

    Directory of Open Access Journals (Sweden)

    Dan H Lim

    2003-02-01

    Full Text Available This paper describes and discusses the rationale, background, design, and implementation of Flash learning games. The paper explains why Macromedia Flash has been selected as the authoring tool in the development of highly interactive learning games for online learning. The background evolutionary process of developing the learning games points out why it has been a daunting task to create compelling learning games that impact learning. Designing learning game objects that allow other educators to customize game content is the core of this paper. The author envisions this academic gaming project will evolve into an academic gaming portal, developed in conjunction with other major institutional partners.

  9. Molecular network including eIF1AX, RPS7, and 14-3-3γ regulates protein translation and cell proliferation in bovine mammary epithelial cells.

    Science.gov (United States)

    Yu, Cuiping; Luo, Chaochao; Qu, Bo; Khudhair, Nagam; Gu, Xinyu; Zang, Yanli; Wang, Chunmei; Zhang, Na; Li, Qingzhang; Gao, Xuejun

    2014-12-15

    14-3-3γ, an isoform of the 14-3-3 protein family, was proved to be a positive regulator of mTOR pathway. Here, we analyzed the function of 14-3-3γ in protein synthesis using bovine mammary epithelial cells (BMECs). We found that 14-3-3γ interacted with eIF1AX and RPS7 by 14-3-3γ coimmunoprecipitation (CoIP) and matrix-assisted laser desorption/ionization-time-of-flight/time-of-flight (MALDI-TOF/TOF) peptide mass fingerprinting analysis. These interactions of 14-3-3γ with eIF1AX and RPS7 were further confirmed by colocalization and fluorescence resonance energy transfer (FRET) analysis. We also found that methionine could promote protein synthesis and trigger the protein expression levels of 14-3-3γ, eIF1AX and RPS7. Analysis of overexpression and inhibition of 14-3-3γ confirmed that it positively affected the protein expression levels of eIF1AX, RPS7, Stat5 and mTOR pathway to promote protein synthesis and cell proliferation in BMECs. We further showed that overexpression of eIF1AX and RPS7 also triggered protein translation and cell proliferation. From these results, we conclude that molecular network including eIF1AX, RPS7, and 14-3-3γ regulates protein translation and cell proliferation in BMECs. Copyright © 2014 Elsevier Inc. All rights reserved.

  10. E 2 decay strength of the M 1 scissors mode of 156Gd and its first excited rotational state

    Science.gov (United States)

    Beck, T.; Beller, J.; Pietralla, N.; Bhike, M.; Birkhan, J.; Derya, V.; Gayer, U.; Hennig, A.; Isaak, J.; Löher, B.; Ponomarev, V. Yu.; Richter, A.; Romig, C.; Savran, D.; Scheck, M.; Tornow, W.; Werner, V.; Zilges, A.; Zweidinger, M.

    2017-05-01

    The E 2 /M 1 multipole mixing ratio δ1 →2 of the 1sc+→21+ γ -ray decay in 156Gd and hence the isovector E 2 transition rate of the scissors mode of a well-deformed rotational nucleus has been measured for the first time. It has been obtained from the angular distribution of an artificial quasimonochromatic linearly polarized γ -ray beam of energy 3.07(6) MeV scattered inelastically off an isotopically highly enriched 156Gd target. The data yield first direct support for the deformation dependence of effective proton and neutron quadrupole boson charges in the framework of algebraic nuclear models. First evidence for a low-lying Jπ=2+ member of the rotational band of states on top of the 1+ band head is obtained, too, indicating a significant signature splitting in the K =1 scissors mode rotational band.

  11. E2 decay strength of the M1 scissors mode of ^{156}Gd and its first excited rotational state.

    Science.gov (United States)

    Beck, T; Beller, J; Pietralla, N; Bhike, M; Birkhan, J; Derya, V; Gayer, U; Hennig, A; Isaak, J; Löher, B; Ponomarev, V Yu; Richter, A; Romig, C; Savran, D; Scheck, M; Tornow, W; Werner, V; Zilges, A; Zweidinger, M

    2017-05-26

    The E2/M1 multipole mixing ratio δ_{1→2} of the 1_{sc}^{+}→2_{1}^{+} γ-ray decay in ^{156}Gd and hence the isovector E2 transition rate of the scissors mode of a well-deformed rotational nucleus has been measured for the first time. It has been obtained from the angular distribution of an artificial quasimonochromatic linearly polarized γ-ray beam of energy 3.07(6) MeV scattered inelastically off an isotopically highly enriched ^{156}Gd target. The data yield first direct support for the deformation dependence of effective proton and neutron quadrupole boson charges in the framework of algebraic nuclear models. First evidence for a low-lying J^{π}=2^{+} member of the rotational band of states on top of the 1^{+} band head is obtained, too, indicating a significant signature splitting in the K=1 scissors mode rotational band.

  12. Singing Video Games May Help Improve Pitch-Matching Accuracy

    Science.gov (United States)

    Paney, Andrew S.

    2015-01-01

    The purpose of this study was to investigate the effect of singing video games on the pitch-matching skills of undergraduate students. Popular games like "Rock Band" and "Karaoke Revolutions" rate players' singing based on the correctness of the frequency of their sung response. Players are motivated to improve their…

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

    OpenAIRE

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

    2016-01-01

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

  14. Comparison between Famous Game Engines and Eminent Games

    Directory of Open Access Journals (Sweden)

    Prerna Mishra

    2016-09-01

    Full Text Available Nowadays game engines are imperative for building 3D applications and games. This is for the reason that the engines appreciably reduce resources for employing obligatory but intricate utilities. This paper elucidates about a game engine, popular games developed by these engines and its foremost elements. It portrays a number of special kinds of contemporary game developed by engines in the way of their aspects, procedure and deliberates their stipulations with comparison.

  15. An 11bp region with stem formation potential is essential for de novo DNA methylation of the RPS element.

    Directory of Open Access Journals (Sweden)

    Matthew Gentry

    Full Text Available The initiation of DNA methylation in Arabidopsis is controlled by the RNA-directed DNA methylation (RdDM pathway that uses 24nt siRNAs to recruit de novo methyltransferase DRM2 to the target site. We previously described the REPETITIVE PETUNIA SEQUENCE (RPS fragment that acts as a hot spot for de novo methylation, for which it requires the cooperative activity of all three methyltransferases MET1, CMT3 and DRM2, but not the RdDM pathway. RPS contains two identical 11nt elements in inverted orientation, interrupted by a 18nt spacer, which resembles the features of a stemloop structure. The analysis of deletion/substitution derivatives of this region showed that deletion of one 11nt element RPS is sufficient to eliminate de novo methylation of RPS. In addition, deletion of a 10nt region directly adjacent to one of the 11nt elements, significantly reduced de novo methylation. When both 11nt regions were replaced by two 11nt elements with altered DNA sequence but unchanged inverted repeat homology, DNA methylation was not affected, indicating that de novo methylation was not targeted to a specific DNA sequence element. These data suggest that de novo DNA methylation is attracted by a secondary structure to which the two 11nt elements contribute, and that the adjacent 10nt region influences the stability of this structure. This resembles the recognition of structural features by DNA methyltransferases in animals and suggests that similar mechanisms exist in plants.

  16. Non-Serious Serious Games

    Directory of Open Access Journals (Sweden)

    Matthew Hudson

    2016-12-01

    Full Text Available Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a ‘clan’ or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes from an ethnographic study and the analysis of user generated data from an online gaming clan. The outcomes support previous research which shows that non-serious games can be a setting for improved social well-being, second language learning, and self-esteem/confidence building. In addition this paper presents the novel results that play within online game communities can impart benefits to players, such as treating a fear of public speaking. This paper ultimately argues that communities of Gamers impart ‘serious’ benefits to their members.

  17. FMRFamide-related peptides (FaRPs): A new family of peptides from amphibian defensive skin secretions

    DEFF Research Database (Denmark)

    Wang, Lei; Smyth, Anita; Johnsen, Anders

    2009-01-01

    amide (EF-10 amide), from the defensive skin secretions of two different species of African hyperoliid frogs, Kassina maculata and Phylictimantis verrucosus, respectively. These represent the first canonical FMRF amide-related peptides (FaRPs) from a vertebrate source. The cDNA encoding IF-8 amide...

  18. Design Games

    DEFF Research Database (Denmark)

    Johansson, Martin Wetterstrand

    2007-01-01

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

  19. Non-Serious Serious Games

    Science.gov (United States)

    Hudson, Matthew

    2016-01-01

    Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a "clan" or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes…

  20. A Systematic Literature Review of Empirical Evidence on Computer Games and Serious Games

    Science.gov (United States)

    Connolly, Thomas M.; Boyle, Elizabeth A.; MacArthur, Ewan; Hainey, Thomas; Boyle, James M.

    2012-01-01

    This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and…

  1. THE FREEDOM IN VIDEO GAME LOCALIZATION (How Indonesian Game Translator applied Carte Blanche of Translation to Preserve Game Experience

    Directory of Open Access Journals (Sweden)

    Agung Prasetyo Wibowo

    2017-12-01

    Full Text Available This paper addresses the issue of video game localisation in MMORPG video game that focusing on the freedom of the translator in transferring meaning in the in-game text assets of video games. Games, regardless of their forms, are the media of entertainments. Foreign audiences may have different expectations on how they wish to be entertained. They most certainly have their own canon of cultural references that they will put into relation to any content of the game. Localization has to take all these things into account, and subsequently the localization process can involve the addition, removal or replacement of elements of the product. Game localisation allows translators to transcreate the things that are necessary to preserve the game experience and to produce a fresh and engaging translation. In this paper, the writers cast a spotlight on translators, progressing from our analysis focused on games as translation texts and as products. The result of this paper shows about how the translator used the freedom of the translator or the degree of creativity that they may have when adapting the game. Concisely, the more complex and creative a storyline, the more useful transcreation may turn in the translation process.

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

    Science.gov (United States)

    Hopper, Tim

    2011-01-01

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

  3. 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?

  4. Paper From Rocks

    Institute of Scientific and Technical Information of China (English)

    TANG YUANKAI

    2010-01-01

    @@ Papermaking techniques are undergoing a great revolution and a new paper made from stone is lining up to take the place of the conventional type. At this year's National People's Congress of China and the Chinese People's Political Consultative Conference that is to start on March 3, all the file bags and scratchpads will be made from a new type of low-carbon paper which is environmentally friendly.

  5. Do Shifts in Renewable Energy Operation Policy Affect Efficiency: Korea’s Shift from FIT to RPS and Its Results

    Directory of Open Access Journals (Sweden)

    Hyungguen Park

    2018-05-01

    Full Text Available South Korea’s new and renewable energy (NRE policy experienced a drastic shift from the Feed-in Tariff (FIT to the Renewable Portfolio Standard (RPS in 2012. This study looks at the changes in the efficiency of NRE policy in this transition through DEA (Data Envelopment Analysis and MI (Malmquist Index methods, using investment for NRE technology development and for NRE dissemination as input factors and the number of firms, the number of employees, and the volume of NRE power generation as output factors. The results show a temporary drop in efficiency in 2012 during the transition period for the NRE industry as a whole. However, apart from those energy types with ulterior factors, the implementation of RPS increased the technical change (TC of most NRE types. Furthermore, the findings highlight that, among South Korea’s three focal NRE industries—photovoltaic, wind power, and fuel cell energies—only fuel cell energies showed an increase in efficiency over time. South Korea’s policy shifts from FIT to RPS and the resulting effects on NRE policy’s efficiency provide a useful reference and guideline for government decision-making on NRE policy changes.

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

    NARCIS (Netherlands)

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

    2013-01-01

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

  7. TALENs: customizable molecular DNA scissors for genome engineering of plants.

    Science.gov (United States)

    Chen, Kunling; Gao, Caixia

    2013-06-20

    Precise genome modification with engineered nucleases is a powerful tool for studying basic biology and applied biotechnology. Transcription activator-like effector nucleases (TALENs), consisting of an engineered specific (TALE) DNA binding domain and a Fok I cleavage domain, are newly developed versatile reagents for genome engineering in different organisms. Because of the simplicity of the DNA recognition code and their modular assembly, TALENs can act as customizable molecular DNA scissors inducing double-strand breaks (DSBs) at given genomic location. Thus, they provide a valuable approach to targeted genome modifications such as mutations, insertions, replacements or chromosome rearrangements. In this article, we review the development of TALENs, and summarize the principles and tools for TALEN-mediated gene targeting in plant cells, as well as current and potential strategies for use in plant research and crop improvement. Copyright © 2013. Published by Elsevier Ltd.

  8. Rock mechanics for hard rock nuclear waste repositories

    International Nuclear Information System (INIS)

    Heuze, F.E.

    1981-09-01

    The mined geologic burial of high level nuclear waste is now the favored option for disposal. The US National Waste Terminal Storage Program designed to achieve this disposal includes an extensive rock mechanics component related to the design of the wastes repositories. The plan currently considers five candidate rock types. This paper deals with the three hard rocks among them: basalt, granite, and tuff. Their behavior is governed by geological discontinuities. Salt and shale, which exhibit behavior closer to that of a continuum, are not considered here. This paper discusses both the generic rock mechanics R and D, which are required for repository design, as well as examples of projects related to hard rock waste storage. The examples include programs in basalt (Hanford/Washington), in granitic rocks (Climax/Nevada Test Site, Idaho Springs/Colorado, Pinawa/Canada, Oracle/Arizona, and Stripa/Sweden), and in tuff

  9. Non-Serious Serious Games

    OpenAIRE

    Matthew Hudson

    2016-01-01

    Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a ‘clan’ or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes from an ethnographic study and the analysis of user generated data from an online gaming clan. The outcomes support previous research which shows that non-serio...

  10. Game, Player, Ethics

    DEFF Research Database (Denmark)

    Vila, Miguel Angel Sicart

    2005-01-01

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

  11. Identification of nucleosome assembly protein 1 (NAP1) as an interacting partner of plant ribosomal protein S6 (RPS6) and a positive regulator of rDNA transcription

    Energy Technology Data Exchange (ETDEWEB)

    Son, Ora [Department of Biological Science, Sookmyung Women' s University, Seoul 140-742 (Korea, Republic of); Kim, Sunghan [Department of Biological Science, Sookmyung Women' s University, Seoul 140-742 (Korea, Republic of); Department of Plant Science, Plant Genomics and Breeding Institute, Research Institute of Agriculture and Life Sciences, Seoul National University, Seoul 151-921 (Korea, Republic of); Shin, Yun-jeong [Department of Biological Science, Sookmyung Women' s University, Seoul 140-742 (Korea, Republic of); Kim, Woo-Young [College of Pharmacy, Sookmyung Women' s University, Seoul 140-742 (Korea, Republic of); Koh, Hee-Jong, E-mail: heejkoh@snu.ac.kr [Department of Plant Science, Plant Genomics and Breeding Institute, Research Institute of Agriculture and Life Sciences, Seoul National University, Seoul 151-921 (Korea, Republic of); Cheon, Choong-Ill, E-mail: ccheon@sookmyung.ac.kr [Department of Biological Science, Sookmyung Women' s University, Seoul 140-742 (Korea, Republic of)

    2015-09-18

    The ribosomal protein S6 (RPS6) is a downstream component of the signaling mediated by the target of rapamycin (TOR) kinase that acts as a central regulator of the key metabolic processes, such as protein translation and ribosome biogenesis, in response to various environmental cues. In our previous study, we identified a novel role of plant RPS6, which negatively regulates rDNA transcription, forming a complex with a plant-specific histone deacetylase, AtHD2B. Here we report that the Arabidopsis RPS6 interacts additionally with a histone chaperone, nucleosome assembly protein 1(AtNAP1;1). The interaction does not appear to preclude the association of RPS6 with AtHD2B, as the AtNAP1 was also able to interact with AtHD2B as well as with an RPS6-AtHD2B fusion protein in the BiFC assay and pulldown experiment. Similar to a positive effect of the ribosomal S6 kinase 1 (AtS6K1) on rDNA transcription observed in this study, overexpression or down regulation of the AtNAP1;1 resulted in concomitant increase and decrease, respectively, in rDNA transcription suggesting a positive regulatory role played by AtNAP1 in plant rDNA transcription, possibly through derepression of the negative effect of the RPS6-AtHD2B complex. - Highlights: • Nucleosome assembly protein 1 (AtNAP1) interacts with RPS6 as well as with AtHD2B. • rDNA transcription is regulated S6K1. • Overexpression or down regulation of AtNAP1 results in concomitant increase or decrease in rDNA transcription.

  12. Playing Games with Timed Games

    DEFF Research Database (Denmark)

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

    2009-01-01

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

  13. Rock burst governance of working face under igneous rock

    Science.gov (United States)

    Chang, Zhenxing; Yu, Yue

    2017-01-01

    As a typical failure phenomenon, rock burst occurs in many mines. It can not only cause the working face to cease production, but also cause serious damage to production equipment, and even result in casualties. To explore how to govern rock burst of working face under igneous rock, the 10416 working face in some mine is taken as engineering background. The supports damaged extensively and rock burst took place when the working face advanced. This paper establishes the mechanical model and conducts theoretical analysis and calculation to predict the fracture and migration mechanism and energy release of the thick hard igneous rock above the working face, and to obtain the advancing distance of the working face when the igneous rock fractures and critical value of the energy when rock burst occurs. Based on the specific conditions of the mine, this paper put forward three kinds of governance measures, which are borehole pressure relief, coal seam water injection and blasting pressure relief.

  14. Nested Potential Games

    OpenAIRE

    Hiroshi Uno

    2007-01-01

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

  15. Benthic dinoflagellate blooms in tropical intertidal rock pools: Elucidation of photoprotection mechanisms

    Digital Repository Service at National Institute of Oceanography (India)

    Patil, J.S.; Rodrigues, R.V.; Paul, P.; Sathish, K.; Rafi, M.; Anil, A.C.

    (HT), mid tide (MT), and low tide (LT) zones on the rocky shores of Anjuna, Goa (India) facing the Arabian Sea. MT-RPs and LT-RPs were dominated by diatoms and HT-RPs by dinoflagellates due to the blooms of autotrophic benthic dinoflagellates belonging...

  16. Neurological Deficits of an Rps19(Arg67del) Model of Diamond-Blackfan Anaemia

    Czech Academy of Sciences Publication Activity Database

    Kubik-Zahorodna, Agnieszka; Schuster, Bjorn; Kanchev, Ivan; Sedláček, Radislav

    2016-01-01

    Roč. 62, č. 4 (2016), s. 139-147 ISSN 0015-5500 R&D Projects: GA MZd NT14451 Institutional support: RVO:68378050 Keywords : ribosomal-protein s19 * sod1(g93a) mouse model * huntingtons-disease * early pathogenesis * molecular-basis * axial apraxia * mutations * rps19 * gene * mice Subject RIV: EB - Genetics ; Molecular Biology Impact factor: 0.939, year: 2016

  17. Creating Physics Aware Games using PyGame and PyODE

    Directory of Open Access Journals (Sweden)

    2010-09-01

    Full Text Available This paper is a tutorial on how to use a popular physics engine and tie it up to a simple 2D game. It is structured as a tutorial for creating a simple game that uses the engine and a graphics library. The graphics library being used will be PyGame (which are Python bindings for the popular SDL library originally developed by Loki Entertainment Software and the physics engine being used will be PyODE (which are Python bindings for the Open Dynamics Engine. A few toy programs will be written and discussed to introduce the components and the bulk of the paper will be the development of a simple game. The game which will be developed is a clone of “The incredible machine” (which is a famous game  published by Sierra Entertainment in 1992.

  18. Implementation of a RPS Cyber Security Test-bed with Two PLCs

    International Nuclear Information System (INIS)

    Shin, Jinsoo; Heo, Gyunyoung; Son, Hanseong; An, Yongkyu; Rizwan, Uddin

    2015-01-01

    Our research team proposed the methodology to evaluate cyber security with Bayesian network (BN) as a cyber security evaluation model and help operator, licensee, licensor or regulator in granting evaluation priorities. The methodology allowed for overall evaluation of cyber security by considering architectural aspect of facility and management aspect of cyber security at the same time. In order to emphasize reality of this model by inserting true data, it is necessary to conduct a penetration test that pretends an actual cyber-attack. Through the collaboration with University of Illinois at Urbana-Champaign, which possesses the Tricon a safety programmable logic controller (PLC) used at nuclear power plants and develops a test-bed for nuclear power plant, a test-bed for reactor protection system (RPS) is being developed with the PLCs. Two PLCs are used to construct a simple test-bed for RPS, bi-stable processor (BP) and coincidence processor (CP). By using two PLCs, it is possible to examine cyber-attack against devices such as PLC, cyber-attack against communication between devices, and the effects of a PLC on the other PLC. Two PLCs were used to construct a test-bed for penetration test in this study. Advantages of using two or more PLCs instead of single PLC are as follows. 1) Results of cyber-attack reflecting characteristics among PLCs can be obtained. 2) Cyber-attack can be attempted using a method of attacking communication between PLCs. True data obtained can be applied to existing cyber security evaluation model to emphasize reality of the model

  19. Implementation of a RPS Cyber Security Test-bed with Two PLCs

    Energy Technology Data Exchange (ETDEWEB)

    Shin, Jinsoo; Heo, Gyunyoung [Kyung Hee Univ., Yongin (Korea, Republic of); Son, Hanseong [Joongbu Univ., Geumsan (Korea, Republic of); An, Yongkyu; Rizwan, Uddin [University of Illinois at Urbana-Champaign, Urbana (United States)

    2015-10-15

    Our research team proposed the methodology to evaluate cyber security with Bayesian network (BN) as a cyber security evaluation model and help operator, licensee, licensor or regulator in granting evaluation priorities. The methodology allowed for overall evaluation of cyber security by considering architectural aspect of facility and management aspect of cyber security at the same time. In order to emphasize reality of this model by inserting true data, it is necessary to conduct a penetration test that pretends an actual cyber-attack. Through the collaboration with University of Illinois at Urbana-Champaign, which possesses the Tricon a safety programmable logic controller (PLC) used at nuclear power plants and develops a test-bed for nuclear power plant, a test-bed for reactor protection system (RPS) is being developed with the PLCs. Two PLCs are used to construct a simple test-bed for RPS, bi-stable processor (BP) and coincidence processor (CP). By using two PLCs, it is possible to examine cyber-attack against devices such as PLC, cyber-attack against communication between devices, and the effects of a PLC on the other PLC. Two PLCs were used to construct a test-bed for penetration test in this study. Advantages of using two or more PLCs instead of single PLC are as follows. 1) Results of cyber-attack reflecting characteristics among PLCs can be obtained. 2) Cyber-attack can be attempted using a method of attacking communication between PLCs. True data obtained can be applied to existing cyber security evaluation model to emphasize reality of the model.

  20. The riddles of rock and roll

    NARCIS (Netherlands)

    L.J.M. d' Anjou (Leo)

    2003-01-01

    textabstractRock and roll has often been equated with rebellion. The genre, though, is just a form of popular music and many of the important players in the game of promoting it were, like the saying goes, only in it for the money. As a rule, music like that will be supportive of the social order

  1. Mining Experiential Patterns from Game-Logs of Board Game

    Directory of Open Access Journals (Sweden)

    Liang Wang

    2015-01-01

    Full Text Available In board games, game-logs record past game processes, which can be regarded as an accumulation of experience. Similar to a real person, a computer player can gradually increase its skill by learning from game-logs. Therefore, the game becomes more interesting. This paper proposes an extensible approach to mine experiential patterns from increasing game-logs. The computer player improves its strategies by utilizing these growing patterns, just as it acquires experience. To evaluate the effect and performance of the approach, we designed a sample board game as a test platform and elaborated an experiment consisting of a series of tests. Experimental results show that our approach is effective and efficient.

  2. Designing an Educational Game

    DEFF Research Database (Denmark)

    Bjørner, Thomas; Hansen, Charina Benedikte Søgaard

    2010-01-01

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

  3. On Free-Form Gaming,

    Science.gov (United States)

    1985-08-01

    which the competitive interactions can occur simultaneously in several "arenas" (political, military, etc.). This gaming format has been used to...10 E . Post- Game Analysis .. ..................................... 13 F. Limitations ... ............................................ 15 III...preparation of game papers and an electronic message handling system for moving papers from room to room. This satisfies the requirement for legible, multiple

  4. Move Analysis of the Conclusion Sections of Research Papers in Persian and English

    Science.gov (United States)

    Zamani, Gerannaz; Ebadi, Saman

    2016-01-01

    The structure of the conclusion sections in Research Papers (RPs) is of significance in academic writing. The conclusion section in spite of providing an outline of the article, states other essential components, such as recommendations, implications and statements of possible lines of future research. This paper analyses the conclusion parts of…

  5. Developing games with Magic Playground: a gesture-based game engine

    OpenAIRE

    Dehanov, Juana; Dias, José Miguel Salles; Bastos, Rafael; Cabral, Carolina

    2005-01-01

    ACE 134 This paper presents Magic Playground, a game engine that enables the development of entertainment applications with realtime gesture-based Human-Computer Interaction (HCI). We describe the main architectural elements of our system and provide a guideline on how to program the engine in order to create games. Finally, we present usability evaluation results of a game, which emulates the known Tetris game1.

  6. Integration of computer-assisted fracture reduction system and a hybrid 3-DOF-RPS mechanism for assisting the orthopedic surgery

    Science.gov (United States)

    Irwansyah; Sinh, N. P.; Lai, J. Y.; Essomba, T.; Asbar, R.; Lee, P. Y.

    2018-02-01

    In this paper, we present study to integrate virtual fracture bone reduction simulation tool with a novel hybrid 3-DOF-RPS external fixator to relocate back bone fragments into their anatomically original position. A 3D model of fractured bone was reconstructed and manipulated using 3D design and modeling software, PhysiGuide. The virtual reduction system was applied to reduce a bilateral femoral shaft fracture type 32-A3. Measurement data from fracture reduction and fixation stages were implemented to manipulate the manipulator pose in patient’s clinical case. The experimental result presents that by merging both of those techniques will give more possibilities to reduce virtual bone reduction time, improve facial and shortest healing treatment.

  7. Mobile Game for Learning Bacteriology

    Science.gov (United States)

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

    2014-01-01

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

  8. Effect of alkaloids derived from jellyfish (Aeginura sp.) on the intestinal histopathology and relative percentage survival (RPS) of tiger grouper (Epinephelus fuscoguttatus) infected by Vibrio harveyi

    Science.gov (United States)

    Andayani, S.; Fajar, M.; Rahman, M. F.

    2018-04-01

    The purposes of this research were to determine the effect of alkaloid jellyfish compounds on intestinal histopathology of tiger grouper and to determine the best doses to the relative percent survival (RPS) of tiger grouper. The method of this research was descriptive with completely randomized design. The treatment of active alkaloid compound on feed was investigated for 28 days. The fish were then challenged with Vibrio harveyi at 105 CFU/cell for 7 days. Alkaloids were added to the feed with the doses (g alkaloid/kg feed) of 0 (control); A = 0.5; B = 0.75; C = 1.0; and D = 1.25. The intestinal histopathology and RPS were observed. The best RPS was found at a treatment of C with the value of 100 %.

  9. Utilizing Video Games

    Science.gov (United States)

    Blaize, L.

    Almost from its birth, the computer and video gaming industry has done an admirable job of communicating the vision and attempting to convey the experience of traveling through space to millions of gamers from all cultures and demographics. This paper will propose several approaches the 100 Year Starship Study can take to use the power of interactive media to stir interest in the Starship and related projects among a global population. It will examine successful gaming franchises from the past that are relevant to the mission and consider ways in which the Starship Study could cooperate with game development studios to bring the Starship vision to those franchises and thereby to the public. The paper will examine ways in which video games can be used to crowd-source research aspects for the Study, and how video games are already considering many of the same topics that will be examined by this Study. Finally, the paper will propose some mechanisms by which the 100 Year Starship Study can establish very close ties with the gaming industry and foster cooperation in pursuit of the Study's goals.

  10. Game Transfer Phenomena in video game playing: a qualitative interview study

    OpenAIRE

    Ortiz de Gortari, AB; Aronsson, K; Griffiths, MD

    2011-01-01

    Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what we describe as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or pl...

  11. What games do

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

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

  12. Game engines: a survey

    Directory of Open Access Journals (Sweden)

    A. Andrade

    2015-11-01

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

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

    DEFF Research Database (Denmark)

    Deterding, Sebastian; Dixon, Dan; Khaled, Rilla

    2011-01-01

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

  14. Range sections as rock models for intensity rock scene segmentation

    CSIR Research Space (South Africa)

    Mkwelo, S

    2007-11-01

    Full Text Available This paper presents another approach to segmenting a scene of rocks on a conveyor belt for the purposes of measuring rock size. Rock size estimation instruments are used to monitor, optimize and control milling and crushing in the mining industry...

  15. Convex Interval Games

    NARCIS (Netherlands)

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

    2008-01-01

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

  16. Serious Gaming and Social Connect—Games for Good (SGSC 2012)

    CERN Document Server

    Ko, Ryan; Marsh, Tim; Trends and Applications of Serious Gaming and Social Media

    2014-01-01

    This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world.  The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers ...

  17. The Game of Tri

    Science.gov (United States)

    Haggard, Gary; Schonberger, Ann Koch

    1977-01-01

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

  18. Noisy quantum game

    International Nuclear Information System (INIS)

    Chen Jingling; Kwek, L.C.; Oh, C.H.

    2002-01-01

    In a recent paper [D. A. Meyer, Phys. Rev. Lett. 82, 1052 (1999)], it has been shown that a classical zero-sum strategic game can become a winning quantum game for the player with a quantum device. Nevertheless, it is well known that quantum systems easily decohere in noisy environments. In this paper, we show that if the handicapped player with classical means can delay his action for a sufficiently long time, the quantum version reverts to the classical zero-sum game under decoherence

  19. Game physics

    CERN Document Server

    Eberly, David H

    2010-01-01

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

  20. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

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

  1. Games are motivating, aren´t they? Disputing the arguments for digital game-based learning

    Directory of Open Access Journals (Sweden)

    Wim Westera

    2015-06-01

    Full Text Available The growing popularity of game-based learning reflects the burning desire for exploiting the involving and motivating characteristics of games for serious purposes. A wide range of arguments for using games for teaching and learning can be encountered in scientific papers, policy reports, game reviews and advertisements. With contagious enthusiasm, the proponents of game-based learning make their claims for using games to improve education. However, standing up for a good cause is easily replaced with the unconcerned promotion and spread of the word, which tends to make gaming an article of faith. This paper critically examines and re-establishes the argumentation used for game-based learning and identifies misconceptions that confuse the discussions. It reviews the following claims about game-based learning: 1 games foster motivation, 2 play is a natural mode of learning, 3 games induce cognitive flow, which is productive for learning, 4 games support learning-by-doing, 5 games allow for performance monitoring, 6 games offer freedom of movement and the associated problem ownership, 7 games support social learning, 8 games allow for safe experimentation, 9 games accommodate new generations of learners, who have grown up immersed in digital media, and 10 there are many successful games for learning. Assessing the validity of argumentation is considered essential for the credibility of game-based learning as a discipline.

  2. Educational tools in the Museum of Rocks and Minerals

    Science.gov (United States)

    de Brito Barreto, S.; Ribeiro Sales, E.; de Lima Correia, A. Maria; Lima, M. Abreu e.; Bretas Bittar, S. Maria

    2012-04-01

    The Museum of Rocks and Minerals is a small museum which belongs to the Department of Geology of the Federal University of Pernambuco, Brazil. It was founded in the 1950's and its main exhibits are samples of scarns and pegmatites from the Northeast of Brazil, especially from the Borborema Pegmatitic Region. This museum has been visited by a wide variety of people, but mainly students from private and state schools on scheduled visits. Over the years museum staff felt the necessity to develop some mediating tools to develop a relationship between exhibits and visitors. Due to a lack of technical staff and finance to create interactive exhibits as well as space limitations, the museum decided to produce some games such as memory games, puzzles and dominoes. These fifteen games deal with different subjects of geosciences, especially those more interesting for children. The subjects chosen were: minerals, industrial minerals, gems, dimension stones, rock cycle, fossils, dinosaur footprints (Ichnofossils), wood fossils, Mohs scale. The games were created by the authors, and undergraduate students were responsible for researching concepts and images. Each game presents a concept and images related to it. The interns are undergraduate students of geology and mining engineering and this experience gives them an opportunity to review and improve some concepts and discuss what is important such as pedagogical actions in museums and geology teaching. To give an example, the subject of the industry mineral was treated using two games - a memory game and a puzzle. The first one shows images of minerals related each one to an industrial product and in the second, children can see different parts of a house labeled with the minerals used in the production of that space. Another interesting example is the puzzle about dinosaur footprints that uses an image of a dinosaur footprint, part of the paleontological collection of the Departament, and a representative ichnofossil from the

  3. Problematic gaming exists and is an example of disordered gaming.

    Science.gov (United States)

    Griffiths, Mark D; Kuss, Daria J; Lopez-Fernandez, Olatz; Pontes, Halley M

    2017-09-01

    Background The recent paper by Aarseth et al. (2016) questioned whether problematic gaming should be considered a new disorder particularly because "Gaming Disorder" (GD) has been identified as a disorder to be included in the next (11th) revision of the World Health Organization's International Classification of Diseases (ICD-11). Methods This study uses contemporary literature to argue why GD should be included in the ICD-11. Results Aarseth and colleagues acknowledge that there is much literature (including papers by some of the authors themselves) that some individuals experience serious problems with video gaming. How can such an activity be seriously problematic yet not disordered? Similar to other addictions, gaming addiction is relatively rare and is in essence a syndrome (i.e., a condition or disorder characterized by a set of associated symptoms that tend to occur under specific circumstances). Consequently, not everyone will exhibit exactly the same set of symptoms and consequences, and this partly explains why those working in the problematic gaming field often disagree on symptomatology. Conclusions Research into gaming is not about pathologizing healthy entertainment, but about pathologizing excessive and problematic behaviors that cause significant psychological distress and impairment in an individual's life. These are two related, but (ultimately) very distinct phenomena. While being aware that gaming is a pastime activity which is enjoyed non-problematically by many millions of individuals worldwide, it is concluded that problematic gaming exists and that it is an example of disordered gaming.

  4. Timeability in Extensive-Form Games

    DEFF Research Database (Denmark)

    Jakobsen, Sune K.; Sørensen, Troels Bjerre; Conitzer, Vincent

    2016-01-01

    Extensive-form games constitute the standard representation scheme for games with a temporal component. But do all extensive-form games correspond to protocols that we can implement in the real world? We often rule out games with imperfect recall, which prescribe that an agent forget something...... that she knew before. In this paper, we show that even some games with perfect recall can be problematic to implement. Specifically, we show that if the agents have a sense of time passing (say, access to a clock), then some extensive-form games can no longer be implemented; no matter how we attempt...... to time the game, some information will leak to the agents that they are not supposed to have. We say such a game is not exactly timeable. We provide easy-to-check necessary and sufficient conditions for a game to be exactly timeable. Most of the technical depth of the paper concerns how to approximately...

  5. Domesticating Digital Game-based Learning

    Directory of Open Access Journals (Sweden)

    Helga Dís Sigurdardottir

    2016-07-01

    Full Text Available This paper analyses the use of digital game-based learning (DGBL in schools in Norway. It investigates the types of games used in Norwegian schools and how pupils experience that practice. Digital game-based learning is being widely employed throughout Norway as a result of the increased focus on digital skills in Norwegian education. This paper analyses that development by way of focus group interviews with a total of sixty-four pupils at four schools. Drawing upon domestication and actor-network theory, the paper provides a novel approach to the study of DGBL. The broad empirical investigation into DGBL practices furthermore provides a contribution to scholarly literature on the subject. A noteworthy finding of this study is the diversity of games employed in schools—around 30 different titles— indicating that the choice of games lies at the discretion of individual teachers. Findings from this research show that the domestication of digital game-based learning occurs through the construction of complex game-based learning assemblages. This includes the classroom and home as gaming sites, group work and individual assignments as practices, and PCs and iPads as platforms.

  6. 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...

  7. An Overview of Serious Games

    Directory of Open Access Journals (Sweden)

    Fedwa Laamarti

    2014-01-01

    Full Text Available Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in the field of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultural heritage, interpersonal communication, and health care. We also propose a taxonomy for digital serious games, and we suggest a classification of reviewed serious games applications from the literature against the defined taxonomy. Finally, the paper provides guidelines, drawn from the literature, for the design and development of successful serious games, as well as discussing research perspectives in this domain.

  8. The Motivational Power of Game Communities - Engaged through Game Jamming

    DEFF Research Database (Denmark)

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

    2013-01-01

    to develop games and to meet new people. We believe that the community building as well as the motivation and engagement due to social aspects and the desire to learn more about game development among participants at such events might have beneficial ripple effects, which are valuable to investigate more......Game jams have become a rapid growing phenomenon. Every year brings new and larger game jams. In this study, we closely followed the world’s largest single location game jam in order to explore the engagement among participants. The authors joined the organizing group of the Nordic Game Jam 2013......, and gained a favorable opportunity to observe the 470 game developers efforts during the 48 hours of non-stop development. The paper presents the results of two surveys conducted just before and after the event as well as observations during the game jam. The main motivational factors among participants were...

  9. Problematic gaming exists and is an example of disordered gaming

    Science.gov (United States)

    Griffiths, Mark D.; Kuss, Daria J.; Lopez-Fernandez, Olatz; Pontes, Halley M.

    2017-01-01

    Background The recent paper by Aarseth et al. (2016) questioned whether problematic gaming should be considered a new disorder particularly because “Gaming Disorder” (GD) has been identified as a disorder to be included in the next (11th) revision of the World Health Organization’s International Classification of Diseases (ICD-11). Methods This study uses contemporary literature to argue why GD should be included in the ICD-11. Results Aarseth and colleagues acknowledge that there is much literature (including papers by some of the authors themselves) that some individuals experience serious problems with video gaming. How can such an activity be seriously problematic yet not disordered? Similar to other addictions, gaming addiction is relatively rare and is in essence a syndrome (i.e., a condition or disorder characterized by a set of associated symptoms that tend to occur under specific circumstances). Consequently, not everyone will exhibit exactly the same set of symptoms and consequences, and this partly explains why those working in the problematic gaming field often disagree on symptomatology. Conclusions Research into gaming is not about pathologizing healthy entertainment, but about pathologizing excessive and problematic behaviors that cause significant psychological distress and impairment in an individual’s life. These are two related, but (ultimately) very distinct phenomena. While being aware that gaming is a pastime activity which is enjoyed non-problematically by many millions of individuals worldwide, it is concluded that problematic gaming exists and that it is an example of disordered gaming. PMID:28816501

  10. 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...

  11. Gaming the gamer? – The ethics of exploiting psychological research in video games

    NARCIS (Netherlands)

    Soraker, Johnny

    2016-01-01

    Purpose The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design. Design/methodology/approach The author first argues that exploiting psychology in video games may be more ethically

  12. Knockdown of human serine/threonine kinase 33 suppresses human small cell lung carcinoma by blocking RPS6/BAD signaling transduction.

    Science.gov (United States)

    Sun, E L; Liu, C X; Ma, Z X; Mou, X Y; Mu, X A; Ni, Y H; Li, X L; Zhang, D; Ju, Y R

    2017-01-01

    Small cell lung cancer (SCLC) is characterized by rapid growth rate and a tendency to metastasize to distinct sites of patients' bodies. The human serine/threonine kinase 33 (STK33) gene has shown its potency as a therapeutic target for prevention of lung carcinomas including non-small cell lung cancer (NSCLC), but its function in the oncogenesis and development of SCLC remains unrevealed. In the current study, it was hypothesized that STK33 played a key role in the proliferation, survival, and invasion of SCLC cells. The expression of STK33 in human SCLC cell lines NCI-H466 and DMS153 was inhibited by specific shRNA. The cell proliferation, cell apoptosis, and cell invasion of the cells were assessed with a series of in vitro assays. To explore the mechanism through which STK33 gene exerted its function in the carcinogenesis of SCLC cells, the effect of STK33 knockdown on the activity of S6K1/RPS6/BAD signaling was detected. Then the results were further confirmed with STK33 inhibitor ML281 and in vivo assays. The results demonstrated that inhibition of STK33 in SCLC cells suppressed the cell proliferation and invasion while induced cell apoptosis. Associated with the change in the phenotypic features, knockdown of STK33 also decreased the phosphorylation of RPS6 and BAD while increased the expression of cleaved caspase 9, indicating that apoptosis induced by STK33 suppression was mediated via mitochondrial pathway. Similar to the results of STK33 knockdown, incubating NCI-H466 cells with STK33 inhibitor also reduced the cell viability by suppressing RPS6/BAD pathways. Additionally, STK33 knockdown also inhibited tumor growth and RPS6/BAD activity in mice models. Findings outlined in our study were different from that in NSCLC to some extent: knockdown of STK33 in SCLC cells induced the apoptosis through mitochondrial pathway but independent of S6K1 function, inferring that the function of STK33 might be cancer type specific.

  13. Games are motivating, aren´t they? Disputing the arguments for digital game-based learning

    NARCIS (Netherlands)

    Westera, Wim

    2015-01-01

    The growing popularity of game-based learning reflects the burning desire for exploiting the involving and motivating characteristics of games for serious purposes. A wide range of arguments for using games for teaching and learning can be encountered in scientific papers, policy reports, game

  14. Egalitarianism in Multi-Choice Games

    NARCIS (Netherlands)

    Brânzei, R.; Llorca, N.; Sánchez-Soriano, J.; Tijs, S.H.

    2007-01-01

    In this paper we introduce the equal division core for arbitrary multi-choice games and the constrained egalitarian solution for con- vex multi-choice games, using a multi-choice version of the Dutta-Ray algorithm for traditional convex games. These egalitarian solutions for multi-choice games have

  15. Quantum repeated games revisited

    International Nuclear Information System (INIS)

    Frąckiewicz, Piotr

    2012-01-01

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

  16. 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.

  17. Problem Based Game Design

    DEFF Research Database (Denmark)

    Reng, Lars; Schoenau-Fog, Henrik

    2011-01-01

    At Aalborg University’s department of Medialogy, we are utilizing the Problem Based Learning method to encourage students to solve game design problems by pushing the boundaries and designing innovative games. This paper is concerned with describing this method, how students employ it in various ...... projects and how they learn to analyse, design, and develop for innovation by using it. We will present various cases to exemplify the approach and focus on how the method engages students and aspires for innovation in digital entertainment and games.......At Aalborg University’s department of Medialogy, we are utilizing the Problem Based Learning method to encourage students to solve game design problems by pushing the boundaries and designing innovative games. This paper is concerned with describing this method, how students employ it in various...

  18. The Use of Tools by Children with Hemophilia.

    Science.gov (United States)

    Markova, I.; And Others

    1984-01-01

    Eight mothers with their 3.1- to 5.7-year-old hemophiliac children and eight control mothers with their nonhemophiliac children were videotaped while playing two games without tools and three additional games involving use of a knife, a pair of scissors, and a wooden hammer. Mothers of hemophiliac children did not correct their children when they…

  19. 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...

  20. Sex, Lies and Video Games

    Science.gov (United States)

    Kearney, Paul; Pivec, Maja

    2007-01-01

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

  1. Collaborative virtual gaming worlds in higher education

    Directory of Open Access Journals (Sweden)

    Nicola Whitton

    2008-12-01

    Full Text Available There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs and massively multiplayer online role-playing games (MMORPGs for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to higher education. The paper discusses virtual gaming worlds from a theoretical pedagogic perspective, exploring the educational benefits of gaming environments. Then practical considerations associated with the use of virtual gaming worlds in formal settings in higher education are considered. Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs for learning in higher education. In all, this paper hopes to provide a balanced overview of the range of virtual gaming worlds that exist, to examine some of the practical considerations associated with their use, and to consider their benefits and challenges in learning and teaching in the higher education context.

  2. An Adaptive Robot Game

    DEFF Research Database (Denmark)

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

    2010-01-01

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

  3. Head Up Games : the games of the future will look more like the games of the past

    NARCIS (Netherlands)

    Soute, I.A.C.; Markopoulos, P.; Baranauskas, C.; Palanque, P.

    2008-01-01

    With the emergence of pervasive technology, pervasive games came into existence. Most are location-aware applications, played with a PDA or mobile phone. We argue that the interaction paradigm these games support, limits outdoor play that often involves spontaneous social interaction. This paper

  4. The Hopelessly Compromised: Independent Games as a Movement against Mainstream AAA Video Games

    DEFF Research Database (Denmark)

    Juul, Jesper

    2016-01-01

    The last 10-15 years have seen the rise of a loosely defined independent games movement, often promoted as a more authentic type of video game than mainstream big budget video games (Juul 2014). For example, developer Dan Cook claims that “Indie games let me be a fan who is cheering on someone...... of the design and values of mainstream video games. As such, mainstream video games play the role of the morally and aesthetically compromised other, an other from which video games must be saved; an other that independent games are assumed to be rebelling against. In this paper I will analyze independent games...... as a number of specific (and sometimes contradictory) rejections of particular aspects of mainstream video game design. I am examining the game design of selected high-profile independent games, as well as game reviews and developer statement about their games. Here I am presenting general results...

  5. 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.

  6. Scholars' open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal.

    Science.gov (United States)

    Aarseth, Espen; Bean, Anthony M; Boonen, Huub; Colder Carras, Michelle; Coulson, Mark; Das, Dimitri; Deleuze, Jory; Dunkels, Elza; Edman, Johan; Ferguson, Christopher J; Haagsma, Maria C; Helmersson Bergmark, Karin; Hussain, Zaheer; Jansz, Jeroen; Kardefelt-Winther, Daniel; Kutner, Lawrence; Markey, Patrick; Nielsen, Rune Kristian Lundedal; Prause, Nicole; Przybylski, Andrew; Quandt, Thorsten; Schimmenti, Adriano; Starcevic, Vladan; Stutman, Gabrielle; Van Looy, Jan; Van Rooij, Antonius J

    2017-09-01

    Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming. The act of formalizing this disorder, even as a proposal, has negative medical, scientific, public-health, societal, and human rights fallout that should be considered. Of particular concern are moral panics around the harm of video gaming. They might result in premature application of diagnosis in the medical community and the treatment of abundant false-positive cases, especially for children and adolescents. Second, research will be locked into a confirmatory approach, rather than an exploration of the boundaries of normal versus pathological. Third, the healthy majority of gamers will be affected negatively. We expect that the premature inclusion of Gaming Disorder as a diagnosis in ICD-11 will cause significant stigma to the millions of children who play video games as a part of a normal, healthy life. At this point, suggesting formal diagnoses and categories is premature: the ICD-11 proposal for Gaming Disorder should be removed to avoid a waste of public health resources as well as to avoid causing harm to healthy video gamers around the world.

  7. Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal

    Science.gov (United States)

    Aarseth, Espen; Bean, Anthony M.; Boonen, Huub; Colder Carras, Michelle; Coulson, Mark; Das, Dimitri; Deleuze, Jory; Dunkels, Elza; Edman, Johan; Ferguson, Christopher J.; Haagsma, Maria C.; Helmersson Bergmark, Karin; Hussain, Zaheer; Jansz, Jeroen; Kardefelt-Winther, Daniel; Kutner, Lawrence; Markey, Patrick; Nielsen, Rune Kristian Lundedal; Prause, Nicole; Przybylski, Andrew; Quandt, Thorsten; Schimmenti, Adriano; Starcevic, Vladan; Stutman, Gabrielle; Van Looy, Jan; Van Rooij, Antonius J.

    2017-01-01

    Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming. The act of formalizing this disorder, even as a proposal, has negative medical, scientific, public-health, societal, and human rights fallout that should be considered. Of particular concern are moral panics around the harm of video gaming. They might result in premature application of diagnosis in the medical community and the treatment of abundant false-positive cases, especially for children and adolescents. Second, research will be locked into a confirmatory approach, rather than an exploration of the boundaries of normal versus pathological. Third, the healthy majority of gamers will be affected negatively. We expect that the premature inclusion of Gaming Disorder as a diagnosis in ICD-11 will cause significant stigma to the millions of children who play video games as a part of a normal, healthy life. At this point, suggesting formal diagnoses and categories is premature: the ICD-11 proposal for Gaming Disorder should be removed to avoid a waste of public health resources as well as to avoid causing harm to healthy video gamers around the world. PMID:28033714

  8. Learning by gaming - evaluation of an online game for children.

    Science.gov (United States)

    Lazareck, Lisa J; Farrell, David; Kostkova, Patty; Lecky, Donna M; McNulty, Cliodna A M; Weerasinghe, Dasun

    2010-01-01

    Playing computer games is widely popular among children and teenagers as an entertainment activity; meanwhile, playing computer games also provides a learning opportunity. For example, the rules of the game have to be learned by the player in order to improve his/her performance. Based on that principle, the City eHealth Research Centre (CeRC) developed a web game for 13-15 year olds, whereby the player becomes an investigator who attends the scene of an incident that involves microbes. There are four missions in total, each involving a mystery that the player needs to solve and learning objectives that need to be taught - such as antibiotic resistance and the importance of hygiene. This paper presents the results from a game evaluation that took place between July of 2009, in four UK schools (Glasgow, Gloucester, London), with 129 students; whereby 98% of the students commented positively about playing the game. Subsequently, CeRC has improved the game and developed an interactive educational games portal (www.edugames4all.com) for different age groups of web game enthusiasts.

  9. 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)

  10. COMPUTER GAMES AND EDUCATION

    OpenAIRE

    Sukhov, Anton

    2018-01-01

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

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

    DEFF Research Database (Denmark)

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

    2007-01-01

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

  12. Protective Behavior in Games

    NARCIS (Netherlands)

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

    1996-01-01

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

  13. An Integrated User Interface Style Guide for the ESF-CCS, RPS and CPCS display design

    International Nuclear Information System (INIS)

    Park, Jae Kyu; Lee, Hyun Chul; Hwang, Seong Hwan; Jang, Tong Il; Kang, Suk Ho; Lee, Jung Woon; Lee, Yong Hee

    2009-01-01

    The human machine interface (HMI) design process is important to enhance the safety and reliability of a Nuclear Power Plant (NPP) operation. Various MMI activities are achieved with progress of MMI and environment of NPP. These activities are impossible to utilize when upgrade of environment because most of these activities emphasize hardware aspect. Also, the human factors guidelines mostly describe the human factors principles so the designer has to adapt them to apply them to his design. The design-specific guideline that is specially dedicated to a unique system and derived from the general guidelines is called style guide. The style guide provides easy to use templates to help the user interface design, and these templates help ensure a consistent look and behavior throughout the design products. However, it could be difficult for a designer to select the human factors guideline items related to a target system and to derive a style guide from the items. This paper describes human factors activities carried out to develop a style guide for the ESF-CCS, RPS and CPCS system

  14. Learning via Game Design: From Digital to Card Games and Back Again

    Science.gov (United States)

    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…

  15. Proceedings of the 3. Canada-US rock mechanics symposium and 20. Canadian rock mechanics symposium : rock engineering 2009 : rock engineering in difficult conditions

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    2009-07-01

    This conference provided a forum for geologists, mining operators and engineers to discuss the application of rock mechanics in engineering designs. Members of the scientific and engineering communities discussed challenges and interdisciplinary elements involved in rock engineering. New geological models and methods of characterizing rock masses and ground conditions in underground engineering projects were discussed along with excavation and mining methods. Papers presented at the conference discussed the role of rock mechanics in forensic engineering. Geophysics, geomechanics, and risk-based approaches to rock engineering designs were reviewed. Issues related to high pressure and high flow water conditions were discussed, and new rock physics models designed to enhance hydrocarbon recovery were presented. The conference featured 84 presentations, of which 9 have been catalogued separately for inclusion in this database. tabs., figs.

  16. 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.

  17. Nostalgia Videogames as Playable Game Criticism

    Directory of Open Access Journals (Sweden)

    Robin J.S. Sloan

    2016-11-01

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

  18. Video Design Games

    DEFF Research Database (Denmark)

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

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

  19. Innovative Engagement with NASA Data: Best Practices in Hosting a Space-Themed Game Jam Event

    Science.gov (United States)

    Mader, M. M.

    2015-12-01

    Planetary mission milestones provide key opportunities to engage the public in the day to day work and showcase the value, wonder, and innovative technologies of planetary exploration. The Royal Ontario Museum (ROM), Canada, is designing unique experiences that will allow new audiences to relate to planetary mission results, through direct interaction with planetary materials and data. Through co-creation and collaboration, we aim to encourage STEM and STEAM learning through interactive programs that are interest driven by the participants. Based on these principles, the ROM, in collaboration with the University of Toronto, is hosting a Game Jam event (see http://www.rom.on.ca/en/activities-programs/programs/game-jam). A Game Jam invites creative, motivated, and inspired game developers to work in a collaborative environment over the course of 3 days to create games linked to a theme. This year's theme is "Space Rocks". Video games, fuelled by actual mission data, capture public interest in space and science in a unique and powerful way, giving us new insight into the real challenges we have on Earth and in space. The ROM Game Jam will allow 100 game developers to draw inspiration from our collection of over 100,000 rocks, minerals, and gems, including over 500 martian, lunar, and asteroidal meteorites. Participants will learn about the history of these specimens directly from ROM experts. NASA datasets related to our collection will be highlighted and curated for this event. The games produced during the Game Jam will live on and be featured online and at numerous ROM events throughout the year. Our presentation will highlight lessons learned from this experience, best practices, and future plans.

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

    Science.gov (United States)

    Jones, Phillip N.; Cuper, Taryn

    2010-01-01

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

  1. Some Characterizations of Convex Interval Games

    NARCIS (Netherlands)

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

    2008-01-01

    This paper focuses on new characterizations of convex interval games using the notions of exactness and superadditivity. We also relate big boss interval games with concave interval games and obtain characterizations of big boss interval games in terms of exactness and subadditivity.

  2. Movement Patterns in Educational Games

    DEFF Research Database (Denmark)

    Rehm, Matthias; Christensen, Bianca Clavio; Nielsen, Thorsten B.

    2018-01-01

    Although movement is essential in location-based games to get from one point of interest to the next, it is seldom taken into account for the game design and the selection of locations. Instead, player movement is usually analyzed after the fact, i.e. when the game is ready to play. In this paper......-based educational games....

  3. Loops and Metagames: Understanding Game Design Structures

    DEFF Research Database (Denmark)

    Sicart, Miguel Angel

    2015-01-01

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

  4. Game-based Research Collaboration adapted to Science Education

    DEFF Research Database (Denmark)

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

    2012-01-01

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

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

    Science.gov (United States)

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

    2016-01-01

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

  6. Reliability modeling of digital RPS with consideration of undetected software faults

    Energy Technology Data Exchange (ETDEWEB)

    Khalaquzzaman, M.; Lee, Seung Jun; Jung, Won Dea [Korea Atomic Energy Research Institute, Daejeon (Korea, Republic of); Kim, Man Cheol [Chung Ang Univ., Seoul (Korea, Republic of)

    2013-10-15

    This paper provides overview of different software reliability methodologies and proposes a technic for estimating the reliability of RPS with consideration of undetected software faults. Software reliability analysis of safety critical software has been challenging despite spending a huge effort for developing large number of software reliability models, and no consensus yet to attain on an appropriate modeling methodology. However, it is realized that the combined application of BBN based SDLC fault prediction method and random black-box testing of software would provide better ground for reliability estimation of safety critical software. Digitalizing the reactor protection system of nuclear power plant has been initiated several decades ago and now full digitalization has been adopted in the new generation of NPPs around the world because digital I and C systems have many better technical features like easier configurability and maintainability over analog I and C systems. Digital I and C systems are also drift-free and incorporation of new features is much easier. Rules and regulation for safe operation of NPPs are established and has been being practiced by the operators as well as regulators of NPPs to ensure safety. The failure mechanism of hardware and analog systems well understood and the risk analysis methods for these components and systems are well established. However, digitalization of I and C system in NPP introduces some crisis and uncertainty in reliability analysis methods of the digital systems/components because software failure mechanisms are still unclear.

  7. Design education with simulation games

    DEFF Research Database (Denmark)

    Juuti, Tero; Lehtonen, Timo; Hansen, Poul H. Kyvsgård

    2008-01-01

    " This paper is a report on the use of simulation games in design education. Our objective was to find solution to the question: "How to do design education effectively and efficiently for hundreds of people with minimum resources?" In the paper the learning theories are described in short. Our...... data was gathered from exams and the results were analysed. Especially the learning of low grade exam students was impressive when using simulation game. The data from industry is based on observations while using simulation game. The results were that each of the workshop, game, and simulation...... elements can support the effort if configured and synchronized properly. The simulation games are valuable method for design education with skillful design, scoping and facilitation."...

  8. A study on excavation of rock mass by lasers. Researching the possibility of utilizing low-power lasers

    Energy Technology Data Exchange (ETDEWEB)

    Ito, Fumio [Taisei Corporation, Technology Research Center, Yokohama, Kanagawa (Japan)

    2000-03-01

    The object of this research is to develop the techniques of rock-mass excavation by laser irradiation. This rock-mass excavation technique by lasers has a characteristic of extremely little effect to the surroundings of an excavation site no matter how the target rock mass is with regard to geological aspects and given physical property. Moreover, it could be utilized in excavation of waste dump facilities, which need to be re-buried, and applied to excavation of long piles and tunnels, which are drilled through different kinds of strata, and to improvement of rock mass and ground. Lasers have a characteristic of concentrating the energy into a limited point and not only discontinue or cut a large area with a small output like sharp scissors but also block up the cracks deep inside the rock mass by fusing vitrification for its improvement. It leads to restrain the loss of energy, minimization of the effected environment, effective utilization of resources and energy, environmental restoration, and improvement of the working environment. In the field of nuclear fuel, which includes excavating dump pits, dismantling a furnace, and taking appropriate steps of mine remains, excavating, cutting, and fusing could be required to do within a limited space of rock mass or concrete. Up to the present, those things have been done mainly by large machines, but it is too scarce in possibility for them to improve their large size, heavy weight, difficulty in unmanned operation, limited shapes of cutting, and stabilization of waste. In this research the concrete system images have been examined, doing the fundamental researches about higher-power lasers, smaller sizing, transmitting by fibers to find our the breakthrough to realization of laser excavation, This year, as the summary of examining the laser excavation techniques, utilizing a low-power laser, which is thought to be highly effective in rock-mass improvement, will be examined, considering application of the technique

  9. Gender and video games: How is female gender generally represented in various genres of video games?

    Directory of Open Access Journals (Sweden)

    Xeniya Kondrat

    2015-06-01

    Full Text Available Gender representation in video games is a current sensitive topic in entertainment media. Gender studies in video games look at the difference between the portrayal of female and male characters. Most video games tend to over-represent stereotypes and in general use extensive violence and cruelty (Maietti, 2008. Some video games use wrong, disrespectful and sometimes even violent representations of both genders. This research paper focuses on the current representation of female gender in video games and how they are represented, stereotyped and used as characters in games. Results show that there is a difference between portraying women in the past and present. This research paper is based on previous academic research and results which were achieved with online questionnaire among game players and two interviews with professionals in the field of game design. The results show that there is still negative stereotyping of female gender. However, at the same time, the answers of the respondents show that the target audience of video games desires improvements in presentation of female gender as well as male.

  10. Non-cooperative monomino games

    NARCIS (Netherlands)

    Timmer, Judith B.; Aarts, Henricus F.M.; van Dorenvanck, Peter; Klomp, Jasper

    In this paper we study monomino games. These are two player games played on a rectangular board with R rows and C columns. The game pieces are monominoes, which cover exactly one cell of the board. One by one each player selects a column of the board, and places a monomino in the lowest uncovered

  11. Protective Behavior in Games

    OpenAIRE

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

    1996-01-01

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

  12. Non-cooperative Monomino Games

    NARCIS (Netherlands)

    Timmer, Judith; Aarts, Henricus F.M.; van Dorenvanck, Peter; Klomp, Jasper; Li, Deng-Feng; Yang, Xiao-Guang; Uetz, Marc; Xu, Gen-Jiu

    2017-01-01

    In this paper we study monomino games. These are two player games played on a rectangular board with R rows and C columns. The game pieces are monominoes, which cover exactly one cell of the board. One by one each player selects a column of the board, and places a monomino in the lowest uncovered

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

    OpenAIRE

    Liszio , Stefan; Masuch , Maic

    2016-01-01

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

  14. Teaching the Rock Cycle with Ease.

    Science.gov (United States)

    Bereki, Debra

    2000-01-01

    Describes a hands-on lesson for teaching high school students the concept of the rock cycle using sedimentary, metamorphic, and igneous rocks. Students use a rock cycle diagram to identify pairs of rocks. From the rock cycle, students explain on paper how their first rock became the second rock and vice versa. (PVD)

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

    OpenAIRE

    Gil, Richard; Warzynski, Frederic

    2009-01-01

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

  16. MCTS Experiments on the Voronoi Game

    OpenAIRE

    Bouzy , Bruno; Métivier , Marc; Pellier , Damien

    2011-01-01

    International audience; Monte-Carlo Tree Search (MCTS) is a powerful tool in games with a finite branching factor. This paper describes an artificial player playing the Voronoi game, a game with an infi- nite branching factor. First, this paper shows how to use MCTS on a discretization of the Voronoi game, and the effects of en- hancements such as RAVE and Gaussian processes (GP). A first set of experimental results shows that MCTS with UCB+RAVE or with UCB+GP are first good solutions for pla...

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

    DEFF Research Database (Denmark)

    Ulrich, Frank; Helms, Niels Henrik

    2017-01-01

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

  18. Game-like Technology Innovation Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2011-01-01

      The aim of this paper is to discuss the first results and methodological challenges and perspectives of designing game-inspired scenarios for implementation of innovation processes into schools' science education. This paper comprises and report on a case study of a game-inspired innovation...... scenario designed for technology education in grades 7 - 9 in Danish schools. In the paper, methodological challenges of doing design-based research into technology innovation education are discussed. The preliminary results from the first studies of a game-inspired technology innovation camp are also...... presented, along with discussions of the future of development of these educational spaces....

  19. Children's Video Games as Interactive Racialization

    OpenAIRE

    Martin, Cathlena

    2008-01-01

    Cathlena Martin explores in her paper "Children's Video Games as Interactive Racialization" selected children's video games. Martin argues that children's video games often act as reinforcement for the games' television and film counterparts and their racializing characteristics and features. In Martin's analysis the video games discussed represent media through which to analyze racial identities and ideologies. In making the case for positive female minority leads in children's video games, ...

  20. Breaking the Game: The traversal of the emergent narrative in video games

    Directory of Open Access Journals (Sweden)

    Pedro Cardoso

    2013-12-01

    Full Text Available In video games the player’s actions shape the narrative of their personal experience, molding what otherwise would be a linear course. This emergent narrative is in a state of constant transformation, dependent on how the player influences it. This paper explores how the players traverse ergodic media such as video games and how narrative emerges from the interactions between them and the system. In a previous text we have proposed three types of traversal in video games (Cardoso & Carvalhais, 2013: 1 that in which the player has the ability to choose between mutually exclusive paths; 2 that in which the player has the ability to expand the narrative; and 3 that in which the traversal is determined by the disposition of the other actors in the game world towards the player and each other. This paper intends to further contribute by adding another one: 4 a type of traversal that is rooted in the exploitation of any flaws and glitches in the system, allowing the player to traverse the game through an overlooked side of the algorithm, journeying through a world of unpredictable behaviours and events, that may ultimately break the game altogether.  

  1. Mobile Game Probes

    DEFF Research Database (Denmark)

    Borup Lynggaard, Aviaja

    2006-01-01

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

  2. Creative Learning with Serious Games

    Directory of Open Access Journals (Sweden)

    Aristides Protopsaltis

    2010-11-01

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

  3. Computational Thinking in Constructionist Video Games

    Science.gov (United States)

    Weintrop, David; Holbert, Nathan; Horn, Michael S.; Wilensky, Uri

    2016-01-01

    Video games offer an exciting opportunity for learners to engage in computational thinking in informal contexts. This paper describes a genre of learning environments called constructionist video games that are especially well suited for developing learners' computational thinking skills. These games blend features of conventional video games with…

  4. 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...

  5. Nickel allergy in patch-tested female hairdressers and assessment of nickel release from hairdressers' scissors and crochet hooks

    DEFF Research Database (Denmark)

    Thyssen, Jacob Pontoppidan; Milting, Kristina; Bregnhøj, Anne

    2009-01-01

    the proportion of hairdressers' scissors and crochet hooks that released an excessive amount of nickel and to determine the prevalence of nickel allergy among patch-tested female hairdressers. MATERIALS: Random hairdressers' stores in Copenhagen were visited. The dimethylglyoxime (DMG) test was used to assess...... excessive nickel release. The prevalence of nickel allergy among female hairdressers from the database at Gentofte Hospital was compared with the prevalence of nickel allergy among other consecutively patch-tested dermatitis patients. RESULTS: DMG testing showed that 1 (0.5%; 95% CI = 0 - 2.0) of 200 pairs...

  6. Games in Science Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2014-01-01

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

  7. Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal

    DEFF Research Database (Denmark)

    Aarseth, Espen; Bean, Anthony; Nielsen, Rune Kristian Lundedal

    2016-01-01

    main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming. The act of formalizing this disorder, even as a proposal, has...... Disorder as a diagnosis in ICD-11 will cause significant stigma to the millions of children who play video games as a part of a normal, healthy life. At this point, suggesting formal diagnoses and categories is premature: the ICD-11 proposal for Gaming Disorder should be removed to avoid a waste of public...

  8. Fine mapping of a Phytophthora-resistance gene RpsWY in soybean (Glycine max L.) by high-throughput genome-wide sequencing.

    Science.gov (United States)

    Cheng, Yanbo; Ma, Qibin; Ren, Hailong; Xia, Qiuju; Song, Enliang; Tan, Zhiyuan; Li, Shuxian; Zhang, Gengyun; Nian, Hai

    2017-05-01

    Using a combination of phenotypic screening, genetic and statistical analyses, and high-throughput genome-wide sequencing, we have finely mapped a dominant Phytophthora resistance gene in soybean cultivar Wayao. Phytophthora root rot (PRR) caused by Phytophthora sojae is one of the most important soil-borne diseases in many soybean-production regions in the world. Identification of resistant gene(s) and incorporating them into elite varieties are an effective way for breeding to prevent soybean from being harmed by this disease. Two soybean populations of 191 F 2 individuals and 196 F 7:8 recombinant inbred lines (RILs) were developed to map Rps gene by crossing a susceptible cultivar Huachun 2 with the resistant cultivar Wayao. Genetic analysis of the F 2 population indicated that PRR resistance in Wayao was controlled by a single dominant gene, temporarily named RpsWY, which was mapped on chromosome 3. A high-density genetic linkage bin map was constructed using 3469 recombination bins of the RILs to explore the candidate genes by the high-throughput genome-wide sequencing. The results of genotypic analysis showed that the RpsWY gene was located in bin 401 between 4466230 and 4502773 bp on chromosome 3 through line 71 and 100 of the RILs. Four predicted genes (Glyma03g04350, Glyma03g04360, Glyma03g04370, and Glyma03g04380) were found at the narrowed region of 36.5 kb in bin 401. These results suggest that the high-throughput genome-wide resequencing is an effective method to fine map PRR candidate genes.

  9. The role of autophagy in chloroplast degradation and chlorophagy in immune defenses during Pst DC3000 (AvrRps4 infection.

    Directory of Open Access Journals (Sweden)

    Junjian Dong

    Full Text Available BACKGROUND: Chlorosis of leaf tissue normally observed during pathogen infection may result from the degradation of chloroplasts. There is a growing evidence to suggest that the chloroplast plays a significant role during pathogen infection. Although most degradation of the organelles and cellular structures in plants is mediated by autophagy, its role in chloroplast catabolism during pathogen infection is largely unknown. RESULTS: In this study, we investigated the function of autophagy in chloroplast degradation during avirulent Pst DC3000 (AvrRps4 infection. We examined the expression of defensive marker genes and suppression of bacterial growth using the electrolyte leakage assay in normal light (N and low light (L growing environments of wild-type and atg5-1 plants during pathogen treatment. Stroma-targeted GFP proteins (CT-GFP were observed with LysoTracker Red (LTR staining of autophagosome-like structures in the vacuole. The results showed that Arabidopsis expressed a significant number of small GFP-labeled bodies when infected with avirulent Pst DC3000 (AvrRps4. While barely detectable, there were small GFP-labeled bodies in plants with the CT-GFP expressing atg5-1 mutation. The results showed that chloroplast degradation depends on autophagy and this may play an important role in inhibiting pathogen growth. CONCLUSION: Autophagy plays a role in chloroplast degradation in Arabidopsis during avirulent Pst DC3000 (AvrRps4 infection. Autophagy dependent chloroplast degradation may be the primary source of reactive oxygen species (ROS as well as the pathogen-response signaling molecules that induce the defense response.

  10. An Overlooked Resource for English Language Teaching: Pop. Rock, and Folk Music. CATESOL Occasional Papers, No. 2.

    Science.gov (United States)

    Dubin, Fraida

    This paper discusses the use of pop, rock, and folk music in foreign language teaching. Modern music represents an idiom familiar to a broad span of young people, and has an important place in the life of students ranging in age from ten to thirty-five years of age. It also tends to follow and comment on the important trends of modern society.…

  11. Challenges to Designing Game-Based Business

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2014-01-01

    The four categories labelled game-design, didactic design, organisational design and business design each constitute a set of challenges, each requiring a particular set of competencies. The key conclusion of the paper is that even though the learning game design constitutes the core of establish......The four categories labelled game-design, didactic design, organisational design and business design each constitute a set of challenges, each requiring a particular set of competencies. The key conclusion of the paper is that even though the learning game design constitutes the core...... of establishing game based business (GBB), the subsequent stages of development call for other kinds of competencies in order to become a viable GBB....

  12. There is no game without a player

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    on the subject matter from the catalogue of game theory. All four suggestions exclude the player from the relationship. This paper introduces a phenomenological point of view and includes the player in order to understand the relationship between structure and dressing. It argues that players constitute a bridge......This paper is a search for meaning or to be more precise a study of how meaning is produced between ontology and fiction in computer games. It sets out to investigate the relationship between formal abstract game structures and game representation (dressing) by presenting four suggestions...... or the center which establishes, upholds and renegotiate the relationship between formal game structure and game dressing. It also argues that players’ interaction with both structure and dressing produce meaning and the production of meaning is the relationship between formal abstract game structures and game...

  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. Evolving Game Skill-Depth using General Video Game AI Agents

    OpenAIRE

    Liu, Jialin; Togelius, Julian; Perez-Liebana, Diego; Lucas, Simon M.

    2017-01-01

    Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a search space, and we can therefore use a Random Mutation Hill Climbing algorithm or other search methods to find the parameter settings that induce the best games. One of the hardest parts of this approach is defining a suitable fitness function. In this paper w...

  15. Game Design as STS Research

    Directory of Open Access Journals (Sweden)

    Joseph Dumit

    2017-09-01

    Full Text Available Game design offers a powerful pedagogical paradigm for engaging students in thinking and researching sociotechnical systems. Using the example of designing a game around fracking, this paper describes how game design grapples with emergent dynamic processes, and how students are drawn into becoming STS researchers.

  16. Polygyny, mate-guarding, and posthumous fertilization as alternative male mating strategies.

    Science.gov (United States)

    Zamudio, K R; Sinervo, B

    2000-12-19

    Alternative male mating strategies within populations are thought to be evolutionarily stable because different behaviors allow each male type to successfully gain access to females. Although alternative male strategies are widespread among animals, quantitative evidence for the success of discrete male strategies is available for only a few systems. We use nuclear microsatellites to estimate the paternity rates of three male lizard strategies previously modeled as a rock-paper-scissors game. Each strategy has strengths that allow it to outcompete one morph, and weaknesses that leave it vulnerable to the strategy of another. Blue-throated males mate-guard their females and avoid cuckoldry by yellow-throated "sneaker" males, but mate-guarding is ineffective against aggressive orange-throated neighbors. The ultradominant orange-throated males are highly polygynous and maintain large territories; they overpower blue-throated neighbors and cosire offspring with their females, but are often cuckolded by yellow-throated males. Finally, yellow-throated sneaker males sire offspring via secretive copulations and often share paternity of offspring within a female's clutch. Sneaker males sire more offspring posthumously, indicating that sperm competition may be an important component of their strategy.

  17. Game-Like Technology Innovation Education

    Science.gov (United States)

    Magnussen, Rikke

    2011-01-01

    This paper examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. This paper presents a design-based research study of a game-like innovation scenario designed for technology education for Danish public school students aged 13-15. Students…

  18. Scholars’ Open Debate paper on the World Health Organization ICD-11 Gaming Disorder proposal.

    NARCIS (Netherlands)

    Aarseth, E.; Bean, A.; Boonen, H.; Colder Carras, M.; Coulson, M.; J. Jansz (Jeroen)

    2016-01-01

    textabstractConcerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental

  19. Scholars' open debate paper on the world health organization ICD-11 gaming disorder proposal

    NARCIS (Netherlands)

    Aarseth, E. (Espen); Bean, A.M. (Anthony M.); Boonen, H. (Huub); Carras, M.C. (Michelle Colder); Coulson, M. (Mark); Das, D. (Dimitri); Deleuze, J. (Jory); Dunkels, E. (Elza); Edman, J. (Johan); C. Ferguson (Christopher); Haagsma, M.C. (Maria C.); Bergmark, K.H. (Karin Helmersson); Hussain, Z. (Zaheer); J. Jansz (Jeroen); Kardefelt-Winther, D. (Daniel); Kutner, L. (Lawrence); Markey, P. (Patrick); Nielsen, R.K.L. (Rune Kristian Lundedal); N. Prause (Nicole); Przybylski, A. (Andrew); Quandt, T. (Thorsten); Schimmenti, A. (Adriano); Starcevic, V. (Vladan); Stutman, G. (Gabrielle); J. Van Looy (Jan); A.J. van Rooij (Antonius)

    2017-01-01

    textabstractConcerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental

  20. Assessment of rock mass quality based on rock quality designation and rock block index. Taking the Borehole BS01 in Beishan HLW disposal repository as example

    International Nuclear Information System (INIS)

    Xu Jian; Wang Ju

    2006-01-01

    Rock mass quality assessment plays an important role in the security for all kinds of large-scale buildings, especially for the underground buildings. In this paper, based on two parameters of RQD and RBI, taking the Borehole BS01 as example, lots of measured data prove that the rock block index can reflect the integrity and corresponding variation of mechanical properties of core from Borehole BS01 to some extent. Meanwhile, the rock mass classification around the Borehole BS01 is given in this paper. Finally, comparison of the results for rock mass assessment between RBI and RQD is made. The research result shows that the rock block index has remarkable significance in engineering and advantages in rock mass quality assessment. (authors)

  1. Design Games to Learn

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2014-01-01

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

  2. Playful participation in social games

    DEFF Research Database (Denmark)

    Markussen, Thomas; Knutz, Eva

    2018-01-01

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

  3. Application of paper chromatography to the determination of some elements in minerals and rocks

    International Nuclear Information System (INIS)

    Agrinier, H.

    1964-11-01

    This publication describes our work in applying paper chromatography to the fields of mineralogy and geology. We have studied the separation and determination of the following elements: Nb, Ta, Ti, Co, Cu, Mn, Sn, Ge, As, Sb, Bi, U, Th, Be, Au, Pb, Zn, V and Mo. The development of separation methods for these various elements has led us to solve many interference problems. These methods make it possible to separate and measure mineral components. They also enable us to search for trace elements in ores, rocks soils and carbonaceous materials. Finally let us point out that this technique may equally be used for analysis in very radioactive environment. (author) [fr

  4. Gaming Frequency and Academic Performance

    Science.gov (United States)

    Ip, Barry; Jacobs, Gabriel; Watkins, Alan

    2008-01-01

    There are numerous claims that playing computer and video games may be educationally beneficial, but there has been little formal investigation into whether or not the frequency of exposure to such games actually affects academic performance. This paper explores the issue by analysing the relationships between gaming frequency--measured as the…

  5. System Dynamics and Serious Games

    OpenAIRE

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

    2014-01-01

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

  6. 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...

  7. Scissoring Fault Rupture Properties along the Median Tectonic Line Fault Zone, Southwest Japan

    Science.gov (United States)

    Ikeda, M.; Nishizaka, N.; Onishi, K.; Sakamoto, J.; Takahashi, K.

    2017-12-01

    The Median Tectonic Line fault zone (hereinafter MTLFZ) is the longest and most active fault zone in Japan. The MTLFZ is a 400-km-long trench parallel right-lateral strike-slip fault accommodating lateral slip components of the Philippine Sea plate oblique subduction beneath the Eurasian plate [Fitch, 1972; Yeats, 1996]. Complex fault geometry evolves along the MTLFZ. The geomorphic and geological characteristics show a remarkable change through the MTLFZ. Extensional step-overs and pull-apart basins and a pop-up structure develop in western and eastern parts of the MTLFZ, respectively. It is like a "scissoring fault properties". We can point out two main factors to form scissoring fault properties along the MTLFZ. One is a regional stress condition, and another is a preexisting fault. The direction of σ1 anticlockwise rotate from N170°E [Famin et al., 2014] in the eastern Shikoku to Kinki areas and N100°E [Research Group for Crustral Stress in Western Japan, 1980] in central Shikoku to N85°E [Onishi et al., 2016] in western Shikoku. According to the rotation of principal stress directions, the western and eastern parts of the MTLFZ are to be a transtension and compression regime, respectively. The MTLFZ formed as a terrain boundary at Cretaceous, and has evolved with a long active history. The fault style has changed variously, such as left-lateral, thrust, normal and right-lateral. Under the structural condition of a preexisting fault being, the rupture does not completely conform to Anderson's theory for a newly formed fault, as the theory would require either purely dip-slip motion on the 45° dipping fault or strike-slip motion on a vertical fault. The fault rupture of the 2013 Barochistan earthquake in Pakistan is a rare example of large strike-slip reactivation on a relatively low angle dipping fault (thrust fault), though many strike-slip faults have vertical plane generally [Avouac et al., 2014]. In this presentation, we, firstly, show deep subsurface

  8. THE DEVELOPMENT OF TELEPON KALENG GAME AS A MEDIA TO STIMULATE LINGUISTIC INTELLIGENCE OF EARLY CHILDHOOD

    Directory of Open Access Journals (Sweden)

    Betty Yulia Wulansari

    2018-03-01

    Full Text Available The aim of this research is to determine the validity of telepon kaleng game as a medium to stimulate the linguistic intelligence of early childhood, as well as to know the merits and drawbacks of telepon kaleng game as learning media. The research method used is research and development (R & D. Development procedures include planning, design, and development. Product validation is done by alpha test, beta test, and final evaluation. Apha test is validated by an expert in material development and an expert in teaching-media development. Meanwhile, the subjects in beta test are students BA Aisyiah Yanggong and BA Aisyiah Wonoasri Jenangan District, Ponorogo Regency. The result of this research is the development of telepon kaleng game as a media to stimulate linguistic intelligence of early child. The tools and materials used in this development are used-can, thread / rope, flannel, scissors, and double tape. Material experts and media experts have validated telepon kaleng products developed. From validation, the results need to improve the use of tin cans and the improvement of learning materials. In the next stage, feasibility testing for users in BA 'Aisyiah Yanggong and BA' Aisyiah Wonoasri Jenang Subdistrict of Ponorogo Regency, from the result of the experiment showed that telepon kaleng could be used to stimulate the linguistic intelligence of early child. These telepon kalengs, when used in unlimited form by children, stimulate linguistic intelligence more than IN structured-form. The merit of telepon kaleng as a linguistic intelligence stimulus medium is an attractive form of the child compared totelepon kaleng without any accessories. Children tend to prefer things that are bright and engaging. The drawback of this telepon kaleng, if it is used continuously, is that it will lead to monotonous learning process so it needs to alternate with other game equipment.

  9. Non-cooperative monomino games

    OpenAIRE

    Timmer, Judith B.; Aarts, Henricus F.M.; van Dorenvanck, Peter; Klomp, Jasper

    2011-01-01

    In this paper we study monomino games. These are two player games played on a rectangular board with R rows and C columns. The game pieces are monominoes, which cover exactly one cell of the board. One by one each player selects a column of the board, and places a monomino in the lowest uncovered cell. This generates a payoff for the player. The game ends if all cells are covered by monominoes. The goal of each player is to place his monominoes in such a way that his total payoff is maximized...

  10. Challenges of serious games

    Directory of Open Access Journals (Sweden)

    B. Fernández-Manjón

    2015-11-01

    Full Text Available Although educational games have revealed to be a very effective focus in diverse situations, their use in education is still very limited. In this paper we analyse the main challenges concerning educational games that, from our perspective, have to be approached so that the use of this kind of games can be widespread. These challenges are classified in three main dimensions: socio-cultural, educational and technological. Once the challenges are identified, some possible measures are suggested to address or reduce these problems so that the use of educational games may be widespread.

  11. A cookbook method for Persuasive Game Design

    Directory of Open Access Journals (Sweden)

    Panote Siriaraya

    2018-03-01

    Full Text Available Despite the growing interest in persuasive game design, there have been few methods which cover the complete process of game design that designers could draw upon in their practice. In this paper, the Persuasive Game Design method(PGD is presented as a non-directive approach for designing persuasive games including a practical hand-out. To better fit with the practical constraints encountered in game design, this method adopts a “cookbook” approach. A set of essential PGD components and tools are provided from which game designers can choose from, given their specific context and resources. Designers first consider the game design steps(“dishes” to use in creating their game and in each step, select which components(“ingredients” to take into account and tools(“utensils” to use. The proposed method, based on our experience as persuasive game researchers and design practitioners, is further refined using feedback from professional game designers. The paper concludes with a case study illustrating how to put the meal into practice. Overall, the method provides a useful contribution to the existing research domain by combining knowledge from game theory, game design and design methodology to create a structured yet flexible approach which covers the complete persuasive game design process for researchers, students and practitioners. 

  12. Breaking with fun, educational and realistic learning games

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    2009-01-01

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

  13. Using Learning Games to Meet Learning Objectives

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2013-01-01

    This paper addresses the question on how learning games can be used to meet with the different levels in Bloom’s and the SOLO taxonomy, which are commonly used for evaluating the learning outcome of educational activities. The paper discusses the quality of game-based learning outcomes based on a...... on a case study of the learning game 6Styles....

  14. 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...

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

    DEFF Research Database (Denmark)

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

    2011-01-01

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

  16. Frame and Metaphor in Political Games

    OpenAIRE

    Bogost, Ian

    2005-01-01

    This paper offers an approach to analyzing political rhetoric in videogames, and on designing videogames intended to carry ideological bias, based cognitive linguist George Lakoff’s notion of metaphor and frame in political discourse. I argue for two important ways games function in relation to ideological frames, reinforcement and exposition, through examples of art games, political games, and commercial games. Finally, I argue that an explicit design of ideological frames in games is crucia...

  17. 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.

  18. Gold rush - A swarm dynamics in games

    Science.gov (United States)

    Zelinka, Ivan; Bukacek, Michal

    2017-07-01

    This paper is focused on swarm intelligence techniques and its practical use in computer games. The aim is to show how a swarm dynamics can be generated by multiplayer game, then recorded, analyzed and eventually controlled. In this paper we also discuss possibility to use swarm intelligence instead of game players. Based on our previous experiments two games, using swarm algorithms are mentioned briefly here. The first one is strategy game StarCraft: Brood War, and TicTacToe in which SOMA algorithm has also take a role of player against human player. Open research reported here has shown potential benefit of swarm computation in the field of strategy games and players strategy based on swarm behavior record and analysis. We propose new game called Gold Rush as an experimental environment for human or artificial swarm behavior and consequent analysis.

  19. Lighting effects for mobile games

    DEFF Research Database (Denmark)

    Frisvad, Jeppe Revall; Christensen, Niels Jørgen; Falster, Peter

    2005-01-01

    lighting. Textures are merely plastered onto the tiles. A recent game release has, however, shown that effects such as dynamic light sources can spice up a mobile game of this type quite a bit. In this paper we carry the idea of dynamic lighting effects for tile-based 2D games even further. In particular...

  20. Chromosomal instability and telomere shortening in long-term culture of hematopoietic stem cells: insights from a cell culture model of RPS14 haploinsufficiency.

    Science.gov (United States)

    Thomay, K; Schienke, A; Vajen, B; Modlich, U; Schambach, A; Hofmann, W; Schlegelberger, B; Göhring, G

    2014-01-01

    The fate of cultivated primary hematopoietic stem cells (HSCs) with respect to genetic instability and telomere attrition has not yet been described in great detail. Thus, knowledge of the genetic constitution of HSCs is important when interpreting results of HSCs in culture. While establishing a cell culture model for myelodysplastic syndrome with a deletion in 5q by performing RPS14 knockdown, we found surprising data that may be of importance for any CD34+ cell culture experiments. We performed cytogenetic analyses and telomere length measurement on transduced CD34+ cells and untransduced control cells to observe the effects of long-term culturing. Initially, CD34+ cells had a normal median telomere length of about 12 kb and showed no signs of chromosomal instability. During follow-up, the median telomere length seemed to decrease and, simultaneously, increased chromosomal instability could be observed - in modified and control cells. One culture showed a clonal monosomy 7 - independent of prior RPS14 knockdown. During further culturing, it seemed that the telomeres re-elongated, and chromosomes stabilized, while TERT expression was not elevated. In summary, irrespective of our results of RPS14 knockdown in the long-term culture of CD34+ cells, it becomes clear that cell culture artefacts inducing telomere shortening and chromosomal instability have to be taken into account and regular cytogenetic analyses should always be performed. © 2013 S. Karger AG, Basel.

  1. Essential Features of Serious Games Design in Higher Education: Linking Learning Attributes to Game Mechanics

    Science.gov (United States)

    Lameras, Petros; Arnab, Sylvester; Dunwell, Ian; Stewart, Craig; Clarke, Samantha; Petridis, Panagiotis

    2017-01-01

    This paper consolidates evidence and material from a range of specialist and disciplinary fields to provide an evidence-based review and synthesis on the design and use of serious games in higher education. Search terms identified 165 papers reporting conceptual and empirical evidence on how learning attributes and game mechanics may be planned,…

  2. Brain-Computer Interface Games: Towards a Framework.

    NARCIS (Netherlands)

    Gürkök, Hayrettin; Nijholt, Antinus; Poel, Mannes; Herrlich, Marc; Malaka, Rainer; Masuch, Maic

    2012-01-01

    The brain-computer interface (BCI) community started to consider games as potential applications while the games community started to consider BCI as a game controller. However, there is a discrepancy between the BCI games developed by the two communities. In this paper, we propose a preliminary BCI

  3. Underground Research Laboratories for Crystalline Rock and Sedimentary Rock in Japan

    Energy Technology Data Exchange (ETDEWEB)

    Shigeta, N.; Takeda, S.; Matsui, H.; Yamasaki, S.

    2003-02-27

    The Japan Nuclear Cycle Development Institute (JNC) has started two off-site (generic) underground research laboratory (URL) projects, one for crystalline rock as a fractured media and the other for sedimentary rock as a porous media. This paper introduces an overview and current status of these projects.

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

    OpenAIRE

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

    2016-01-01

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

  5. Virtual Mirror gaming in libraries

    NARCIS (Netherlands)

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

    2008-01-01

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

  6. From Playability to a Hierarchical Game Usability Model

    OpenAIRE

    Nacke, Lennart E.

    2010-01-01

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

  7. Live-action Virtual Reality Games

    OpenAIRE

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

    2016-01-01

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

  8. Gaming frequency and academic performance

    OpenAIRE

    Ip, Barry; Jacobs, Gabriel; Watkins, Alan

    2008-01-01

    There are numerous claims that playing computer and video games may be educationally beneficial, but there has been little formal investigation into whether or not the frequency of exposure to such games actually affects academic performance. This paper explores the issue by analysing the relationships between gaming frequency –measured as the amount of time undergraduate students spend playing games in their free time – and their academic performance as measured by their examination marks. U...

  9. Factors driving and influencing the development of serious games

    Directory of Open Access Journals (Sweden)

    Louise Møller

    2016-03-01

    Full Text Available There are a large variety of serious games aimed at infusing knowledge into both teams and organizations. Some games aims at supporting the team in a given project or development process, whereas others aim at widening the knowledge, skills and competences in an organization on a more general level. In the serious game literature most focus and attention is given to the design and development of digital games. However in Denmark, at least, there has been a growing industry of analogue serious games and serious game facilitation, which give evidence to the fact that not all development in the area of serious games happens in terms of the digital versions. This paper investigate these new analog serious games and learning tools in the Danish market with focus on the drivers and influencing factors during their development and the effort of making a business out of the serious games. Empirically, the paper is based on close interaction and semi-structured interviews with some of the key serious game developers in Denmark (plus one in the US, some of them with a portfolio of up to ten serious games. Besides from uncovering some of the basic motivations to design and develop serious games, the paper will show, how the game developers’ interaction with the end-users and their different business strategies, influences the way the game is developed.

  10. Stochastic population dynamics in spatially extended predator-prey systems

    Science.gov (United States)

    Dobramysl, Ulrich; Mobilia, Mauro; Pleimling, Michel; Täuber, Uwe C.

    2018-02-01

    Ginzburg-Landau equation. Multiple-species extensions to general ‘food networks’ can be classified on the mean-field level, providing both fundamental understanding of ensuing cooperativity and profound insight into the rich spatio-temporal features and coarsening kinetics in the corresponding spatially extended systems. Novel space-time patterns emerge as a result of the formation of competing alliances; e.g. coarsening domains that each incorporate rock-paper-scissors competition games.

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

    Directory of Open Access Journals (Sweden)

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

    2017-01-01

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

  12. RPS6KA2, a putative tumour suppressor gene at 6q27 in sporadic epithelial ovarian cancer

    DEFF Research Database (Denmark)

    Bignone, P A; Lee, K Y; Liu, Y

    2007-01-01

    We had previously defined by allele loss studies a minimal region at 6q27 (between D6S264 and D6S297) to contain a putative tumour suppressor gene. The p90 ribosomal S6 kinase-3 gene (p90 Rsk-3, RPS6KA2) maps in this interval. It is a serine-threonine kinase that signals downstream of the mitogen...

  13. 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.

  14. A Mixed Reality Game for Urban Planning

    DEFF Research Database (Denmark)

    Nielsen, Rune; Delman, Thomas Fabian; Løssing, Tobias

    2005-01-01

    This paper presents a case study based on an innovative collaborative, game-based approach to urban planning utilizing mixed and augmented reality techniques. Modern urban planning involves a wide variety of interests and individuals, consequently new methods and tools are needed to assure...... the active involvement of all parties in the planning process. The Harbour Game is a debating game employing visual tracking and pattern recognition to superimpose information, e.g. 3-dimensional models, text, and photos on physical artefacts facilitating the understanding of complex relations in urban...... planning. The paper discusses the Harbour Game as an innovative approach to urban planning and the technology used in the Harbour Game in relation to similar approaches....

  15. serious games in a social context

    NARCIS (Netherlands)

    Eliëns, A.P.W.; Fernandez-Leva, A.J.

    2012-01-01

    This paper reports about a newly developed course on serious gaming, with as a special focus behavioral change in a social or societal context. The purpose of this paper is to share our insights and references so that educational institutes may find inspiration to develop courses in serious gaming

  16. 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...

  17. Games, the Socialization of Conflict.

    Science.gov (United States)

    Sutton-Smith, Brian

    The function of games in a society is discussed in this paper. An earlier definition of games as a concretistic way of processing information of cultural antitheses is enlarged to include a more bio-adaptive definition: the game is also a socialization of conflict. This view is compared and contrasted with those of Sigmund Freud and G. H. Mead.…

  18. Serious games as instrument to support energy retrofitting : Lessons from the Go2Zero City-zen game

    NARCIS (Netherlands)

    van Bueren, E.M.; Bekebrede, G.; Wenzler, I.

    2017-01-01

    This paper presents the serious multi-player tabletop game GO2Zero and explores how such games may contribute to overcoming barriers to local energy retrofitting. The game lets actors involved in local energy retrofitting, experience the multi-actor decision-making context. In half a day, about

  19. 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

  20. CLICHE: Education Games for Climate Change Countermeasures

    Directory of Open Access Journals (Sweden)

    Fajar As'ari

    2017-10-01

    In this paper will discuss about education games: CLICHE. Game which explain concisely the cause and some action to minimizing climate change cause through digital game play that will has impact to lessening the climate change effects.

  1. Spatial Game Analytics and Visualization

    DEFF Research Database (Denmark)

    Drachen, Anders; Schubert, Matthias

    2013-01-01

    , techniques for spatial analysis had their share in these developments. However, the methods for analyzing and visualizing spatial and spatio-temporal patterns in player behavior being used by the game industry are not as diverse as the range of techniques utilized in game research, leaving room...... for a continuing development. This paper presents a review of current work on spatial and spatio-temporal game analytics across industry and research, describing and defining the key terminology, outlining current techniques and their application. We summarize the current problems and challenges in the field......The recently emerged field of game analytics and the development and adaptation of business intelligence techniques to support game design and development has given data-driven techniques a direct role in game development. Given that all digital games contain some sort of spatial operation...

  2. Brain activity and desire for Internet video game play.

    Science.gov (United States)

    Han, Doug Hyun; Bolo, Nicolas; Daniels, Melissa A; Arenella, Lynn; Lyoo, In Kyoon; Renshaw, Perry F

    2011-01-01

    Recent studies have suggested that the brain circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for Internet video games during cue presentation would activate similar brain regions to those that have been linked with craving for drugs or pathologic gambling. This study involved the acquisition of diagnostic magnetic resonance imaging and functional magnetic resonance imaging data from 19 healthy male adults (age, 18-23 years) following training and a standardized 10-day period of game play with a specified novel Internet video game, "War Rock" (K2 Network, Irvine, CA). Using segments of videotape consisting of 5 contiguous 90-second segments of alternating resting, matched control, and video game-related scenes, desire to play the game was assessed using a 7-point visual analogue scale before and after presentation of the videotape. In responding to Internet video game stimuli, compared with neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (false discovery rate Internet video game showed significantly greater activity in right medial frontal lobe, right and left frontal precentral gyrus, right parietal postcentral gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the Internet video game in the subjects who played more Internet video game was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. The present findings suggest that cue-induced activation to Internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathologic gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal

  3. Gender and video games: How is female gender generally represented in various genres of video games?

    OpenAIRE

    Xeniya Kondrat

    2015-01-01

    Gender representation in video games is a current sensitive topic in entertainment media. Gender studies in video games look at the difference between the portrayal of female and male characters. Most video games tend to over-represent stereotypes and in general use extensive violence and cruelty (Maietti, 2008). Some video games use wrong, disrespectful and sometimes even violent representations of both genders. This research paper focuses on the current representation of female gender in vi...

  4. Seductive play in digital games

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2015-01-01

    play. It is important here to point towards Baudrillard’s distinction between rules and the law. Rules are upheld by a pact between seducer and seduced or between player and game whereas the law relies on an idea of an end that can be transgressed. Rules on the other hand cannot be transgressed...... they can only be observed. If a player fails to observe the rules the pact between the player and the game is void and no game takes place (Baudrillard, 1990 [1979], p 140). This is in stark contrast to Sicart’s description of the rules of digital games as non-negotiable and ultimately upheld...... by the computer (Sicart, 2009, p. 27). This paper argues that this is exactly what distinguishes a game like I don't even game from more conventional digital games. I don't even game is completely empty of significance, and there are no non-negotiable rules governed by the system. As such the game only exists...

  5. Directable weathering of concave rock using curvature estimation.

    Science.gov (United States)

    Jones, Michael D; Farley, McKay; Butler, Joseph; Beardall, Matthew

    2010-01-01

    We address the problem of directable weathering of exposed concave rock for use in computer-generated animation or games. Previous weathering models that admit concave surfaces are computationally inefficient and difficult to control. In nature, the spheroidal and cavernous weathering rates depend on the surface curvature. Spheroidal weathering is fastest in areas with large positive mean curvature and cavernous weathering is fastest in areas with large negative mean curvature. We simulate both processes using an approximation of mean curvature on a voxel grid. Both weathering rates are also influenced by rock durability. The user controls rock durability by editing a durability graph before and during weathering simulation. Simulations of rockfall and colluvium deposition further improve realism. The profile of the final weathered rock matches the shape of the durability graph up to the effects of weathering and colluvium deposition. We demonstrate the top-down directability and visual plausibility of the resulting model through a series of screenshots and rendered images. The results include the weathering of a cube into a sphere and of a sheltered inside corner into a cavern as predicted by the underlying geomorphological models.

  6. Constructible Authentic Representations: Designing Video Games That Enable Players to Utilize Knowledge Developed In-Game to Reason about Science

    Science.gov (United States)

    Holbert, Nathan R.; Wilensky, Uri

    2014-01-01

    While video games have become a source of excitement for educational designers, creating informal game experiences that players can draw on when thinking and reasoning in non-game contexts has proved challenging. In this paper we present a design principle for creating educational video games that enables players to draw on knowledge resources…

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

    Directory of Open Access Journals (Sweden)

    Krassen Stefanov

    2017-09-01

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

  8. Designing intervention in educational game research

    DEFF Research Database (Denmark)

    Sørensen, Birgitte Holm; Magnussen, Rikke

    2010-01-01

    of game technology in educational settings: the game Global Conflict: Latin America, which is a role-playing game, set in a 3D environment. In the game, students play a freelance journalist who has to investigate particular issues or conflicts in the Latin American region. The game is designed to teach......The international focus on the learning potential of games in recent years has led to a boost in both academic research interest and the development of game formats. Numerous educational computer games are available for today’s teachers, but the implementation of games in everyday teaching is often...... problematic. In this paper, we argue that the focus on designing and implementing game-based learning environments in educational settings implies a need to rethink methodological questions on how to apply and study educational designs. We review the methodological approaches of design-based research...

  9. Designing intervention in educational game research

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Sørensen, Birgitte Holm

    2010-01-01

    of game technology in educational settings: the game Global Conflict: Latin America, which is a role-playing game, set in a 3D environment. In the game, students play a freelance journalist who has to investigate particular issues or conflicts in the Latin American region. The game is designed to teach......The international focus on the learning potential of games in recent years has led to a boost in both academic research interest and the development of game formats. Numerous educational computer games are available for today's teachers, but the implementation of games in everyday teaching is often...... problematic. In this paper, we argue that the focus on designing and implementing game-based learning environments in educational settings implies a need to rethink methodological questions on how to apply and study educational designs. We review the methodological approaches of design-based research...

  10. 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.

  11. 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…

  12. Education (gaming simulation: characteristic of software). Kyoiku (gaming simulation: software no tokucho)

    Energy Technology Data Exchange (ETDEWEB)

    Baba, N [Osaka Kyoiku University, Osaka (Japan)

    1992-12-10

    This paper explains history and classification of gaming simulations briefly, and then introduces some instances actually applied to education and training. First, an environmental game by personal computer network gaming system is introduced, which was recently developed. Each player is required to decide on his own investment for products and environmental protection in consideration of the present state of the environment and the managerial situation of his company. If his decision making is not correct, he fails to continue his management due to the aggravation of the environment. In addition, a gaming simulation for the acid rain problem is described, which is being developed in the same way of thinking. Second, an instance of an educational gaming called Sweden Game is introduced, where students learning the mathematical programming carried out the simulation of a pipe-line plan covering six regions of Sweden. Finally, the state of training is explained, in which several kinds of management games are utilized to bring up mainstay leaders in business organizations. 15 refs., 5 figs., 1 tab.

  13. 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.

  14. 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

  15. 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...

  16. Ludic Educational Game Creation Tool

    DEFF Research Database (Denmark)

    Vidakis, Nikolaos; Syntychakis, Efthimios; Kalafatis, Konstantinos

    2015-01-01

    This paper presents initial findings and ongoing work of the game creation tool, a core component of the IOLAOS(IOLAOS in ancient Greece was a divine hero famed for helping with some of Heracles’s labors.) platform, a general open authorable framework for educational and training games. The game...... creation tool features a web editor, where the game narrative can be manipulated, according to specific needs. Moreover, this tool is applied for creating an educational game according to a reference scenario namely teaching schoolers road safety. A ludic approach is used both in game creation and play....... Helping children staying safe and preventing serious injury on the roads is crucial. In this context, this work presents an augmented version of the IOLAOS architecture including an enhanced game creation tool and a new multimodality module. In addition presents a case study for creating educational games...

  17. 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.

  18. From online to offline game/play

    DEFF Research Database (Denmark)

    Clausen, Thea Juhl Roloff

    2015-01-01

    and teachers face. It can be a challenge for the digital immigrants to see the meanings of digital games, and why children (digital natives) should be introduced to digital games in such a young age. However, it is a fact that digital games are a part of children's everyday lives. If Digital Immigrants must......Children love to play digital games. But how should we relate to children's use of digital games. When children play they use signs from online games into offline games. There will in the paper be pointed out, media pedagogy weaknesses and strengths. And the media didactic challenges that pedagogs...... be able to motivate digital natives for play and learning, it is important to know the rules of the game/play...

  19. Learning "in" or "with" Games? Quality Criteria for Digital Learning Games from the Perspectives of Learning, Emotion, and Motivation Theory

    Science.gov (United States)

    Hense, Jan; Mandl, Heinz

    2012-01-01

    This conceptual paper aims to clarify the theoretical underpinnings of game based learning (GBL) and learning with digital learning games (DLGs). To do so, it analyses learning of game related skills and contents, which occurs constantly during playing conventional entertainment games, from three perspectives: learning theory, emotion theory, and…

  20. Learning about the Game: Designing Science Games for a Generation of Gamers

    Science.gov (United States)

    Chmiel, Marjee

    2012-01-01

    This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the…

  1. 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...

  2. Learning analytics in serious gaming: uncovering the hidden treasury of game log files

    NARCIS (Netherlands)

    Westera, Wim; Nadolski, Rob; Hummel, Hans

    2018-01-01

    This paper presents an exploratory analysis of existing log files of the VIBOA environmental policy games at Utrecht University. For reasons of statistical power we’ve combined student cohorts 2008, 2009, 2010, and 2011, which led to a sample size of 118 students. The VIBOA games are inquiry-based

  3. Skill Games for Mathematics.

    Science.gov (United States)

    Corle, Clyde G.

    This guide is to assist teachers with motivational ideas for teaching elementary school mathematics. The items included are a wide variety of games (paper and pencil, verbal, and physical), jingles, contests, teaching devices, and thought provoking exercises. Suggestions for selection of mathematical games are offered. The devices are used to…

  4. Developing a Virtual Rock Deformation Laboratory

    Science.gov (United States)

    Zhu, W.; Ougier-simonin, A.; Lisabeth, H. P.; Banker, J. S.

    2012-12-01

    Experimental rock physics plays an important role in advancing earthquake research. Despite its importance in geophysics, reservoir engineering, waste deposits and energy resources, most geology departments in U.S. universities don't have rock deformation facilities. A virtual deformation laboratory can serve as an efficient tool to help geology students naturally and internationally learn about rock deformation. Working with computer science engineers, we built a virtual deformation laboratory that aims at fostering user interaction to facilitate classroom and outreach teaching and learning. The virtual lab is built to center around a triaxial deformation apparatus in which laboratory measurements of mechanical and transport properties such as stress, axial and radial strains, acoustic emission activities, wave velocities, and permeability are demonstrated. A student user can create her avatar to enter the virtual lab. In the virtual lab, the avatar can browse and choose among various rock samples, determine the testing conditions (pressure, temperature, strain rate, loading paths), then operate the virtual deformation machine to observe how deformation changes physical properties of rocks. Actual experimental results on the mechanical, frictional, sonic, acoustic and transport properties of different rocks at different conditions are compiled. The data acquisition system in the virtual lab is linked to the complied experimental data. Structural and microstructural images of deformed rocks are up-loaded and linked to different deformation tests. The integration of the microstructural image and the deformation data allows the student to visualize how forces reshape the structure of the rock and change the physical properties. The virtual lab is built using the Game Engine. The geological background, outstanding questions related to the geological environment, and physical and mechanical concepts associated with the problem will be illustrated on the web portal. In

  5. Learning about the game: designing science games for a generation of gamers

    Science.gov (United States)

    Chmiel, Marjee

    2012-12-01

    This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the need to better understand how children interact with non-educational games, outside of the school setting. This includes issues such as "gamer culture" and game play styles. The better we understand these issues, the better educational game designers and implementers can imagine the kinds of behaviors that might be elicited from students when we bring educational games into their classroom. In this focus, the student is the unit of analysis, but it is the student in and out of the classroom: the way the student understands video games when she is at home, playing with friends, and at school. The second area focuses on the study of the classroom as a unit of analysis. As the authors of this study reveal, classroom cultures affect the reception and success of an educational game. This is to ask, how does a game play when students have to play it in pairs or groups for a lack of resources? What is the role of the teacher in the success of video game implementation? How does a game react to multiple server requests in a short period of time? These are issues that are still largely unexplored in the educational game design literature.

  6. Emotions in Serious Games: From Experience to Assessment

    Directory of Open Access Journals (Sweden)

    Luigi Anolli

    2010-11-01

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

  7. Player Transformation of Educational Multiplayer Games

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Misfeldt, Morten

    2004-01-01

    transformed the game to accommodate social interaction. With these transformed ways of playing the game, they managed to get to the top of the high score list while avoiding the educational parts of the game. Players transforming educational games to escape learning elements can be a problem when these games...... are used for formal education. In this paper we argue that player transformation of educational games can, however, be the basis of exciting and unconventional learning of valuable things, such as how to transform information technology to better accommodate social interaction.......Children's great interest in multiplayer games has led to attempts to design educational multiplayer games. In this study, we have studied a test of an educational multiplayer game designed for mathematics education for children aged nine to twelve. In our observations, it became clear that pupils...

  8. Time and Space in Digital Game Storytelling

    Directory of Open Access Journals (Sweden)

    Huaxin Wei

    2010-01-01

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

  9. Areeni aasta albumid 2004

    Index Scriptorium Estoniae

    2004-01-01

    Heliplaatidest: Franz Ferdinand "Franz Ferdinand", Toe Tag "Legendaarne", The Libertines "The Libertines ", Morrissey "You Are The Qarry", The Streets "A Grand Don't Come For Free", Kalm "Generalissimus Kalm", Brian Wilson "Smile", Madvillain "Madvillainy", Scissor Sisters "Scissor Sisters", Gary Wilson "Mary Had A Brown Hair", Animal Collective "Sung Tongs", Keane "Hopes And Fears", Todd Rundgren "Liars", Nick Cave & The Bad Seeds "Abbatoir Blues/The Lyre of Orpheus", Mylo "Destroy Rock'n'Roll", Devendra Banhart "Rejoicing In The Hands", Stefani "Love Angel Music Baby", Björk "Medulla", Moodymann "Black Mahogani"

  10. Learning vocabulary through a serious game in Primary Education

    NARCIS (Netherlands)

    Heitink, Maaike Christine; Fisser, Petra; Voogt, Joke; McBride, Ron; Searson, Michael

    2013-01-01

    This study explored the effect of a serious game on the vocabulary of students in primary education. 206 students and 10 teachers used the game during vocabulary lessons in three conditions: (a)online game and vocabulary instruction, (b)online game only, and (c)paper game and vocabulary instruction.

  11. 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.

  12. Critical issues in soft rocks

    OpenAIRE

    Milton Assis Kanji

    2014-01-01

    This paper discusses several efforts made to study and investigate soft rocks, as well as their physico-mechanical characteristics recognized up to now, the problems in their sampling and testing, and the possibility of its reproduction through artificially made soft rocks. The problems in utilizing current and widespread classification systems to some types of weak rocks are also discussed, as well as other problems related to them. Some examples of engineering works in soft rock or in soft ...

  13. Situational and gender comparisons of digital game players' preferences for game features and gratifications

    DEFF Research Database (Denmark)

    Reinhard, CarrieLynn D.; Dervin, Brenda

    2009-01-01

    As with “new media” fifty years ago, today's “new media” are scrutinized from the uses and gratifications perspective to understand peoples’ reasons for engaging with them. The new media of interest in this paper are digital games.  Research is in the early stages with this medium, exploring player...... gratifications from game playing and preferences for game playing features.  This research has consistently found gender differences for both, with men more preferring competition gratifications and violent games, and women preferring socializing gratifications and puzzles.  Past research has mostly looked...... preferences.  In addition, 64,3% of the gender by situation interactions were also significant, showing that introducing game playing situation complicated the picture with some gender differences disappearing depending on the game situation.  These results showed a tendency for male players to be receiving...

  14. Research Directions for AI in Computer Games

    OpenAIRE

    Fairclough, Chris; Fagan, Michael; Cunningham, Padraig; Mac Namee, Brian

    2001-01-01

    The computer games industry is now bigger than the film industry. Until recently, technology in games was driven by a desire to achieve real-time, photo-realistic graphics. To a large extent, this has now been achieved. As game developers look for new and innovative technologies to drive games development, AI is coming to the fore. This paper will examine how sophisticated AI techniques, such as those being used in mainstream academic research, can be applied to computer games ...

  15. 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...

  16. A Nucleolus for Stochastic Cooperative Games

    OpenAIRE

    Suijs, J.P.M.

    1996-01-01

    This paper extends the definition of the nucleolus to stochastic cooperative games, that is, to cooperative games with random payoffs to the coalitions. It is shown that the nucleolus is nonempty and that it belongs to the core whenever the core is nonempty. Furthermore, it is shown for a particular class of stochastic cooperative games that the nucleolus can be determined by calculating the traditional nucleolus introduced by Schmeidler (1969) of a specific deterministic cooperative game.

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

    OpenAIRE

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

    2009-01-01

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

  18. 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)

  19. Watermarking textures in video games

    Science.gov (United States)

    Liu, Huajian; Berchtold, Waldemar; Schäfer, Marcel; Lieb, Patrick; Steinebach, Martin

    2014-02-01

    Digital watermarking is a promising solution to video game piracy. In this paper, based on the analysis of special challenges and requirements in terms of watermarking textures in video games, a novel watermarking scheme for DDS textures in video games is proposed. To meet the performance requirements in video game applications, the proposed algorithm embeds the watermark message directly in the compressed stream in DDS files and can be straightforwardly applied in watermark container technique for real-time embedding. Furthermore, the embedding approach achieves high watermark payload to handle collusion secure fingerprinting codes with extreme length. Hence, the scheme is resistant to collusion attacks, which is indispensable in video game applications. The proposed scheme is evaluated in aspects of transparency, robustness, security and performance. Especially, in addition to classical objective evaluation, the visual quality and playing experience of watermarked games is assessed subjectively in game playing.

  20. 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.

  1. 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.

  2. Inviting Grief into Games

    DEFF Research Database (Denmark)

    Harrer, Sabine; Schoenau-Fog, Henrik

    2015-01-01

    facilitation process with Jocoi. It will trace key moments in moving from kick-off workshop to the final game. Finally, the ensuing discussion will highlight learnings for a broader understanding of introducing diversity into games. The question of appropriateness seems to be of particular importance for game......This paper investigates how designers might initiate a dialogue with underrepresented groups, infusing design with individuals’ personal stories and imaginations. It does so alongside the example of Jocoi, a game aiming at mediating the experience of loss and grief over a dead baby. Apart from...... being a taboo subject in general, there is no explanation for the absence of this fairly common experience in games. Drawing on the emotional worlds and tastes of individuals identifying as bereft parents, Jocoi involved a collaboration with an Austrian self-help group for affected parents. The stories...

  3. Taking Design Games Seriously

    DEFF Research Database (Denmark)

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

    2014-01-01

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

  4. Clustering Game Behavior Data

    DEFF Research Database (Denmark)

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

    2015-01-01

    of the causes, the proliferation of behavioral data poses the problem of how to derive insights therefrom. Behavioral data sets can be large, time-dependent and high-dimensional. Clustering offers a way to explore such data and to discover patterns that can reduce the overall complexity of the data. Clustering...... and other techniques for player profiling and play style analysis have, therefore, become popular in the nascent field of game analytics. However, the proper use of clustering techniques requires expertise and an understanding of games is essential to evaluate results. With this paper, we address game data...... scientists and present a review and tutorial focusing on the application of clustering techniques to mine behavioral game data. Several algorithms are reviewed and examples of their application shown. Key topics such as feature normalization are discussed and open problems in the context of game analytics...

  5. Scholars’ Open Debate paper on the World Health Organization ICD-11 Gaming Disorder proposal.

    OpenAIRE

    Aarseth, E.; Bean, A.; Boonen, H.; Colder Carras, M.; Coulson, M.; Jansz, Jeroen

    2016-01-01

    textabstractConcerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus o...

  6. General Video Game AI: Learning from Screen Capture

    OpenAIRE

    Kunanusont, Kamolwan; Lucas, Simon M.; Perez-Liebana, Diego

    2017-01-01

    General Video Game Artificial Intelligence is a general game playing framework for Artificial General Intelligence research in the video-games domain. In this paper, we propose for the first time a screen capture learning agent for General Video Game AI framework. A Deep Q-Network algorithm was applied and improved to develop an agent capable of learning to play different games in the framework. After testing this algorithm using various games of different categories and difficulty levels, th...

  7. Tangiplay: prototyping tangible electronic games

    OpenAIRE

    Boileau, Jason

    2010-01-01

    Tangible electronic games currently exist in research laboratories around the world but have yet to transition to the commercial sector. The development process of a tangible electronic game is one of the factors preventing progression, as it requires much time and money. Prototyping tools for tangible hardware and software development are becoming more available but are targeted to programmers and technically trained developers. Paper prototyping board and video games is a proven and rapid m...

  8. Protective immunity against rock bream iridovirus (RBIV) infection and TLR3-mediated type I interferon signaling pathway in rock bream (Oplegnathus fasciatus) following poly (I:C) administration.

    Science.gov (United States)

    Jung, Myung-Hwa; Jung, Sung-Ju

    2017-08-01

    In this study, we evaluated the potential of poly (I:C) to induce antiviral status for protecting rock bream from RBIV infection. Rock bream injected with poly (I:C) at 2 days before infection (1.1 × 10 4 ) at 20 °C had significantly higher protection with RPS 13.4% and 33.4% at 100 and 200 μg/fish, respectively, through 100 days post infection (dpi). The addition of boost immunization with poly (I:C) at before/post infection at 20 °C clearly enhanced the level of protection showing 33.4% and 60.0% at 100 and 200 μg/fish, respectively. To investigate the development of a protective immune response, rock bream were re-infected with RBIV (1.1 × 10 7 ) at 200 dpi. While 100% of the previously unexposed fish died, 100% of the previously infected fish survived. Poly (I:C) induced TLR3 and Mx responses were observed at several sampling time points in the spleen, kidney and blood. Moreover, significantly high expression levels of IRF3 (2.9- and 3.1-fold at 1 d and 2 days post administration (dpa), respectively), ISG15 and PKR expression (5.4- and 10.2-fold at 2 dpa, respectively) were observed in the blood, but the expression levels were low in the spleen and kidney after poly (I:C) administration. Our results showed the induction of antiviral immune responses and indicate the possibility of developing long term preventive measures against RBIV using poly (I:C). Copyright © 2017 Elsevier Ltd. All rights reserved.

  9. Semiproportional values for TU games

    NARCIS (Netherlands)

    Khmelnitskaya, Anna Borisovna; Driessen, Theo

    2003-01-01

    The goal of the paper is to introduce a family of values for transferable utility cooperative games that are proportional for two-person games and as well satisfying some combinatorial structure composed by contributions of complementary coalitions or, to less extent, marginal contributions by

  10. Semiproportional values for TU games

    NARCIS (Netherlands)

    Khmelnitskaya, Anna Borisovna; Driessen, Theo

    2002-01-01

    The goal of the paper is to introduce a family of values for transferable utility cooperative games that are proportional for two-person games and as well satisfying some combinatorial structure composed by contributions of complementary coalitions or, to less extent, marginal contributions by

  11. Distribution of digital games via BitTorrent

    DEFF Research Database (Denmark)

    Drachen, Anders; Bauer, Kevin; Veitch, Robert W. D.

    2011-01-01

    distribution across game titles and game genres. This paper presents the first large-scale, open-method analysis of the distribution of digital game titles, which was conducted by monitoring the BitTorrent peer-to-peer (P2P) file-sharing protocol. The sample includes 173 games and a collection period of three...... months from late 2010 to early 2011. With a total of 12.6 million unique peers identified, it is the largest examination of game piracy via P2P networks to date. The study provides findings that reveal the magnitude of game piracy, the time-frequency of game torrents, which genres that get pirated...

  12. Playing and gaming

    DEFF Research Database (Denmark)

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

    2013-01-01

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

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

    Science.gov (United States)

    Schmitz, Birgit; Klemke, Roland; Specht, Marcus

    2013-01-01

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

  14. Towards generating arcade game rules with VGDL

    DEFF Research Database (Denmark)

    Nielsen, Thorbjørn; A B Barros, Gabriella; Togelius, Julian

    2015-01-01

    to play better than bad players. For the purpose of such evaluations, we introduce two new game tree search algorithms, DeepSearch and Explorer; these perform very well on benchmark games and constitute a substantial subsidiary contribution of the paper. In the end, the attempt to generate arcade games...

  15. Understanding Computational Thinking before Programming: Developing Guidelines for the Design of Games to Learn Introductory Programming through Game-Play

    Science.gov (United States)

    Kazimoglu, Cagin; Kiernan, Mary; Bacon, Liz; MacKinnon, Lachlan

    2011-01-01

    This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-play and learning traditional introductory programming. The paper proposes a possible model for,…

  16. Giving Games the Old College Try

    Directory of Open Access Journals (Sweden)

    Amy R. Hofer

    2013-12-01

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

  17. Strength Assessment of Broken Rock Postgrouting Reinforcement Based on Initial Broken Rock Quality and Grouting Quality

    Directory of Open Access Journals (Sweden)

    Hongfa Xu

    2017-01-01

    Full Text Available To estimate postgrouting rock mass strength growth is important for engineering design. In this paper, using self-developed indoor pressure-grouting devices, 19 groups of test cubic blocks were made of the different water cement ratio grouting into the broken rock of three kinds of particle sizes. The shear strength parameters of each group under different conditions were tested. Then this paper presents a quantitative calculation method for predicting the strength growth of grouted broken rock. Relational equations were developed to investigate the relationship between the growth rates of uniaxial compressive strength (UCS, absolute value of uniaxial tensile strength (AUTS, internal friction angle, and cohesion for post- to pregrouting broken rock based on Mohr-Coulomb strength criterion. From previous test data, the empirical equation between the growth rate of UCS and the ratio of the initial rock mass UCS to the grout concretion UCS has been determined. The equations of the growth rates of the internal friction coefficient and UCS for grouting broken rock with rock mass rating (RMR and its increment have been established. The calculated results are consistent with the experimental results. These observations are important for engineered design of grouting reinforcement for broken rock mass.

  18. Development of Active Learning with Simulations and Games

    Science.gov (United States)

    Zapalska, Alina; Brozik, Dallas; Rudd, Denis

    2012-01-01

    Educational games and simulations are excellent active learning tools that offer students hands-on experience. Little research is available on developing games and simulations and how teachers can be assisted in making their own games and simulations. In this context, the paper presents a multi-step process of how to develop games and simulations…

  19. Serious Games

    DEFF Research Database (Denmark)

    Salovaara-Moring, Inka

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

  20. Supermodular Games and Potential Games

    NARCIS (Netherlands)

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

    2001-01-01

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

  1. 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.

  2. Limitations of cooperation strategy – case of board games and simulation games

    Directory of Open Access Journals (Sweden)

    Michał Mijal

    2014-03-01

    Full Text Available Purpose: The aim of this paper was to investigate determinants of choosing negotiation strategies in simulation and board games. Methodology: The authors decided to use the standardized interview to get fi rst-thought answer fast. As respondents group of students from the Faculty of Management, University of Warsaw was chosen. Findings: Research material confi rms that confrontational strategy is the most popular one which was usually justifi ed by the actions of the opponents. Some of the participants took into their considerations also personal value hierarchy and the results of previous games. Nevertheless almost all students declared that their approach to negotiations was cooperative as well as integrative. Negotiators usually do not consider negotiations as a holistic process with a variable sum of winnings but they tend to focus rather on their own result. Moreover, distributive or confrontational negotiations are so strongly rooted in participants’ consciousness that abandoning this pattern requires a signifi cant theoretical and empirical knowledge on confl ict management. Originality: The paper is unique in terms of application of board games for defi ning determinants of the strategy-setting in negotiation games.

  3. Game theory : The next stage

    NARCIS (Netherlands)

    van Damme, E.E.C.

    1995-01-01

    This paper surveys some recent developments in (non-cooperative) game theory and provides an outlook on the near future of that theory. In particular, attention is focused on the limitations inherent in normative game theory and on attempts to construct a behavioral version of the theory that

  4. Plausibility orderings in dynamic games

    NARCIS (Netherlands)

    Perea ý Monsuwé, A.

    2014-01-01

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

  5. General Video Game Evaluation Using Relative Algorithm Performance Profiles

    DEFF Research Database (Denmark)

    Nielsen, Thorbjørn; Barros, Gabriella; Togelius, Julian

    2015-01-01

    In order to generate complete games through evolution we need generic and reliably evaluation functions for games. It has been suggested that game quality could be characterised through playing a game with different controllers and comparing their performance. This paper explores that idea throug...

  6. Experiential narrative in game environments

    OpenAIRE

    Calleja, Gordon; Digital Games Research Association (DiGRA) 2009 Conference

    2009-01-01

    This paper explores the contentious notion of experiential narrative and proposes the first step in a narrative framework for game environment. It argues for a shift in emphasis from story-telling, the dominant mode of narrative in literature and cinema, to story generation. To this effect the paper forwards a perspective on experiential narrative that is grounded in the specific qualities of the game. This avoids the over-generalization that tends to accompany discussions of experiential nar...

  7. Exploiting formal, non-formal and informal learning when using business games in leadership education

    DEFF Research Database (Denmark)

    Børgesen, Kenneth; Nielsen, Rikke Kristine; Henriksen, Thomas Duus

    2016-01-01

    Purpose This paper aims to address the necessity of allowing non-formal and informal processes to unfold when using business games for leadership development. While games and simulations have long been used in management training and leadership development, emphasis has been placed on the formal...... of the process is not assessed. Practical implications This paper suggests that the use of business games in leadership development should focus more on the processes and activities surrounding the game rather than narrowly focusing on the game. Originality/value This paper suggests a novel approach to using...... parts of the process and especially on the gaming experience. Design/methodology/approach This paper is based on a qualitative study of a French management game on change management, in which the game-based learning process is examined in light of adult learning. Findings This paper concludes that less...

  8. Dynamics of spatial traveler's dilemma games

    International Nuclear Information System (INIS)

    Tanimoto, Jun

    2014-01-01

    By examining payoff structures, we elucidate the traveler's dilemma (TD) game. It can be said that the TD game as the 2-player and multi-strategy game is a variant of the donor and recipient game, which itself is a subclass of the 2-player and 2-strategy (2 × 2) prisoner's dilemma, in the sense that the Nash equilibrium and fair Pareto optimum appear on mutual defection and mutual cooperation, respectively. Exploring spatial TD games, we observed that the network reciprocity of TD games can be universally scaled with a single dilemma parameter as can be performed in usual 2 × 2 games. Furthermore, we observed a local peak event reflecting a resurging cooperation fraction with increasing dilemma strength after degradation to a low level. We successfully demonstrate that this is caused by the specific dynamics of TD games created by their specific payoff structure. (paper)

  9. Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games

    Directory of Open Access Journals (Sweden)

    Mark Guttenbrunner

    2010-07-01

    Full Text Available Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development of new computer systems, the way games look and are played changes constantly. When trying to preserve console video games one faces problems of classified development documentation, legal aspects and extracting the contents from original media like cartridges with special hardware. Furthermore, special controllers and non-digital items are used to extend the gaming experience making it difficult to preserve the look and feel of console video games.This paper discusses strategies for the digital preservation of console video games. After a short overview of console video game systems, there follows an introduction to digital preservation and related work in common strategies for digital preservation and preserving interactive art. Then different preservation strategies are described with a specific focus on emulation. Finally a case study on console video game preservation is shown which uses the Planets preservation planning approach for evaluating preservation strategies in a documented decision-making process. Experiments are carried out to compare different emulators as well as other approaches, first for a single console video game system, then for different console systems of the same era and finally for systems of all eras. Comparison and discussion of results show that, while emulation works very well in principle for early console video games, various problems exist for the general use as a digital preservation alternative. We show what future work

  10. 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.

  11. 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.

  12. Salapiggy: Usability Test of the Sifteo Cubes as a Game Interface for the Money Counting Game for Preschoolers

    Science.gov (United States)

    Orense, Adrian; Decena, Berlyn Anne; Feria, Rommel

    2013-01-01

    Kinesthetic learning, one of the VAK learning styles, is now also being adapted by different gaming consoles and platforms. This paper presents Salapiggy, a two-part kinesthetic educational Sifteo game that has both a tutorial on money and sorting game. It is localized in the Philippines and uses Filipino as the User Interface Language and the…

  13. Reinventing the Arcade: Computer Game Mediated Play Spaces for Physical Interaction

    Directory of Open Access Journals (Sweden)

    A. M. Connor

    2015-10-01

    Full Text Available This paper suggests that recent developments in video game technology have occurred in parallel to play being moved from public into private spaces, which has had impact on the way people interact with games. The paper also argues and that there is potentially value in the creation of public play spaces to create opportunities to utilise both technology and body for the benefit of community culture and experiences through gaming. Co-located social gaming coupled with tangible interfaces offer alternative possibilities for the local video game scene. This paper includes a descriptive account of Rabble Room Arcade, an experimental social event combining custom-built tangible interface devices and multiplayer video games. The event was designed around games that promoted a return to simplicity through the use of unique tangible controllers to allow casual gamers to connect to the game and to each other, whilst also transforming the event into a spectacle.

  14. Telecollaborative Games for Youngsters: Impact on Motivation

    Science.gov (United States)

    Jauregi, Kristi

    2016-01-01

    The present paper describes a case study on the effects of telecollaborative games on learners' motivation. 12 learners from a Dutch and a British secondary school participated in the study. Different games, which included gamification elements, were developed on OpenSim. The overall educational goals of the games were to enhance cultural…

  15. Study on Excitation-triggered Damage Mechanism in Perilous Rock

    Science.gov (United States)

    Chen, Hongkai; Wang, Shengjuan

    2017-12-01

    Chain collapse is easy to happen for perilous rock aggregate locating on steep high slope, and one of the key scientific problems is the damage mechanism of perilous rock under excitation action at perilous rock rupture. This paper studies excitation-triggered damage mechanism in perilous rock by wave mechanics, which gives three conclusions. Firstly, when only the normal incidence attenuation spread of excitation wave is considered, while the energy loss is ignored for excitation wave to spread in perilous rock aggregate, the paper establishes one method to calculate peak velocity when excitation wave passes through boundary between any two perilous rock blocks in perilous rock aggregate. Secondly, following by Sweden and Canmet criteria, the paper provides one wave velocity criterion for excitation-triggered damage in the aggregate. Thirdly, assuming double parameters of volume strain of cracks or fissures in rock meet the Weibull distribution, one method to estimate micro-fissure in excitation-triggered damage zone in perilous rock aggregate is established. The studies solve the mechanical description problem for excitation-triggered damage in perilous rock, which is valuable in studies on profoundly rupture mechanism.

  16. RAGE Architecture for Reusable Serious Gaming Technology Components

    NARCIS (Netherlands)

    Van der Vegt, Wim; Westera, Wim; Nyamsuren, Enkhbold; Georgiev, Atanas; Martinez Ortiz, Ivan

    2016-01-01

    For seizing the potential of serious games, the RAGE project - funded by the Horizon-2020 Programme of the European Commission - will make available an interoperable set of advanced technology components (software assets) that support game studios at serious game development. This paper describes

  17. What Does Olympic Games Bring to Economy

    Institute of Scientific and Technical Information of China (English)

    2004-01-01

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

  18. A dynamic game on Green Supply Chain Management

    OpenAIRE

    Mehrnoosh Khademi; Massimiliano Ferrara; Bruno Pansera; Mehdi Salimi

    2015-01-01

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

  19. Implementation of Business Game Activity Support System

    Institute of Scientific and Technical Information of China (English)

    TANABU Motonari

    2004-01-01

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

  20. Towards gaze-controlled platform games

    DEFF Research Database (Denmark)

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

    2011-01-01

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

  1. 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.

  2. Collaborative Virtual Gaming Worlds in Higher Education

    Science.gov (United States)

    Whitton, Nicola; Hollins, Paul

    2008-01-01

    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs) and massively multi-player online role-playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider…

  3. 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...

  4. Architecturally Reconfigurable Development of Mobile Games

    DEFF Research Database (Denmark)

    Zhang, Weishan

    2005-01-01

    . Mobile game domain variants could be handled uniformly and traced across all kinds of software assets. The architecture and configuration mechanism in our approach make optimizations that built into meta-components propagated to all product line members. We show this approach with an industrial Role-Playing-Game......Mobile game development must face the problem of multiple hardware and software platforms, which will bring large number of variants. To cut the development and maintenance efforts, in this paper, we present an architecturally reconfigurable software product line approach to develop mobile games...

  5. Disjoint states and quantum games

    International Nuclear Information System (INIS)

    Kowalski, A M; Plastino, A

    2013-01-01

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

  6. The rules of the game

    Science.gov (United States)

    Tay, Lee Yong; Lim, Cher Ping

    2012-12-01

    This response to Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg and Nicole Husain's paper, Challenges and opportunities: Using a science- based video game in secondary school settings, explores the issues encountered while a science-based video game is introduced in secondary school settings. It highlights the importance of the context, the availability of technologies, the skilfulness of the teachers and readiness of the students for a more successful use of games in schools. In addition, the definition of student engagement is also further discussed.

  7. 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...

  8. How do we think machines think? An fMRI study of alleged competition with an artificial intelligence

    Directory of Open Access Journals (Sweden)

    Thierry eChaminade

    2012-05-01

    Full Text Available Humans are particularly skilled in mentalizing, the inference of other agents’ hidden mental states. Here we question whether activity in brain areas involved in mentalizing is specific to the processing of mental states or can be generalized to the inference of non-mental states by investigating brain responses during the interaction with an artificial agent. Participants were scanned using fMRI during interactive rock-paper-scissors games while believing the opponent was a fellow human (Intentional agent, a humanoid robot endowed with an algorithm developed to win the game (Artificial agent, or a laptop playing randomly (Random agent. Subjective reports indicated that participants perceived differences between the three opponents. No brain area responded specifically to interaction with the robot, suggesting the absence of reproducible stance when interacting with an artificial agent. We probed response to the artificial agent in clusters activated during the interaction with the intentional agent. A highly significant increase from robot to human in all clusters, including the precuneus involved in working memory, the posterior intraparietal suclus, in the control of attention and the dorsolateral prefrontal cortex, in executive functions, supports the intrinsically engaging nature of social interactions. Mentalizing regions, the medial prefrontal cortex and right temporoparietal junction, responded to the human only, supporting that humans do not adopt an intentional stance when interacting with an artificial agent. In contrast, left premotor cortex and anterior intraparietal sulcus involved in motor resonance were activated when interacting with the intentional and artificial agent, suggesting that participants also simulated the embodied humanoid robot’s actions in the game. Results support the specificity of mentalizing areas for interactions with intentional agents, while motor resonance generalizes to interactions with

  9. IL-3 Maintains Activation of the p90S6K/RPS6 Pathway and Increases Translation in Human Eosinophils.

    Science.gov (United States)

    Esnault, Stephane; Kelly, Elizabeth A B; Shen, Zhong-Jian; Johansson, Mats W; Malter, James S; Jarjour, Nizar N

    2015-09-15

    IL-5 is a major therapeutic target to reduce eosinophilia. However, all of the eosinophil-activating cytokines, such as IL-5, IL-3, and GM-CSF, are typically present in atopic diseases, including allergic asthma. As a result of the functional redundancy of these three cytokines on eosinophils and the loss of IL-5R on airway eosinophils, it is important to take IL-3 and GM-CSF into account to efficiently reduce tissue eosinophil functions. Moreover, these three cytokines signal through a common β-chain receptor but yet differentially affect protein production in eosinophils. Notably, the increased ability of IL-3 to induce the production of proteins, such as semaphorin-7A, without affecting mRNA levels suggests a unique influence of IL-3 on translation. The purpose of this study was to identify the mechanisms by which IL-3 distinctively affects eosinophil function compared with IL-5 and GM-CSF, with a focus on protein translation. Peripheral blood eosinophils were used to study intracellular signaling and protein translation in cells activated with IL-3, GM-CSF, or IL-5. We establish that, unlike GM-CSF or IL-5, IL-3 triggers prolonged signaling through activation of ribosomal protein S6 (RPS6) and the upstream kinase 90-kDa ribosomal S6 kinase (p90S6K). Blockade of p90S6K activation inhibited phosphorylation of RPS6 and IL-3-enhanced semaphorin-7A translation. Furthermore, in an allergen-challenged environment, in vivo phosphorylation of RPS6 and p90S6K was enhanced in human airway compared with circulating eosinophils. Our findings provide new insights into the mechanisms underlying differential activation of eosinophils by IL-3, GM-CSF, and IL-5. These observations identify IL-3 and its downstream intracellular signals as novel targets that should be considered to modulate eosinophil functions. Copyright © 2015 by The American Association of Immunologists, Inc.

  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. Understanding the Role of Achievements in Game-Based Learning

    Directory of Open Access Journals (Sweden)

    Lucas Blair

    2016-12-01

    Full Text Available The objective of the current research was to examine whether one potentially effective gaming strategy—achievements—has a positive impact on learning in a game-based environment. An achievement in a video game is a reward or recognition earned by players for an in-game accomplishment. This paper describes a series of studies to evaluate the effects of achievement types on learning in a game designed to teach about health resources. The Game “Phone Dash” was used as the testbed for the following studies. The following questionnaires were utilized in this study: Video Game Self-Efficacy Scale (VGSES questionnaire, Relevance and Usefulness questionnaire, Game Engagement Questionnaire (GEQ, and the Intrinsic Motivation Inventory (IMI. Four studies were conducted. Results indicated that while in unison, the achievements were not as potent in motivating performance, certainly when combined they produced measurable changes in behavior. The four studies described in this paper provide important information regarding the optimal design of achievements in game-based health education. Developers of future game-based learning can use this information to enhance the potential effectiveness of their products. 

  12. Platform for Distributed 3D Gaming

    Directory of Open Access Journals (Sweden)

    A. Jurgelionis

    2009-01-01

    Full Text Available Video games are typically executed on Windows platforms with DirectX API and require high performance CPUs and graphics hardware. For pervasive gaming in various environments like at home, hotels, or internet cafes, it is beneficial to run games also on mobile devices and modest performance CE devices avoiding the necessity of placing a noisy workstation in the living room or costly computers/consoles in each room of a hotel. This paper presents a new cross-platform approach for distributed 3D gaming in wired/wireless local networks. We introduce the novel system architecture and protocols used to transfer the game graphics data across the network to end devices. Simultaneous execution of video games on a central server and a novel streaming approach of the 3D graphics output to multiple end devices enable the access of games on low cost set top boxes and handheld devices that natively lack the power of executing a game with high-quality graphical output.

  13. Game Design and Learning: A Conjectural Analysis of How Massively Multiple Online Role-Playing Games (MMORPGs) Foster Intrinsic Motivation

    Science.gov (United States)

    Dickey, Michele D.

    2007-01-01

    During the past two decades, the popularity of computer and video games has prompted games to become a source of study for educational researchers and instructional designers investigating how various aspects of game design might be appropriated, borrowed, and re-purposed for the design of educational materials. The purpose of this paper is to…

  14. 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.

  15. Online Game Elements, Players and the Bond Between Them

    OpenAIRE

    Schweizer, Sandra

    2017-01-01

    The results are guidelines for game developers to improve their game design. Through using the guidelines of the paper, developers know how to implement appealing online game elements which appeal to the player and draw them in. The result of the thesis are socializing, achievements and immersion are motivated the player to play online games, as well as the way online games stimulate the player's brain.

  16. Evolution of plastid gene rps2 in a lineage of hemiparasitic and holoparasitic plants: Many losses of photosynthesis and complex patterns of rate variation

    Science.gov (United States)

    dePamphilis, Claude W.; Young, Nelson D.; Wolfe, Andrea D.

    1997-01-01

    The plastid genomes of some nonphotosynthetic parasitic plants have experienced an extreme reduction in gene content and an increase in evolutionary rate of remaining genes. Nothing is known of the dynamics of these events or whether either is a direct outcome of the loss of photosynthesis. The parasitic Scrophulariaceae and Orobanchaceae, representing a continuum of heterotrophic ability ranging from photosynthetic hemiparasites to nonphotosynthetic holoparasites, are used to investigate these issues. We present a phylogenetic hypothesis for parasitic Scrophulariaceae and Orobanchaceae based on sequences of the plastid gene rps2, encoding the S2 subunit of the plastid ribosome. Parasitic Scrophulariaceae and Orobanchaceae form a monophyletic group in which parasitism can be inferred to have evolved once. Holoparasitism has evolved independently at least five times, with certain holoparasitic lineages representing single species, genera, and collections of nonphotosynthetic genera. Evolutionary loss of the photosynthetic gene rbcL is limited to a subset of holoparasitic lineages, with several holoparasites retaining a full length rbcL sequence. In contrast, the translational gene rps2 is retained in all plants investigated but has experienced rate accelerations in several hemi- as well as holoparasitic lineages, suggesting that there may be substantial molecular evolutionary changes to the plastid genome of parasites before the loss of photosynthesis. Independent patterns of synonymous and nonsynonymous rate acceleration in rps2 point to distinct mechanisms underlying rate variation in different lineages. Parasitic Scrophulariaceae (including the traditional Orobanchaceae) provide a rich platform for the investigation of molecular evolutionary process, gene function, and the evolution of parasitism. PMID:9207097

  17. Pore-scale analysis of electrical properties in thinly bedded rock using digital rock physics

    International Nuclear Information System (INIS)

    Sun, Jianmeng; Zhao, Jianpeng; Liu, Xuefeng; Chen, Hui; Jiang, LiMing; Zhang, JinYan

    2014-01-01

    We investigated the electrical properties of laminated rock consist of macro-porous layers and micro-porous layers based on digital rock technology. Due to the bedding effect and anisotropy, traditional Archie equations cannot well describe the electrical behavior of laminated rock. The RI-Sw curve of laminated rock shows a nonlinear relationship. The RI-Sw curve can be divided into two linear segments with different saturation exponent. Laminated sand-shale sequences and laminated sands of different porosity or grain size will yield macroscopic electrical anisotropy. Numerical simulation and theoretical analysis lead to the conclusion that electrical anisotropy coefficient of laminated rock is a strong function of water saturation. The function curve can be divided into three segments by the turning point. Therefore, the electrical behavior of laminated rock should be considered in oil exploration and development. (paper)

  18. Collaborative virtual gaming worlds in higher education

    OpenAIRE

    Whitton, Nicola; Hollins, Paul

    2008-01-01

    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs) and massively multiplayer online role-playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to h...

  19. Computational topology and the Unique Games Conjecture

    OpenAIRE

    Grochow, Joshua A.; Tucker-Foltz, Jamie

    2018-01-01

    Covering spaces of graphs have long been useful for studying expanders (as "graph lifts") and unique games (as the "label-extended graph"). In this paper we advocate for the thesis that there is a much deeper relationship between computational topology and the Unique Games Conjecture. Our starting point is Linial's 2005 observation that the only known problems whose inapproximability is equivalent to the Unique Games Conjecture - Unique Games and Max-2Lin - are instances of Maximum Section of...

  20. 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

  1. Social Interactions in Online Gaming

    Science.gov (United States)

    Griffiths, Mark; Hussain, Zaheer; Grüsser, Sabine M.; Thalemann, Ralf; Cole, Helena; Davies, Mark N. O.; Chappell, Darren

    2011-01-01

    This paper briefly overviews five studies examining massively multiplayer online role-playing games (MMORPGs). The first study surveyed 540 gamers and showed that the social aspects of the game were the most important factor for many gamers. The second study explored the social interactions of 912 MMORPG players and showed they created strong…

  2. Evolution of restraint in a structured rock–paper–scissors community

    Science.gov (United States)

    Nahum, Joshua R.; Harding, Brittany N.; Kerr, Benjamin

    2011-01-01

    It is not immediately clear how costly behavior that benefits others evolves by natural selection. By saving on inherent costs, individuals that do not contribute socially have a selective advantage over altruists if both types receive equal benefits. Restrained consumption of a common resource is a form of altruism. The cost of this kind of prudent behavior is that restrained individuals give up resources to less-restrained individuals. The benefit of restraint is that better resource management may prolong the persistence of the group. One way to dodge the problem of defection is for altruists to interact disproportionately with other altruists. With limited dispersal, restrained individuals persist because of interaction with like types, whereas it is the unrestrained individuals that must face the negative long-term consequences of their rapacity. Here, we study the evolution of restraint in a community of three competitors exhibiting a nontransitive (rock–paper–scissors) relationship. The nontransitivity ensures a form of negative feedback, whereby improvement in growth of one competitor has the counterintuitive consequence of lowering the density of that improved player. This negative feedback generates detrimental long-term consequences for unrestrained growth. Using both computer simulations and evolution experiments with a nontransitive community of Escherichia coli, we find that restrained growth can evolve under conditions of limited dispersal in which negative feedback is present. This research, thus, highlights a set of ecological conditions sufficient for the evolution of one form of altruism. PMID:21690371

  3. Design Pattern Canvas: An Introduction to Unified Serious Game Design Patterns

    Directory of Open Access Journals (Sweden)

    Gregor Zavcer

    2014-10-01

    Full Text Available The aim of this article is to start a dialogue and search for a unified game design tool within the game design and research community. As a possible direction, presented paper outlines the practice and importance of design pattern use in serious game development and argues that design patterns can make serious game development more efficient by enabling knowledge exchange and better communication between different stakeholders. Furthermore, the use of design patterns provides a foundation for structured research and analysis of games. In order to help advance the state of game design the paper proposes a new method – the Serious Games Design Pattern Canvas or shorter Design Pattern Canvas (DPC. DPC is a design template for developing new or documenting existing (serious game design patterns. It is a visual chart with elements describing a pattern's purpose, mechanic, audience, consequences, collected data, related research and ethical considerations. It assists game designer in aligning their activities by illustrating patterns characteristics and potential trade-offs. One of the goals of the DPC is to either help break larger game design problems into smaller pieces or assist in a bottom up approach of designing serious games. It is important to note, that the paper proposes the first step for co-creation of a game design tool and further research and validation of the DPC is needed.

  4. DSM-5 diagnosis of Internet Gaming Disorder: Some ways forward in overcoming issues and concerns in the gaming studies field

    Science.gov (United States)

    Kuss, Daria J.; Griffiths, Mark D.; Pontes, Halley M.

    2017-01-01

    Background and aims The current DSM-5 diagnosis of Internet Gaming Disorder (IGD; American Psychiatric Association [APA], 2013) has led to a number of issues and concerns that we highlighted in our recent paper (Kuss, Griffiths, & Pontes, 2017). Experts in the field responded to our evaluation of these issues resulting in six commentaries. Methods In this paper, we offer responses to the six commentaries to move the scientific field forward. All of the responses to our original paper highlighted many conceptual, theoretical, and/or methodological problems with the proposed IGD diagnosis as outlined in the DSM-5. We outline some ways forward in overcoming issues and concerns in the gaming studies field. Results We argue that rather than stigmatizing gaming per se, the role of scientists and practitioners is to establish a clear-cut distinction between someone who may use games excessively but non-problematically and someone who is experiencing significant impairment in their daily lives as a consequence of their excessive gaming. This responsibility needs to be shared by popular media who are often quick to build a moral panic around gaming behaviors, often based on cherry-picking specific case studies and pieces of research which support their headlines. Conclusion Researchers, practitioners, gaming developers, and the media need to work together and collaboratively to build a realistic and comprehensive understanding of gaming as a normal, enjoyable, and often beneficial sociocultural practice, which for a small minority of excessive users may be associated with the experience of addiction-related symptoms that may require professional support. PMID:28662619

  5. DSM-5 diagnosis of Internet Gaming Disorder: Some ways forward in overcoming issues and concerns in the gaming studies field.

    Science.gov (United States)

    Kuss, Daria J; Griffiths, Mark D; Pontes, Halley M

    2017-06-01

    Background and aims The current DSM-5 diagnosis of Internet Gaming Disorder (IGD; American Psychiatric Association [APA], 2013) has led to a number of issues and concerns that we highlighted in our recent paper (Kuss, Griffiths, & Pontes, 2017). Experts in the field responded to our evaluation of these issues resulting in six commentaries. Methods In this paper, we offer responses to the six commentaries to move the scientific field forward. All of the responses to our original paper highlighted many conceptual, theoretical, and/or methodological problems with the proposed IGD diagnosis as outlined in the DSM-5. We outline some ways forward in overcoming issues and concerns in the gaming studies field. Results We argue that rather than stigmatizing gaming per se, the role of scientists and practitioners is to establish a clear-cut distinction between someone who may use games excessively but non-problematically and someone who is experiencing significant impairment in their daily lives as a consequence of their excessive gaming. This responsibility needs to be shared by popular media who are often quick to build a moral panic around gaming behaviors, often based on cherry-picking specific case studies and pieces of research which support their headlines. Conclusion Researchers, practitioners, gaming developers, and the media need to work together and collaboratively to build a realistic and comprehensive understanding of gaming as a normal, enjoyable, and often beneficial sociocultural practice, which for a small minority of excessive users may be associated with the experience of addiction-related symptoms that may require professional support.

  6. Efficiently detecting outlying behavior in video-game players.

    Science.gov (United States)

    Kim, Young Bin; Kang, Shin Jin; Lee, Sang Hyeok; Jung, Jang Young; Kam, Hyeong Ryeol; Lee, Jung; Kim, Young Sun; Lee, Joonsoo; Kim, Chang Hun

    2015-01-01

    In this paper, we propose a method for automatically detecting the times during which game players exhibit specific behavior, such as when players commonly show excitement, concentration, immersion, and surprise. The proposed method detects such outlying behavior based on the game players' characteristics. These characteristics are captured non-invasively in a general game environment. In this paper, cameras were used to analyze observed data such as facial expressions and player movements. Moreover, multimodal data from the game players (i.e., data regarding adjustments to the volume and the use of the keyboard and mouse) was used to analyze high-dimensional game-player data. A support vector machine was used to efficiently detect outlying behaviors. We verified the effectiveness of the proposed method using games from several genres. The recall rate of the outlying behavior pre-identified by industry experts was approximately 70%. The proposed method can also be used for feedback analysis of various interactive content provided in PC environments.

  7. Efficiently detecting outlying behavior in video-game players

    Directory of Open Access Journals (Sweden)

    Young Bin Kim

    2015-12-01

    Full Text Available In this paper, we propose a method for automatically detecting the times during which game players exhibit specific behavior, such as when players commonly show excitement, concentration, immersion, and surprise. The proposed method detects such outlying behavior based on the game players’ characteristics. These characteristics are captured non-invasively in a general game environment. In this paper, cameras were used to analyze observed data such as facial expressions and player movements. Moreover, multimodal data from the game players (i.e., data regarding adjustments to the volume and the use of the keyboard and mouse was used to analyze high-dimensional game-player data. A support vector machine was used to efficiently detect outlying behaviors. We verified the effectiveness of the proposed method using games from several genres. The recall rate of the outlying behavior pre-identified by industry experts was approximately 70%. The proposed method can also be used for feedback analysis of various interactive content provided in PC environments.

  8. Adaptive Learning in Weighted Network Games

    NARCIS (Netherlands)

    Bayer, Péter; Herings, P. Jean-Jacques; Peeters, Ronald; Thuijsman, Frank

    2017-01-01

    This paper studies adaptive learning in the class of weighted network games. This class of games includes applications like research and development within interlinked firms, crime within social networks, the economics of pollution, and defense expenditures within allied nations. We show that for

  9. Representational Inquiry competences in Science Games

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2009-01-01

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

  10. Game engines and immersive displays

    Science.gov (United States)

    Chang, Benjamin; Destefano, Marc

    2014-02-01

    While virtual reality and digital games share many core technologies, the programming environments, toolkits, and workflows for developing games and VR environments are often distinct. VR toolkits designed for applications in visualization and simulation often have a different feature set or design philosophy than game engines, while popular game engines often lack support for VR hardware. Extending a game engine to support systems such as the CAVE gives developers a unified development environment and the ability to easily port projects, but involves challenges beyond just adding stereo 3D visuals. In this paper we outline the issues involved in adapting a game engine for use with an immersive display system including stereoscopy, tracking, and clustering, and present example implementation details using Unity3D. We discuss application development and workflow approaches including camera management, rendering synchronization, GUI design, and issues specific to Unity3D, and present examples of projects created for a multi-wall, clustered, stereoscopic display.

  11. Computer Programming: An Activity as Compelling as Game Play

    Directory of Open Access Journals (Sweden)

    Tom Goulding

    2010-04-01

    Full Text Available Game motif programming exercises (GM-Games were developed to help novices develop complex client server game systems within their freshman year. GM-Games foster a strong work ethic in as much as they reproduce the challenges and excitement associated with game play; yet their purpose is the development of advanced programming skills. We have found that young people are just as interested in mastering programming skills as they are in mastering the shooting, racing or strategy skills required in many entertainment games. We describe in this paper how GM-Games imitate many of the aspects of game play.

  12. 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.

  13. 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.

  14. Serious Games are a Serious Tool for Team Research

    Directory of Open Access Journals (Sweden)

    Michael D. Coovert

    2017-03-01

    Full Text Available Serious games are an attractive tool for education and training, but their utility is even broader. We argue serious games provide a unique opportunity for research as well, particularly in areas where multiple players (groups or teams are involved. In our paper we provide background in several substantive areas. First, we outline major constructs and challenges found in team research. Secondly, we discuss serious games, providing an overview and description of their role in education, training, and research. Thirdly, we describe necessary characteristics for game engines utilized in team research, followed by a discussion of the value added by utilizing serious games. Our goal in this paper is to argue serious games are an effective tool with demonstrated reliability and validity and should be part of a research program for those engaged in team research. Both team researchers and those involved in serious game development can benefit from a mutual partnership which is research focused.

  15. Generating Explanations for Internet-based Business Games

    Directory of Open Access Journals (Sweden)

    Martin Fischer

    2007-06-01

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

  16. Game mechanics : advanced game design

    NARCIS (Netherlands)

    Adams, Ernest; Dormans, Joris

    2012-01-01

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

  17. Escapist Motives for Playing On-Line Games

    DEFF Research Database (Denmark)

    Sudzina, Frantisek; Razmerita, Liana

    2012-01-01

    Social games have become popular along with the tremendous growth of social networking sites, esp. Facebook. There is a gap in literature on what motivates people to play Facebook games. This paper studies social games usage behavior of students. We focus on escapist reasons, based on Warmelink...... of escapist motives for playing Facebook and other on-line games, we investigate how they are linked to demographic data such as: age, gender, place of origin, along with other social interactions patterns and social network usage behavior, current gaming status and an estimate of gaming time. According...... to our study, only 10% of respondents, who have started to play Facebook games, continued to play them. The most important motives for playing games is mundane breaking, the second reason is pleasure seeking, the third is stress relieving, and the least important is imagination conjuring....

  18. An evaluation of mental health stigma perpetuated by horror video gaming.

    Directory of Open Access Journals (Sweden)

    Dickens, E. G.

    2017-07-01

    Full Text Available Video games often feature mental patients in their storylines. This review is intended to test the hypothesis that these depictions potentially contribute to stigma surrounding mental health communities, and may negatively reflect on those with mental health difficulties. The criteria for evaluating the chosen games were created by combining elements from four separate academic papers. The games were analyzed via screenshots from online videos detailing a playthrough of chosen games, and text from the games themselves. The research within this paper suggests stigma can exist outside of conventional media platforms and highlights the availability of stigma-related horror video games inside the gaming market. This study also emphasizes how the depictions of those with mental health difficulties inside of video games have the capacity to harm mental health communities.

  19. 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.

  20. Scissors Modes and Spin Excitations in Light Nuclei Including ΔN=2 Excitations: Behaviour of 8Be and 10Be

    Science.gov (United States)

    Fayache, M. S.; Sharma, S. Shelley; Zamick, L.

    1996-10-01

    Shell model calculations are performed for magnetic dipole excitations in8Be and10Be, first with a quadrupole-quadrupole interaction (Q·Q) and then with a realistic interaction. The calculations are performed both in a 0pspace and in a large space which includes all 2ℏωexcitations. In the 0pwithQ·Qwe have an analytic expression for the energies of all states. In this limit we find that in10Be theL=1S=0 scissors mode with isospinT=1 is degenerate with that ofT=2. By projection from an intrinsic state we can obtain simple expressions forB(M1) to the scissors modes in8Be and10Be. We plot cumulative sums for energy-weighted isovector orbital transitions fromJ=0+ground states to the 1+excited states. These have the structure of a low-energy plateau and a steep rise to a high-energy plateau. The relative magnitudes of these plateaux are discussed. By comparing8Be and10Be we find that contrary to the behaviour in heavy deformed nuclei,B(M1)orbitalis not proportional toB(E2). On the other hand, a sum rule which relatesB(M1) to the difference (B(E2)isoscalar-B(E2)isovector) succeeds in describing the difference in behaviours in the two nuclei. The results forQ·Qand the realistic interactions are compared, as are the results in the 0pspace and the large (0p+2ℏω) space. The Wigner supermultiplet scheme is a very useful guide in analyzing the shell model results.

  1. Evaluating the benefits of collaboration in simulation games: the case of health care.

    Science.gov (United States)

    Leung, Ricky

    2014-01-28

    Organizations have used simulation games for health promotion and communication. To evaluate how simulation games can foster collaboration among stakeholders, this paper develops two social network measures. The paper aims to initiate two specific measures that facilitate organizations and researchers to evaluate the effectiveness of Web-based simulation games in fostering collaboration. The two measures are: (1) network density and (2) network diversity. They measure the level of connectedness and communication evenness within social networks. To illustrate how these measures may be used, a hypothetical game about health policy is outlined. Web-based games can serve as an effective platform to engage stakeholders because interaction among them is quite convenient. Yet, systematic evaluation and planning are necessary to realize the benefits of these games. The paper suggests directions for testing how the social network dimension of Web-based games can augment individual-level benefits that stakeholders can obtain from playing simulation games. While this paper focuses on measuring the structural properties of social networks in Web-based games, further research should focus more attention on the appropriateness of game contents. In addition, empirical research should cover different geographical areas, such as East Asian countries where video games are very popular.

  2. Video game addiction: past, present and future

    OpenAIRE

    Griffiths, MD; Kuss, DJ; King, DL

    2012-01-01

    Gaming addiction has become a topic of increasing research interest. The last decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play and video game addiction. This paper begins with a brief past history of how research into video game addiction has changed over the last three decades (i.e., the 1980s, 1990s and 2000s). It then examines more thoroughly the contemporary research literature by analyzing the (i) prev...

  3. Effects of Game Technology on Elementary Student Learning in Mathematics

    Science.gov (United States)

    Shin, Namsoo; Sutherland, LeeAnn M.; Norris, Cathleen A.; Soloway, Elliot

    2012-01-01

    This paper reports the effects of game technology on student learning in mathematics as investigated in two data sets collected from slightly different subjects. In the first, 41 second graders (7 or 8 years old) from two classes used either a technology-based game or a paper-based game for 5 weeks. For the next 13 weeks, both classes used a…

  4. Improving topology optimization intuition through games

    DEFF Research Database (Denmark)

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

    2016-01-01

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

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

    NARCIS (Netherlands)

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

    2016-01-01

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

  6. Are violent video games harmful?

    Science.gov (United States)

    Porter, Guy; Starcevic, Vladan

    2007-10-01

    The aim of this paper is to revisit the controversial issue of the association of violent video games and aggressive behaviour. Several lines of evidence suggest that there is a link between exposure to violent video games and aggressive behaviour. However, methodological shortcomings of research conducted so far make several interpretations of this relationship possible. Thus, aggressive behaviour may be a consequence of playing violent video games, an expression of hostile traits that existed before exposure to these games, and/or it may be a result of several possible combinations of these and other factors. Mental health professionals need to be aware of these potentially negative effects of violent video games when assessing patients who present with aggression. There is a need for prospective, long-term studies similar to those evaluating the effects of television and film violence on children and adolescents.

  7. Serious gaming in women's health care.

    Science.gov (United States)

    de Wit-Zuurendonk, L D; Oei, S G

    2011-11-01

    Computer-based (serious) gaming is a new field in medical education, which has the potential to become an important tool for healthcare professionals for learning a range of clinical skills. To evaluate the current status of serious gaming in medicine, we performed a systematic literature review. In June 2011, we undertook a search in PubMed and Embase databases with the MeSH terms video games, education, training, gaming and healthcare. Thirty relevant papers were identified, reviewed and summarised. The studies showed that serious gaming is a stimulating learning method and that students are enthusiastic about its use. Studies have shown that previous recreational gaming is associated with greater surgical skill, especially for laparoscopy. In addition to surgical skills, serious gaming is potentially a good method for learning clinical decision-making and patient interaction. Games are already being developed for teaching specific clinical skills, for example in cardiology and orthopaedics for example. Initial studies suggest that serious gaming is likely to be an effective training method; however, there is a paucity of studies showing the conclusive clinical benefit of serious gaming. Future studies should focus on demonstrating the clinical effectiveness of serious gaming on skills used in patient care. © 2011 The Authors BJOG An International Journal of Obstetrics and Gynaecology © 2011 RCOG.

  8. Playing Games: Do Game Consoles Have a Positive Impact on Girls' Learning Outcomes and Motivation?

    Science.gov (United States)

    Kitching, Lucy; Wheeler, Steve

    2013-01-01

    Games based learning is currently a hotly debated topic in education and is a fertile field of study (Holmes, 2011; Abrams, 2009). Many schools are exploring ways in which games can be embedded into the curriculum, to enhance learning through deeper engagement and higher levels of motivation (Miller & Robertson, 2010). This paper explores the…

  9. Martian Boneyards: Scientific Inquiry in an MMO Game

    Science.gov (United States)

    Asbell-Clarke, Jodi; Edwards, Teon; Rowe, Elizabeth; Larsen, Jamie; Sylvan, Elisabeth; Hewitt, Jim

    2012-01-01

    This paper reports on research of a game designed for scientific inquiry in a new and publicly available massively-multiplayer online environment (MMO). Educators and game designers worked together to create a highly immersive environment, a compelling storyline, and research-grounded tools for scientific inquiry within the game. The designers…

  10. A refined surgical treatment modality for bromhidrosis: Subcutaneous scissor with micropore.

    Science.gov (United States)

    Dai, Yeqin; Xu, Ai-E; He, Junhua

    2017-05-01

    Axillary bromhidrosis has a strong negative effect on one's social life. A high success rate and few complications are criteria for a surgical treatment. The objective of this study was to evaluate a new surgical treatment modality for bromhidrosis: subcutaneous scissor with micropore. Twenty patients with bromhidrosis were treated. Patients were placed in a supine position with their treated arms abducted to 110°. After injection of 60 mL of tumescent solution into each axilla, one small incision was made at the middle axillary of the hair-bearing area. The whole hair-bearing skin was undermined at the level of the superficial fat to obtain adequate skin eversion. The flaps were everted to offer full exposure of the apocrine glands, and meticulous excision of each gland was performed. Both sides were punctured with scalpel. The micropore was used for drainage, and whose width was just 3 mm. Finally, the incisions were re-approximated, and bulky compressive dressings were applied to the area for 72 hours. Of the 40 axillae (20 patients), 34 (85.0%) showed excellent results, and six (15.0%) had good results. Malodor was significantly decreased. There were no serious complications. This technique can produce excellent results with a lower complication rate than most other surgical modalities and can be performed without costly equipment. © 2017 Wiley Periodicals, Inc.

  11. Inclusive Competitive Game Play Through Balanced Sensory Feedback.

    Science.gov (United States)

    Westin, Thomas; Söderström, David; Karlsson, Olov; Peiris, Ranil

    2017-01-01

    While game accessibility has improved significantly the last few years, there are still barriers for equal participation and multiplayer issues have been less researched. Game balance is here about making the game fair in a player versus player competitive game. One difficult design task is to balance the game to be fair regardless of visual or hearing capabilities, with clearly different requirements. This paper explores a tentative design method for enabling inclusive competitive game-play without individual adaptations of game rules that could spoil the game. The method involved applying a unified design method to design an unbalanced game, then modifying visual feedback as a hypothetical balanced design, and testing the game with totally 52 people with and without visual or hearing disabilities in three workshops. Game balance was evaluated based on score differences and less structured qualitative data, and a redesign of the game was made. Conclusions are a tentative method for balancing a multiplayer, competitive game without changing game rules and how the method can be applied.

  12. Augmentation of board games using smartphones

    DEFF Research Database (Denmark)

    Kulsinskas, Arturas; Balan, Catalin; Egede Bukdahl, Nicholas

    2015-01-01

    This paper contains details about research into the effect of digital augmentation on social presence in board games. A case study of the board game Tobago was performed during the project and a prototype application for smartphones was developed in order to compare the players’ social presence...

  13. Learning vocabulary through a serious game in Primary Education

    OpenAIRE

    Heitink, Maaike Christine; Fisser, Petra; Voogt, Joke; McBride, Ron; Searson, Michael

    2013-01-01

    This study explored the effect of a serious game on the vocabulary of students in primary education. 206 students and 10 teachers used the game during vocabulary lessons in three conditions: (a)online game and vocabulary instruction, (b)online game only, and (c)paper game and vocabulary instruction. Both immediate learning and retention effects were examined. Additionally a student questionnaire and teacher interview regarding their experiences has been employed. Results show a significant le...

  14. Trans-splicing of plastid rps12 transcripts, mediated by AtPPR4, is essential for embryo patterning in Arabidopsis thaliana.

    Science.gov (United States)

    Tadini, Luca; Ferrari, Roberto; Lehniger, Marie-Kristin; Mizzotti, Chiara; Moratti, Fabio; Resentini, Francesca; Colombo, Monica; Costa, Alex; Masiero, Simona; Pesaresi, Paolo

    2018-04-23

    AtPPR4-mediated trans-splicing of plastid rps12 transcripts is essential for key embryo morphogenetic events such as development of cotyledons, determination of provascular tissue, and organization of the shoot apical meristem (SAM), but not for the formation of the protodermal layer. Members of the pentatricopeptide repeat (PPR) containing protein family have emerged as key regulators of the organelle post-transcriptional processing and to be essential for proper plant embryo development. In this study, we report the functional characterization of the AtPPR4 (At5g04810) gene encoding a plastid nucleoid PPR protein. In-situ hybridization analysis reveals the presence of AtPPR4 transcripts already at the transition stage of embryo development. As a consequence, embryos lacking the AtPPR4 protein arrest their development at the transition/early-heart stages and show defects in the determination of the provascular tissue and organization of SAM. This complex phenotype is due to the specific role of AtPPR4 in the trans-splicing of the plastid rps12 transcripts, as shown by northern and slot-blot hybridizations, and the consequent defect in 70S ribosome accumulation and plastid protein synthesis, in agreement with the role proposed for the maize orthologue, ZmPPR4.

  15. Optimasi Rendering Game 2D Asteroids Menggunakan Pemrograman CUDA

    Directory of Open Access Journals (Sweden)

    Fathony Teguh Irawan

    2017-12-01

    There are many sources for having fun, one of them is through video game. Public interest on video game is proven by the large number of video game user. Therefore, the performance of video game is considered to expand the market. One of many ways to improve performance is using GPU processing. The way to prove that GPU processing is faster than CPU processing on parallel process is by comparing the result of GPU processing and CPU processing. This paper describes the differences in performance of video game that is implemented using GPU approach and CPU approach. Keywords: games, video game, game development, CPU, GPU, CUDA, optimization, analysis

  16. The relationships into the video games massively multiplayer online role-playing game (MMORPG

    Directory of Open Access Journals (Sweden)

    Alvaro Alfonso Acevedo

    2016-11-01

    Full Text Available This paper is about the relationships dynamics in the virtuality of the gamers into the massively multiplayer online role-playing game “Perfect World” in the not ocifial latinamerican server “Comunidad Zero”. The main objective of this study is to describe the dynamics of the relationships, analyzing them from the context of the game using the virtual ethnography, understanding the emotional interactions between couples, through a case study. During the development of research, were found several categories related to affective interactions of pre-attachment, manifested in virtual environments of the game and that ultimately manage to simulate the engagement dynamics of the physical contexts.

  17. The Many Faces of Role-Playing Games

    DEFF Research Database (Denmark)

    Hitchens, Michael; Drachen, Anders

    2009-01-01

    Role-playing games have grown and evolved into a large number of forms in the last thirty years, spanning digital as well as non-digital media. They demonstrate a wide variety in the number of participants, style of play and the formal and informal systems that govern them. Despite this diversity...... players at least seem to think they know when something is a role-playing game. Yet there is no commonly accepted definition which both captures games generally accepted as role-playing games and distinguishes them from other, similar, games which begs the question, whether roleplaying games are united...... by anything more than a colloquial name. Additionally, research involving these games is hampered by lack of a widely accepted definition of what constitutes a roleplaying game, as it is then not even possible to clearly delineate the subject of such research. In this paper various example of role-playing...

  18. Power Measures and Solutions for Games Under Precedence Constraints

    NARCIS (Netherlands)

    Algaba, Encarnación; van den Brink, René; Dietz, Chris

    2017-01-01

    Games under precedence constraints model situations, where players in a cooperative transferable utility game belong to some hierarchical structure, which is represented by an acyclic digraph (partial order). In this paper, we introduce the class of precedence power solutions for games under

  19. Isotopic assessment of soil phosphorus fertility and evaluation of rock phosphates as phosphorus sources for plants in subtropical China

    International Nuclear Information System (INIS)

    Xiong, L.M.; Zhou, Z.G.; Feng, G.L.; Lu, R.K.; Fardeau, J.C.

    2002-01-01

    Soil phosphorus (P) deficiency is a major factor limiting crop productivity in many tropical and subtropical soils. Due to the acidic nature of these soils, rock phosphate (RP)-based P fertilizers that are cheaper than manufactured water-soluble P fertilizers can be an attractive alternative under certain conditions. Assessment of the efficacy of these alternative P fertilizers and a rational management of local P resources for sustainable agricultural production require an understanding of the dynamics of P in the soil-plant system and the interactions of various P sources in soils and monitoring of soil available P levels. The present work was conducted to test the applicability of the 32 P isotopic kinetic method to assess the soil P fertility status and evaluate the agronomic effectiveness of local rock phosphates in subtropical China. A series of experiments was carried out in the laboratory, greenhouse and field conditions with the following specific objectives: (a) to evaluate the suitability of this isotopic kinetic method in evaluating soil P fertility in 32 soil samples collected across southern China, (b) to test and further develop chemical extraction methods for routine soil P testing, (c) to monitor the dissolution kinetics of local low to medium grade rock phosphate sources and their effect on soil properties and (d) to evaluate their agronomic effectiveness in greenhouse and field experiments. Since most of the studied soils had very low concentrations of soluble P and high P-fixing capacities, the isotopic kinetic method was found unsuitable for evaluating soil P fertility and to predict plant P uptake. In contrast, the proposed chemical extraction method (NaHCO 3 -NH 4 F) predicted very well plant P uptake, suggesting that this extraction method can be routinely used to evaluate soil bioavailable P in similar soils in subtropical China. From the incubation study, it was found that although the local low to medium grade RPs were inferior to the

  20. Rigidity of the magic pentagram game

    Science.gov (United States)

    Kalev, Amir; Miller, Carl A.

    2018-01-01

    A game is rigid if a near-optimal score guarantees, under the sole assumption of the validity of quantum mechanics, that the players are using an approximately unique quantum strategy. Rigidity has a vital role in quantum cryptography as it permits a strictly classical user to trust behavior in the quantum realm. This property can be traced back as far as 1998 (Mayers and Yao) and has been proved for multiple classes of games. In this paper we prove ridigity for the magic pentagram game, a simple binary constraint satisfaction game involving two players, five clauses and ten variables. We show that all near-optimal strategies for the pentagram game are approximately equivalent to a unique strategy involving real Pauli measurements on three maximally-entangled qubit pairs.

  1. Rigidity of the magic pentagram game.

    Science.gov (United States)

    Kalev, Amir; Miller, Carl A

    2018-01-01

    A game is rigid if a near-optimal score guarantees, under the sole assumption of the validity of quantum mechanics, that the players are using an approximately unique quantum strategy. Rigidity has a vital role in quantum cryptography as it permits a strictly classical user to trust behavior in the quantum realm. This property can be traced back as far as 1998 (Mayers and Yao) and has been proved for multiple classes of games. In this paper we prove ridigity for the magic pentagram game, a simple binary constraint satisfaction game involving two players, five clauses and ten variables. We show that all near-optimal strategies for the pentagram game are approximately equivalent to a unique strategy involving real Pauli measurements on three maximally-entangled qubit pairs.

  2. A Virtual Environment based Serious Game to Support Health Education

    Directory of Open Access Journals (Sweden)

    Tiago Gomes

    2014-03-01

    Full Text Available APEX was developed as a framework for ubiquitous computing (ubicomp prototyping through virtual environments. In this paper the framework is used as a platform for developing a serious game designed to instruct and to inform. The paper describes the Asthma game, a game aimed at raising awareness among children of asthma triggers in the home. It is designed to stimulate a healthier life-style for those with asthma and respiratory problems. The game was developed as the gamification of a checklist for the home environment of asthma patients.

  3. An Overview of Structural Characteristics in Problematic Video Game Playing.

    Science.gov (United States)

    Griffiths, Mark D; Nuyens, Filip

    2017-01-01

    There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in the field to date. The paper examines a number of areas including (i) similarities in structural characteristics of gambling and video gaming, (ii) structural characteristics in video games, (iii) narrative and flow in video games, (iv) structural characteristic taxonomies for video games, and (v) video game structural characteristics and game design ethics. Many of the studies carried out to date are small-scale, and comprise self-selected convenience samples (typically using self-report surveys or non-ecologically valid laboratory experiments). Based on the small amount of empirical data, it appears that structural features that take a long time to achieve in-game are the ones most associated with problematic video game play (e.g., earning experience points, managing in-game resources, mastering the video game, getting 100% in-game). The study of video games from a structural characteristic perspective is of benefit to many different stakeholders including academic researchers, video game players, and video game designers, as well as those interested in prevention and policymaking by making the games more socially responsible. It is important that researchers understand and recognize the psycho-social effects and impacts that the structural characteristics of video games can have on players, both positive and negative.

  4. Games for groundwater governance: field experiments in Andhra Pradesh, India

    Directory of Open Access Journals (Sweden)

    Ruth Meinzen-Dick

    2016-09-01

    Full Text Available Groundwater is a common-pool resource that is subject to depletion in many places around the world as a result of increased use of irrigation and water-demanding cash crops. Where state capacity to control groundwater use is limited, collective action is important to increase recharge and restrict highly water-consumptive crops. We present results of field experiments in hard rock areas of Andhra Pradesh, India, to examine factors affecting groundwater use. Two nongovernmental organizations (NGOs ran the games in communities where they were working to improve watershed and water management. Results indicate that, when the links between crop choice and groundwater depletion is made explicit, farmers can act cooperatively to address this problem. Longer NGO involvement in the villages was associated with more cooperative outcomes in the games. Individuals with more education and higher perceived community social capital played more cooperatively, but neither gender nor method of payment had a significantly effect on individual behavior. When participants could repeat the game with communication, similar crop choice patterns were observed. The games provided an entry point for discussion on the understanding of communities of the interconnectedness of groundwater use and crop choice.

  5. Rock breaking methods to replace blasting

    Science.gov (United States)

    Zhou, Huisheng; Xie, Xinghua; Feng, Yuqing

    2018-03-01

    The method of breaking rock by blasting has a high efficiency and the cost is relatively low, but the associated vibration, flyrock, production of toxic gases since the 1970’s, the Western developed countries began to study the safety of breaking rock. This paper introduces different methods and their progress to safely break rock. Ideally, safe rock breaking would have little vibration, no fly stone, and no toxic gases, which can be widely used in municipal engineering, road excavation, high-risk mining, quarrying and complex environment.

  6. Online Gaming Traffic Generator for Reproducing Gamer Behavior

    OpenAIRE

    Shin , Kwangsik; Kim , Jinhyuk; Sohn , Kangmin; Park , Changjoon; Choi , Sangbang

    2010-01-01

    International audience; In this paper, we proposed an online gaming traffic generator reflecting user behavior patterns. We analyzed the packet size and inter departure time distributions of a popular FPS game (Left4Dead) and MMORPG (World of Warcraft) for regenerating gaming traffic. The proposed traffic generator generates an inter departure time and gaming packetbased on analytical model of the gamer behaviors, then transmits the packet according to the inter departure time. Packet generat...

  7. Explicit knowledge programming for computer games

    NARCIS (Netherlands)

    Witzel, A.; Zvesper, J.A.; Kennerly, E.; Darken, C.; Mateas, M.

    2008-01-01

    The main aim of this paper is to raise awareness of higher-order knowledge (knowledge about someone else's knowledge) as an issue for computer game AI. We argue that a number of existing game genres, especially those involving social interaction, are natural fields of application for an approach we

  8. Cooperative Games, Finite Geometries and Hyperstructures

    Directory of Open Access Journals (Sweden)

    Antonio Maturo

    2003-02-01

    Full Text Available In this paper some relations between finite geometric spaces and cooperative games are considered. In particular by some recent results on blocking sets we have new results on blocking coalitions. Finally we introduce a new research field on the possible relations between quasihypergroups and cooperative games.

  9. The new gatekeepers: the occupational ideology of game journalism

    NARCIS (Netherlands)

    Nieborg, D.B.; Sihvonen, T.

    2009-01-01

    This paper will contextualize the occupational ideology of game journalism by providing a brief introduction to the political economy of game publications. The role of various industry actors (e.g. game publishers, PR agents and brand managers) will be positioned against those of the peripheral

  10. Implementing a Game for Supporting Learning in Mathematics

    Science.gov (United States)

    Katmada, Aikaterini; Mavridis, Apostolos; Tsiatsos, Thrasyvoulos

    2014-01-01

    This paper focuses on the design, implementation and evaluation of an online game for elementary and middle school mathematics. Its aim is twofold: (a) the development of the prototype of a flexible and adaptable computer game, and (b) the evaluation of this prototype, as to its usability and technical aspects. The particular computer game was…

  11. Effects of Game Design Patterns on Basic Life Support Training Content

    Science.gov (United States)

    Kelle, Sebastian; Klemke, Roland; Specht, Marcus

    2013-01-01

    Based on a previous analysis of game design patterns and related effects in an educational scenario, the following paper presents an experimental study. In the study a course for Basic Life Support training has been evaluated and two game design patterns have been applied to the course. The hypotheses evaluated in this paper relate to game design…

  12. Designing for social play in co-located mobile games

    DEFF Research Database (Denmark)

    Goddard, William; Garner, Jayden; Jensen, Mads Møller

    2016-01-01

    In this paper we explore how mobile devices and co-location in mobile contexts contribute social play in game design, addressing the limited understanding of social interactivity in mobile games. Using the Mechanics-Dynamics-Aesthetics (MDA) framework, we code four games illustrating effective use...... of mobile, social, and colocated elements. Subsequently, we analyse and discuss this data to identify generalisability in these games. In our discussion we identify how these findings address game design problems of designing collaborative games. Furthermore, we contribute to theory of designing for social...

  13. Old scissors to industrial automation: the impact of technologic evolution on worker's health.

    Science.gov (United States)

    Teodoroski, Rita de Cassia Clark; Koppe, Vanessa Mazzocchi; Merino, Eugênio Andrés Díaz

    2012-01-01

    To cut a fabric, the professional performs different jobs and among them stands out the cut. The scissors has been the instrument most used for this activity. Over the years, technology has been conquering its space in the textile industry. However, despite the industrial automation able to offer subsidies to answer employment market demands, without appropriate orientation, the worker is exposed to the risks inherent at the job. Ergonomics is a science that search to promote the comfort and well being in consonance with efficacy. Its goals are properly well defined and clearly guide the actions aimed at transforming the working conditions. This study aimed to analyze the activity of cut tissues with a machine by a seamstress and the implications on their body posture. The methodology used was the observation technique and application of the Protocol RULA, where the result obtained was the level 3 and score 5, confirming that "investigations and changes are required soon". Conclude that using the machine to tissue cut should be encouraged, but in conjunction with orientations for improving posture while handling it. It seeks to prevent dysfunction of the musculoskeletal system that prevents employees from performing their work tasks efficiently and productively.

  14. Applying Game Thinking to Slips, Trips and Falls Prevention.

    Science.gov (United States)

    Dewick, Paul; Stanmore, Emma

    2017-01-01

    Gamification is about the way in which 'game thinking' can engage participants and change behaviours in real, non-game contexts. This paper explores how game thinking can be applied to help prevent slips, trips and falls (STF), which are the largest cause of accidental death in older people across Europe. The paper contributes to the assistive technology, digital health and computer science/human behaviour communities by responding to a gap in the literature for papers detailing the innovation process of developing interventions to improve health and quality of life. The aim of the paper is of interest to the many stakeholders involved in enabling older people to live independent, confident, healthy and safe lives in the community.

  15. Quantum Barro-Gordon game in monetary economics

    Science.gov (United States)

    Samadi, Ali Hussein; Montakhab, Afshin; Marzban, Hussein; Owjimehr, Sakine

    2018-01-01

    Classical game theory addresses decision problems in multi-agent environment where one rational agent's decision affects other agents' payoffs. Game theory has widespread application in economic, social and biological sciences. In recent years quantum versions of classical games have been proposed and studied. In this paper, we consider a quantum version of the classical Barro-Gordon game which captures the problem of time inconsistency in monetary economics. Such time inconsistency refers to the temptation of weak policy maker to implement high inflation when the public expects low inflation. The inconsistency arises when the public punishes the weak policy maker in the next cycle. We first present a quantum version of the Barro-Gordon game. Next, we show that in a particular case of the quantum game, time-consistent Nash equilibrium could be achieved when public expects low inflation, thus resolving the game.

  16. Instructional games and activities for criticality safety training

    International Nuclear Information System (INIS)

    Bullard, B.; McBride, J.

    1993-01-01

    During the past several years, the Training and Management Systems Division (TMSD) staff of Oak Ridge Institute for Science and Education (ORISE) has designed and developed nuclear criticality safety (NCS) training programs that focus on high trainee involvement through the use of instructional games and activities. This paper discusses the instructional game, initial considerations for developing games, advantages and limitations of games, and how games may be used in developing and implementing NCS training. It also provides examples of the various instructional games and activities used in separate courses designed for Martin Marietta Energy Systems (MMES's) supervisors and U.S. Nuclear Regulatory Commission (NRC) fuel facility inspectors

  17. A SERIOUS GAME RAISING AWARENESS AND EXPERIENCE OF DEPRESSION

    OpenAIRE

    Plechawska-Wojcik, Malgorzata; Rybka, Joanna

    2015-01-01

    The paper presents the idea and gameplay of the serious game dedicated for both, patients suffering from depression to help them in the fight against disease and healthy individuals to raise their awareness about depression disease and increase their level of knowledge about it. Serious games are gaining more and more popularity nowadays. Using games for purpose different than only pure entertainment is the idea of serious game. On the market there are available several computer game solu...

  18. 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)

  19. Player Experiences and Behaviors in a Multiplayer Game: designing game rules to change interdependent behavior

    Directory of Open Access Journals (Sweden)

    Niko Vegt

    2016-12-01

    Full Text Available Serious gaming is used as a means for improving organizational teamwork, yet little is known about the effect of individual game elements constituting serious games. This paper presents a game design experiment aimed at generating knowledge on designing game elements for teamwork. In previous work, we suggested that interaction- and goal-driven rules could guide interdependence and teamwork strategies. Based on this finding, for the present experiment we developed two versions of multiplayer Breakout, varying in rule-sets, designed to elicit player strategies of either dependent competition or dependent cooperation. Results showed that the two rule-sets could generate distinct reported player experiences and observable distinct player behaviors that could be further discriminated into four patterns: expected patterns of helping and ignoring, and unexpected patterns of agreeing and obstructing. Classic game theory was applied to understand the four behavior patterns and made us conclude that goal-driven rules steered players towards competition and cooperation. Interaction rules, in contrast, mainly stimulated dependent competitive behavior, e.g. obstructing each other. Since different types of rules thus led to different player behavior, discriminating in game design between interaction- and goal-driven rules seems relevant. Moreover, our research showed that game theory proved to be useful for understanding goal-driven rules.

  20. Christian rock concerts as a meeting between religion and popular culture

    Directory of Open Access Journals (Sweden)

    Andreas Häger

    2003-01-01

    Full Text Available Different forms of artistic expression play a vital role in religious practices of the most diverse traditions. One very important such expression is music. This paper deals with a contemporary form of religious music, Christian rock. Rock or popular music has been used within Christianity as a means for evangelization and worship since the end of the 1960s. The genre of "contemporary Christian music", or Christian rock, stands by definition with one foot in established institutional (in practicality often evangelical Christianity, and the other in the commercial rock musicindustry. The subject of this paper is to study how this intermediate position is manifested and negotiated in Christian rock concerts. Such a performance of Christian rock music is here assumed to be both a rock concert and a religious service. The paper will examine how this duality is expressed in practices at Christian rock concerts.

  1. Computer game assisted instruction and students' achievement in ...

    African Journals Online (AJOL)

    Computer game assisted instruction and students' achievement in social studies. ... This paper examines the effects of computer game assisted instructional method, student's achievement in social studies in ... AJOL African Journals Online.

  2. Simulations, serious games and their applications

    CERN Document Server

    Goei, Sui

    2014-01-01

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

  3. The validity of generic trends on multiple scales in rock-physical and rock-mechanical properties of the Whitby Mudstone, United Kingdom

    NARCIS (Netherlands)

    Douma, L.A.N.R.; Primarini, M.I.W.; Houben, M.E.; Barnhoorn, A.

    Finding generic trends in mechanical and physical rock properties will help to make predictions of the rock-mechanical behaviour of shales. Understanding the rock-mechanical behaviour of shales is important for the successful development of unconventional hydrocarbon reservoirs. This paper presents

  4. Collective Learning in Games through Social Networks

    NARCIS (Netherlands)

    Kosterman, S.; Gierasimczuk, N.; Armentano, M.G.; Monteserin, A.; Tang, J.; Yannibelli, V.

    2015-01-01

    This paper argues that combining social networks communication and games can positively influence the learning behavior of players. We propose a computational model that combines features of social network learning (communication) and game-based learning (strategy reinforcement). The focus is on

  5. Professional users handbook for rock bolting

    Energy Technology Data Exchange (ETDEWEB)

    Stillborg, B.

    1986-01-01

    The paper is a practical handbook which reviews the basic principles of rock bolting and sets out the design considerations used for most types of rockbolts in current use. It discusses the characteristics of these bolts and gives information on installation procedures and the observations and measurement of rockbolt performance. Rockbolting is considered under the following chapter headings: review of typical rockbolt systems; rockbolt installation; testing of rockbolts; design considerations; design of rock reinforcement; monitoring; cost of rock bolting; and Atlas Lopco auxillary equipment for rock bolting. 45 refs.

  6. Social exploration of 1D games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2013-01-01

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

  7. A Nucleolus for Stochastic Cooperative Games

    NARCIS (Netherlands)

    Suijs, J.P.M.

    1996-01-01

    This paper extends the definition of the nucleolus to stochastic cooperative games, that is, to cooperative games with random payoffs to the coalitions. It is shown that the nucleolus is nonempty and that it belongs to the core whenever the core is nonempty. Furthermore, it is shown for a particular

  8. The transcription factor Ace2 and its paralog Swi5 regulate ethanol production during static fermentation through their targets Cts1 and Rps4a in Saccharomyces cerevisiae.

    Science.gov (United States)

    Wu, Yao; Du, Jie; Xu, Guoqiang; Jiang, Linghuo

    2016-05-01

    Saccharomyces cerevisiae is the most widely used fermentation organism for ethanol production. However, the gene expression regulatory networks behind the ethanol fermentation are still not fully understood. Using a static fermentation model, we examined the ethanol yields on biomass of deletion mutants for 77 yeast genes encoding nonessential transcription factors, and found that deletion mutants for ACE2 and SWI5 showed dramatically increased ethanol yields. Overexpression of ACE2 or SWI5 in wild type cells reduced their ethanol yields. Furthermore, among the 34 target genes regulated by Ace2 and Swi5, deletion of CTS1,RPS4a,SIC1,EGT2,DSE2, or SCP160 led to increased ethanol yields, with the former two showing higher effects. Overexpression of CTS1 or RPS4a in both ace2/ace2 and swi5/swi5 mutants reduced their ethanol yields. In contrast, deletion of MCR1 or HO significantly decreased ethanol yields, with the former one showing the highest effect. Therefore, Ace2 and Swi5 are two negative regulators of ethanol yield during static fermentation of yeast cells, and both CTS1 and RPS4a are major effectors mediating these two transcription factors in regulating ethanol production. © FEMS 2016. All rights reserved. For permissions, please e-mail: journals.permissions@oup.com.

  9. Educational games for health professionals.

    Science.gov (United States)

    Akl, Elie A; Kairouz, Victor F; Sackett, Kay M; Erdley, William S; Mustafa, Reem A; Fiander, Michelle; Gabriel, Carolynne; Schünemann, Holger

    2013-03-28

    The use of games as an educational strategy has the potential to improve health professionals' performance (e.g. adherence to standards of care) through improving their knowledge, skills and attitudes. The objective was to assess the effect of educational games on health professionals' performance, knowledge, skills, attitude and satisfaction, and on patient outcomes. We searched the following databases in January 2012: MEDLINE, AMED, CINAHL, Cochrane Central Database of Controlled Trials, EMBASE, EPOC Register, ERIC, Proquest Dissertations & Theses Database, and PsycINFO. Related reviews were sought in DARE and the above named databases. Database searches identified 1546 citations. We also screened the reference lists of included studies in relevant reviews, contacted authors of relevant papers and reviews, and searched ISI Web of Science for papers citing studies included in the review. These search methods identified an additional 62 unique citations for a total of 1608 for this update. We included randomized controlled trials (RCT), controlled clinical trials (CCT), controlled before and after (CBA) and interrupted time-series analysis (ITS). Study participants were qualified health professionals or in postgraduate training. The intervention was an educational game with "a form of competitive activity or sport played according to rules". Using a standardized data form we extracted data on methodological quality, participants, interventions and outcomes of interest that included patient outcomes, professional behavior (process of care outcomes), and professional's knowledge, skills, attitude and satisfaction. The search strategy identified a total of 2079 unique citations. Out of 84 potentially eligible citations, we included two RCTs. The game evaluated in the first study used as a reinforcement technique, was based on the television game show "Family Feud" and focused on infection control. The study did not assess any patient or process of care outcomes. The

  10. Developing Decision-Making Skill: Experiential Learning in Computer Games

    OpenAIRE

    Kurt A. April; Katja M. J. Goebel; Eddie Blass; Jonathan Foster-Pedley

    2012-01-01

    This paper explores the value that computer and video games bring to learning and leadership and explores how games work as learning environments and the impact they have on personal development. The study looks at decisiveness, decision-making ability and styles, and on how this leadership-related skill is learnt through different paradigms. The paper compares the learning from a lecture to the learning from a designed computer game, both of which have the same content through the use of a s...

  11. A Game for Learning History on Mobile Devices

    Science.gov (United States)

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

    2017-01-01

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

  12. The Character of Successful Trainings with Serious Games

    Directory of Open Access Journals (Sweden)

    Till Becker

    2010-11-01

    Full Text Available This paper gives a basic guideline for the development of trainings using serious games. It describes a framework for the training with serious games. It shows how to define a training goal and describes the process of learning to reach this goal. It points out a methodology how to design successful trainings with serious games.

  13. Range and intensity vision for rock-scene segmentation

    CSIR Research Space (South Africa)

    Mkwelo, SG

    2007-11-01

    Full Text Available This paper presents another approach to segmenting a scene of rocks on a conveyor belt for the purposes of measuring rock size. Rock size estimation instruments are used to monitor, optimize and control milling and crushing in the mining industry...

  14. Adolescent video game addiction: issues for the classroom

    OpenAIRE

    Griffiths, MD

    2010-01-01

    In the popular press, most of the reported effects of video games appear to centre upon the alleged negative consequences such as increased aggression, medical consequences of excessive play, and addiction. Although in extreme cases, video game playing can be addictive, there are many benefts that children and adolescents can get from playing video games. These can be educational, social, and/or therapeutic. This paper examines various issues about the use of video games in the classroom. Thi...

  15. Sentient Sketchbook: Computer-Assisted Game Level Authoring

    DEFF Research Database (Denmark)

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

    2013-01-01

    constrained novelty search via a two-population paradigm for generating, in real-time, alternatives to the author's design and evaluates its potential against current approaches. The paper concludes with a small-scale user study in which industry experts interact with the Sentient Sketchbook to design game......This paper introduces the Sentient Sketchbook, a tool which supports a designer in the creation of game levels. Using map sketches to alleviate designer effort, the tool automates playability checks and evaluations and visualizes significant gameplay properties. This paper also introduces...

  16. 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.

  17. 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.

  18. Computer Game Lugram - Version for Blind Children

    OpenAIRE

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

    2011-01-01

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

  19. Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game

    Directory of Open Access Journals (Sweden)

    Shahenda Sarhan

    2016-01-01

    Full Text Available With the rapid advent of video games recently and the increasing numbers of players and gamers, only a tough game with high policy, actions, and tactics survives. How the game responds to opponent actions is the key issue of popular games. Many algorithms were proposed to solve this problem such as Least-Squares Policy Iteration (LSPI and State-Action-Reward-State-Action (SARSA but they mainly depend on discrete actions, while agents in such a setting have to learn from the consequences of their continuous actions, in order to maximize the total reward over time. So in this paper we proposed a new algorithm based on LSPI called Least-Squares Continuous Action Policy Iteration (LSCAPI. The LSCAPI was implemented and tested on three different games: one board game, the 8 Queens, and two real-time strategy (RTS games, StarCraft Brood War and Glest. The LSCAPI evaluation proved superiority over LSPI in time, policy learning ability, and effectiveness.

  20. Social Psychological Aspects of Addiction to Massively Multiplayer Online Role-Playing Games

    Directory of Open Access Journals (Sweden)

    Marinova T.Y.

    2015-09-01

    Full Text Available The paper addresses the issue of how massively multiplayer online role¬playing games (MMORPG affect the behavior of players. Basing on a series of research, the paper analyzes how massively multiplayer online role¬playing games are created and highlights their specifics that possibly contribute to the development of psychological addiction to such games. The authors describe the outcomes of their own research on motivation in persons with gaming addiction aged 18 and up, with over 1 year of gaming experience. These out-comes suggest that current traditional criteria developed for assessing gaming addiction cannot be applied to this particular form of addictive behavior.