WorldWideScience

Sample records for server based gaming

  1. Network characteristics for server selection in online games

    Science.gov (United States)

    Claypool, Mark

    2008-01-01

    Online gameplay is impacted by the network characteristics of players connected to the same server. Unfortunately, the network characteristics of online game servers are not well-understood, particularly for groups that wish to play together on the same server. As a step towards a remedy, this paper presents analysis of an extensive set of measurements of game servers on the Internet. Over the course of many months, actual Internet game servers were queried simultaneously by twenty-five emulated game clients, with both servers and clients spread out on the Internet. The data provides statistics on the uptime and populations of game servers over a month long period an an in-depth look at the suitability for game servers for multi-player server selection, concentrating on characteristics critical to playability--latency and fairness. Analysis finds most game servers have latencies suitable for third-person and omnipresent games, such as real-time strategy, sports and role-playing games, providing numerous server choices for game players. However, far fewer game servers have the low latencies required for first-person games, such as shooters or race games. In all cases, groups that wish to play together have a greatly reduced set of servers from which to choose because of inherent unfairness in server latencies and server selection is particularly limited as the group size increases. These results hold across different game types and even across different generations of games. The data should be useful for game developers and network researchers that seek to improve game server selection, whether for single or multiple players.

  2. Openlobby: an open game server for lobby and matchmaking

    Science.gov (United States)

    Zamzami, E. M.; Tarigan, J. T.; Jaya, I.; Hardi, S. M.

    2018-03-01

    Online Multiplayer is one of the most essential feature in modern games. However, while developing a multiplayer feature can be done with a simple computer networking programming, creating a balanced multiplayer session requires more player management components such as game lobby and matchmaking system. Our objective is to develop OpenLobby, a server that available to be used by other developers to support their multiplayer application. The proposed system acts as a lobby and matchmaker where queueing players will be matched to other player according to a certain criteria defined by developer. The solution provides an application programing interface that can be used by developer to interact with the server. For testing purpose, we developed a game that uses the server as their multiplayer server.

  3. Analyzing the Effect of TCP and Server Population on Massively Multiplayer Games

    Directory of Open Access Journals (Sweden)

    Mirko Suznjevic

    2014-01-01

    Full Text Available Many Massively Multiplayer Online Role-Playing Games (MMORPGs use TCP flows for communication between the server and the game clients. The utilization of TCP, which was not initially designed for (soft real-time services, has many implications for the competing traffic flows. In this paper we present a series of studies which explore the competition between MMORPG and other traffic flows. For that aim, we first extend a source-based traffic model, based on player’s activities during the day, to also incorporate the impact of the number of players sharing a server (server population on network traffic. Based on real traffic traces, we statistically model the influence of the variation of the server’s player population on the network traffic, depending on the action categories (i.e., types of in-game player behaviour. Using the developed traffic model we prove that while server population only modifies specific action categories, this effect is significant enough to be observed on the overall traffic. We find that TCP Vegas is a good option for competing flows in order not to throttle the MMORPG flows and that TCP SACK is more respectful with game flows than other TCP variants, namely, Tahoe, Reno, and New Reno. Other tests show that MMORPG flows do not significantly reduce their sending window size when competing against UDP flows. Additionally, we study the effect of RTT unfairness between MMORPG flows, showing that it is less important than in the case of network-limited TCP flows.

  4. Tree-based server-middleman-client architecture: improving scalability and reliability for voting-based network games in ad hoc wireless networks

    Science.gov (United States)

    Guo, Y.; Fujinoki, H.

    2006-10-01

    The concept of a new tree-based architecture for networked multi-player games was proposed by Matuszek to improve scalability in network traffic at the same time to improve reliability. The architecture (we refer it as "Tree-Based Server- Middlemen-Client architecture") will solve the two major problems in ad-hoc wireless networks: frequent link failures and significance in battery power consumption at wireless transceivers by using two new techniques, recursive aggregation of client messages and subscription-based propagation of game state. However, the performance of the TBSMC architecture has never been quantitatively studied. In this paper, the TB-SMC architecture is compared with the client-server architecture using simulation experiments. We developed an event driven simulator to evaluate the performance of the TB-SMC architecture. In the network traffic scalability experiments, the TB-SMC architecture resulted in less than 1/14 of the network traffic load for 200 end users. In the reliability experiments, the TB-SMC architecture improved the number of successfully delivered players' votes by 31.6, 19.0, and 12.4% from the clientserver architecture at high (failure probability of 90%), moderate (50%) and low (10%) failure probability.

  5. Optimizing the Loads of multi-player online game Servers using Markov Chains

    DEFF Research Database (Denmark)

    Saeed, Aamir; Olsen, Rasmus Løvenstein; Pedersen, Jens Myrup

    2015-01-01

    that is created due to the load balancing of servers. Load balancing among servers is sensitive to correct status information. The Markov based load prediction was introduced in this paper to predict load of under-loaded servers, based on arrival (μ) and departure (λ) rates of players. The prediction based...... that need to be considered when developing load balancing algorithm, that is the reliability of the information that is shared. Simulation results show that Markov based prediction of load information performed better from the normal load status information sharing....

  6. Towards optimizing server performance in an educational MMORPG for teaching computer programming

    Science.gov (United States)

    Malliarakis, Christos; Satratzemi, Maya; Xinogalos, Stelios

    2013-10-01

    Web-based games have become significantly popular during the last few years. This is due to the gradual increase of internet speed, which has led to the ongoing multiplayer games development and more importantly the emergence of the Massive Multiplayer Online Role Playing Games (MMORPG) field. In parallel, similar technologies called educational games have started to be developed in order to be put into practice in various educational contexts, resulting in the field of Game Based Learning. However, these technologies require significant amounts of resources, such as bandwidth, RAM and CPU capacity etc. These amounts may be even larger in an educational MMORPG game that supports computer programming education, due to the usual inclusion of a compiler and the constant client/server data transmissions that occur during program coding, possibly leading to technical issues that could cause malfunctions during learning. Thus, the determination of the elements that affect the overall games resources' load is essential so that server administrators can configure them and ensure educational games' proper operation during computer programming education. In this paper, we propose a new methodology with which we can achieve monitoring and optimization of the load balancing, so that the essential resources for the creation and proper execution of an educational MMORPG for computer programming can be foreseen and bestowed without overloading the system.

  7. Maintenance in Single-Server Queues: A Game-Theoretic Approach

    Directory of Open Access Journals (Sweden)

    Najeeb Al-Matar

    2009-01-01

    examine a single-server queue with bulk input and secondary work during server's multiple vacations. When the buffer contents become exhausted the server leaves the system to perform some diagnostic service of a minimum of L jobs clustered in packets of random sizes (event A. The server is not supposed to stay longer than T units of time (event B. The server returns to the system when A or B occurs, whichever comes first. On the other hand, he may not break service of a packet in a middle even if A or B occurs. Furthermore, the server waits for batches of customers to arrive if upon his return the queue is still empty. We obtain a compact and explicit form functional for the queueing process in equilibrium.

  8. Web-based home rehabilitation gaming system for balance training

    Directory of Open Access Journals (Sweden)

    Oleh Kachmar

    2014-06-01

    Full Text Available Currently, most systems for virtual rehabilitation and motor training require quite complex and expensive hardware and can be used only in clinical settings. Now, a low-cost rehabilitation game training system has been developed for patients with movement disorders; it is suitable for home use under the distant supervision of a therapist. It consists of a patient-side application installed on a home computer and the virtual rehabilitation Game Server in the Internet. System can work with different input gaming devices connected through USB or Bluetooth, such as a Nintendo Wii balance board, a Nintendo Wii remote, a MS Kinect sensor, and custom made rehabilitation gaming devices based on a joystick. The same games can be used with all training devices. Assessment of the Home Rehabilitation Gaming System for balance training was performed on six patients with Cerebral Palsy, who went through daily training sessions for two weeks. Preliminary results showed balance improvement in patients with Cerebral Palsy after they had completed home training courses. Further studies are needed to establish medical requirements and evidence length.

  9. The Difference Between Using Proxy Server and VPN

    Directory of Open Access Journals (Sweden)

    David Dwiputra Kurniadi

    2015-11-01

    For example, looking for software, game through internet. But sometimes, there are some websites that cannot be opened as they have Internet Positive notificatio. To solve that problem, hacker found the solution by creating Proxy Server or VPN. In this time internet is very modern and very easy to access and there are a lot of Proxy Server and VPN that can be easly used.

  10. PROOF BY GAMES

    Science.gov (United States)

    2016-03-01

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

  11. Design and implementation of streaming media server cluster based on FFMpeg.

    Science.gov (United States)

    Zhao, Hong; Zhou, Chun-long; Jin, Bao-zhao

    2015-01-01

    Poor performance and network congestion are commonly observed in the streaming media single server system. This paper proposes a scheme to construct a streaming media server cluster system based on FFMpeg. In this scheme, different users are distributed to different servers according to their locations and the balance among servers is maintained by the dynamic load-balancing algorithm based on active feedback. Furthermore, a service redirection algorithm is proposed to improve the transmission efficiency of streaming media data. The experiment results show that the server cluster system has significantly alleviated the network congestion and improved the performance in comparison with the single server system.

  12. Design and Implementation of Streaming Media Server Cluster Based on FFMpeg

    Science.gov (United States)

    Zhao, Hong; Zhou, Chun-long; Jin, Bao-zhao

    2015-01-01

    Poor performance and network congestion are commonly observed in the streaming media single server system. This paper proposes a scheme to construct a streaming media server cluster system based on FFMpeg. In this scheme, different users are distributed to different servers according to their locations and the balance among servers is maintained by the dynamic load-balancing algorithm based on active feedback. Furthermore, a service redirection algorithm is proposed to improve the transmission efficiency of streaming media data. The experiment results show that the server cluster system has significantly alleviated the network congestion and improved the performance in comparison with the single server system. PMID:25734187

  13. Demonstrating the Effect of Supply Chain Disruptions through an Online Beer Distribution Game

    Science.gov (United States)

    Sarkar, Sourish; Kumar, Sanjay

    2016-01-01

    This article describes a classroom tool to teach the impact of supply chain disruptions and mitigation strategies based on information sharing and collaboration. The tool is an adaptation of the Beer Distribution Game, is easy to play, and can be hosted online or on local servers. The game considers several scenarios based on the location of the…

  14. Use of behavioral biometrics in intrusion detection and online gaming

    Science.gov (United States)

    Yampolskiy, Roman V.; Govindaraju, Venu

    2006-04-01

    Behavior based intrusion detection is a frequently used approach for insuring network security. We expend behavior based intrusion detection approach to a new domain of game networks. Specifically, our research shows that a unique behavioral biometric can be generated based on the strategy used by an individual to play a game. We wrote software capable of automatically extracting behavioral profiles for each player in a game of Poker. Once a behavioral signature is generated for a player, it is continuously compared against player's current actions. Any significant deviations in behavior are reported to the game server administrator as potential security breaches. Our algorithm addresses a well-known problem of user verification and can be re-applied to the fields beyond game networks, such as operating systems and non-game networks security.

  15. Game-Based Teaching

    DEFF Research Database (Denmark)

    Hanghøj, Thorkild

    2013-01-01

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

  16. Barcode server: a visualization-based genome analysis system.

    Directory of Open Access Journals (Sweden)

    Fenglou Mao

    Full Text Available We have previously developed a computational method for representing a genome as a barcode image, which makes various genomic features visually apparent. We have demonstrated that this visual capability has made some challenging genome analysis problems relatively easy to solve. We have applied this capability to a number of challenging problems, including (a identification of horizontally transferred genes, (b identification of genomic islands with special properties and (c binning of metagenomic sequences, and achieved highly encouraging results. These application results inspired us to develop this barcode-based genome analysis server for public service, which supports the following capabilities: (a calculation of the k-mer based barcode image for a provided DNA sequence; (b detection of sequence fragments in a given genome with distinct barcodes from those of the majority of the genome, (c clustering of provided DNA sequences into groups having similar barcodes; and (d homology-based search using Blast against a genome database for any selected genomic regions deemed to have interesting barcodes. The barcode server provides a job management capability, allowing processing of a large number of analysis jobs for barcode-based comparative genome analyses. The barcode server is accessible at http://csbl1.bmb.uga.edu/Barcode.

  17. Babylonians - online strategy game using python

    OpenAIRE

    Al-Kendi, Wissam

    2015-01-01

    The internet provides many important needs and functions and arguably one of the most important of these is online gaming. To date, many different types of games have been designed to be played online by multiple players; these include board games, action games and strategic games. The majority of these games depend on client/server architecture to connect the players over a network. The current research project has developed a strategic game that simulates the Babylonian era in Mesopotami...

  18. Optimal Service Capacities in a Competitive Multiple-Server Queueing Environment

    Science.gov (United States)

    Ching, Wai-Ki; Choi, Sin-Man; Huang, Min

    The study of economic behavior of service providers in a competition environment is an important and interesting research issue. A two-server queueing model has been proposed in Kalai et al. [11] for this purpose. Their model aims at studying the role and impact of service capacity in capturing larger market share so as to maximize the long-run expected profit. They formulate the problem as a two-person strategic game and analyze the equilibrium solutions. The main aim of this paper is to extend the results of the two-server queueing model in [11] to the case of multiple servers. We will only focus on the case when the queueing system is stable.

  19. [Using modern information technology in the practice of the sanitary-epidemiological surveiliance during the XXII Olympic Winter Games and XI Paralympic Winter Games in Sochi].

    Science.gov (United States)

    Popova, A Yu; Kuzkin, B P; Demina, Yu V; Dubyansky, V M; Kulichenko, A N; Maletskaya, O V; Shayakhmetov, O Kh; Semenko, O V; Nazarenko, Yu V; Agapitov, D S; Mezentsev, V M; Kharchenko, T V; Efremenko, D V; Oroby, V G; Klindukhov, V P; Grechanaya, T V; Nikolaevich, P N; Tesheva, S Ch; Rafeenko, G K

    2015-01-01

    To improve the sanitary and epidemiological surveillance at the Olympic Games has developed a system of GIS for monitoring objects and situations in the region of Sochi. The system is based on software package ArcGIS, version 10.2 server, with Web-java.lang. Object, Web-server Apach, and software developed in language java. During th execution of the tasks are solved: the stratification of the region of the Olympic Games for the private and aggregate epidemiological risk OCI various eti- ologies, ranking epidemiologically important facilities for the sanitary and hygienic conditions, monitoring of infectious diseases (in real time according to the preliminary diagnosis). GIS monitoring has shown its effectiveness: Information received from various sources, but focused on one portal. Information was available in real time all the specialists involved in ensuring epidemiological well-being and use at work during the Olympic Games in Sochi.

  20. Remote Laboratory Java Server Based on JACOB Project

    Directory of Open Access Journals (Sweden)

    Pavol Bisták

    2011-02-01

    Full Text Available Remote laboratories play an important role in the educational process of engineers. This paper deals with the structure of remote laboratories. The principle of the proposed remote laboratory structure is based on the Java server application that communicates with Matlab through the COM technology for the data exchange under the Windows operating system. Java does not support COM directly so the results of the JACOB project are used and modified to cope with this problem. In laboratories for control engineering education a control algorithm usually runs on a PC with Matlab that really controls the real plant. This is the server side described in the paper in details. To demonstrate the possibilities of a remote control a Java client server application is also introduced. It covers communication and offers a user friendly interface for the control of a remote plant and visualization of measured data.

  1. Algorithm Design on Network Game of Chinese Chess

    Science.gov (United States)

    Xianmei, Fang

    This paper describes the current situation of domestic network game. Contact the present condition of the local network game currently, we inquired to face to a multithread tcp client and server, such as Chinese chess, according to the information, and study the contents and meanings. Combining the Java of basic knowledge, the article study the compiling procedure facing to the object according to the information in Java Swing usage, and the method of the network procedure. The article researched the method and processes of the network procedure carry on the use of Sprocket under the Java Swing. Understood the basic process of compiling procedure using Java and how to compile a network procedure. The most importance is how a pair of machines correspondence-C/S the service system-is carried out. From here, we put forward the data structure,the basic calculate way of the network game- Chinese chess, and how to design and realize the server and client of that procedure. The online games -- chess design can be divided into several modules as follows: server module, client module and the control module.

  2. Mobile object retrieval in server-based image databases

    Science.gov (United States)

    Manger, D.; Pagel, F.; Widak, H.

    2013-05-01

    The increasing number of mobile phones equipped with powerful cameras leads to huge collections of user-generated images. To utilize the information of the images on site, image retrieval systems are becoming more and more popular to search for similar objects in an own image database. As the computational performance and the memory capacity of mobile devices are constantly increasing, this search can often be performed on the device itself. This is feasible, for example, if the images are represented with global image features or if the search is done using EXIF or textual metadata. However, for larger image databases, if multiple users are meant to contribute to a growing image database or if powerful content-based image retrieval methods with local features are required, a server-based image retrieval backend is needed. In this work, we present a content-based image retrieval system with a client server architecture working with local features. On the server side, the scalability to large image databases is addressed with the popular bag-of-word model with state-of-the-art extensions. The client end of the system focuses on a lightweight user interface presenting the most similar images of the database highlighting the visual information which is common with the query image. Additionally, new images can be added to the database making it a powerful and interactive tool for mobile contentbased image retrieval.

  3. Game-Aided Education for Transportation Engineering: Design, Development, and Assessment

    OpenAIRE

    Wang, Qichao

    2017-01-01

    Transportation engineering is a wide area that covers different topics including traffic planning, highway design, pavement design, traffic safety, and traffic control. Certain concepts in those topics are challenging and are hard to understand based on textbooks and lectures. In this work, we developed five web games targeting the five topics in transportation engineering education to improve students’ understanding of those hard concepts. The games are hosted in a website server. Students c...

  4. Game-based telerehabilitation.

    Science.gov (United States)

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

    2009-03-01

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

  5. Web server attack analyzer

    OpenAIRE

    Mižišin, Michal

    2013-01-01

    Web server attack analyzer - Abstract The goal of this work was to create prototype of analyzer of injection flaws attacks on web server. Proposed solution combines capabilities of web application firewall and web server log analyzer. Analysis is based on configurable signatures defined by regular expressions. This paper begins with summary of web attacks, followed by detection techniques analysis on web servers, description and justification of selected implementation. In the end are charact...

  6. Prototyping Tool for Web-Based Multiuser Online Role-Playing Game

    Science.gov (United States)

    Okamoto, Shusuke; Kamada, Masaru; Yonekura, Tatsuhiro

    This letter proposes a prototyping tool for Web-based Multiuser Online Role-Playing Game (MORPG). The design goal is to make this tool simple and powerful. The tool is comprised of a GUI editor, a translator and a runtime environment. The GUI editor is used to edit state-transition diagrams, each of which defines the behavior of the fictional characters. The state-transition diagrams are translated into C program codes, which plays the role of a game engine in RPG system. The runtime environment includes PHP, JavaScript with Ajax and HTML. So the prototype system can be played on the usual Web browser, such as Fire-fox, Safari and IE. On a click or key press by a player, the Web browser sends it to the Web server to reflect its consequence on the screens which other players are looking at. Prospected users of this tool include programming novices and schoolchildren. The knowledge or skill of any specific programming languages is not required to create state-transition diagrams. Its structure is not only suitable for the definition of a character behavior but also intuitive to help novices understand. Therefore, the users can easily create Web-based MORPG system with the tool.

  7. Collectives for Multiple Resource Job Scheduling Across Heterogeneous Servers

    Science.gov (United States)

    Tumer, K.; Lawson, J.

    2003-01-01

    Efficient management of large-scale, distributed data storage and processing systems is a major challenge for many computational applications. Many of these systems are characterized by multi-resource tasks processed across a heterogeneous network. Conventional approaches, such as load balancing, work well for centralized, single resource problems, but breakdown in the more general case. In addition, most approaches are often based on heuristics which do not directly attempt to optimize the world utility. In this paper, we propose an agent based control system using the theory of collectives. We configure the servers of our network with agents who make local job scheduling decisions. These decisions are based on local goals which are constructed to be aligned with the objective of optimizing the overall efficiency of the system. We demonstrate that multi-agent systems in which all the agents attempt to optimize the same global utility function (team game) only marginally outperform conventional load balancing. On the other hand, agents configured using collectives outperform both team games and load balancing (by up to four times for the latter), despite their distributed nature and their limited access to information.

  8. 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.

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

    Science.gov (United States)

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

    2016-01-01

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

  10. NEOS Server 4.0 Administrative Guide

    OpenAIRE

    Dolan, Elizabeth D.

    2001-01-01

    The NEOS Server 4.0 provides a general Internet-based client/server as a link between users and software applications. The administrative guide covers the fundamental principals behind the operation of the NEOS Server, installation and trouble-shooting of the Server software, and implementation details of potential interest to a NEOS Server administrator. The guide also discusses making new software applications available through the Server, including areas of concern to remote solver adminis...

  11. High-Level Development of Multiserver Online Games

    Directory of Open Access Journals (Sweden)

    Frank Glinka

    2008-01-01

    Full Text Available Multiplayer online games with support for high user numbers must provide mechanisms to support an increasing amount of players by using additional resources. This paper provides a comprehensive analysis of the practically proven multiserver distribution mechanisms, zoning, instancing, and replication, and the tasks for the game developer implied by them. We propose a novel, high-level development approach which integrates the three distribution mechanisms seamlessly in today's online games. As a possible base for this high-level approach, we describe the real-time framework (RTF middleware system which liberates the developer from low-level tasks and allows him to stay at high level of design abstraction. We explain how RTF supports the implementation of single-server online games and how RTF allows to incorporate the three multiserver distribution mechanisms during the development process. Finally, we describe briefly how RTF provides manageability and maintenance functionality for online games in a grid context with dynamic resource allocation scenarios.

  12. 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.

  13. Games-to-teach or games-to-learn unlocking the power of digital game-based learning through performance

    CERN Document Server

    Chee, Yam San

    2016-01-01

    The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the differenc...

  14. 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...

  15. Gaming mindsets: implicit theories in serious game learning.

    Science.gov (United States)

    Lee, Yu-Hao; Heeter, Carrie; Magerko, Brian; Medler, Ben

    2012-04-01

    Individuals' beliefs about the malleability of their abilities may predict their response and outcome in learning from serious games. Individuals with growth mindsets believe their abilities can develop with practice and effort, whereas individuals with fixed mindsets believe their abilities are static and cannot improve. This study uses survey and gameplay server data to examine the implicit theory of intelligence in the context of serious game learning. The findings show that growth mindset players performed better than fixed mindset players, their mistakes did not affect their attention to the game, and they read more learning feedback than fixed mindset players. In addition, growth mindset players were more likely to actively seek difficult challenges, which is often essential to self-directed learning. General mindset measurements and domain-specific measurements were also compared. These findings suggest that players' psychological attributes should be considered when designing and applying serious games.

  16. Method for a dummy CD mirror server based on NAS

    Science.gov (United States)

    Tang, Muna; Pei, Jing

    2002-09-01

    With the development of computer network, information sharing is becoming the necessity in human life. The rapid development of CD-ROM and CD-ROM driver techniques makes it possible to issue large database online. After comparing many designs of dummy CD mirror database, which are the embodiment of a main product in CD-ROM database now and in near future, we proposed and realized a new PC based scheme. Our system has the following merits, such as, supporting all kinds of CD format; supporting many network protocol; the independence of mirror network server and the main server; low price, super large capacity, without the need of any special hardware. Preliminarily experiments have verified the validity of the proposed scheme. Encouraged by the promising application future, we are now preparing to put it into market. This paper discusses the design and implement of the CD-ROM server detailedly.

  17. A Web-Based Airborne Remote Sensing Telemetry Server, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — A Web-based Airborne Remote Sensing Telemetry Server (WARSTS) is proposed to integrate UAV telemetry and web-technology into an innovative communication, command,...

  18. Analysis of gaming community using Soft System Methodology

    OpenAIRE

    Hurych, Jan

    2015-01-01

    This diploma thesis aims to analyse virtual gaming community and it's problems in case of community belonging to EU server of the game called World of Tanks. To solve these problems, Soft System Methodology by P. Checkland, is used. The thesis includes analysis of significance of gaming communities for the gaming industry as a whole. Gaming community is then defined as a soft system. There are 3 problems analysed in the practical part of the thesis using newer version of SSM. One iteration of...

  19. Adding Social Elements to Game-Based Learning

    Directory of Open Access Journals (Sweden)

    Chien-Hung Lai

    2014-05-01

    Full Text Available Game-based learning is to present the instruction by games in learning, with the main purpose of triggering learners’ motives instead of instructing the courses. Thus, increasing learning motive by game-based learning becomes a common instructional strategy to enhance learning achievement. However, it is not easy to design interesting games combined with courses. In 2011, Echeverria proposed a design to combine characteristics of games with elements of courses by matching the virtual scenarios in games with proper courses. However, in the past game-based learning, students were gathered in regular places for several times of game-based learning. Students’ learning was limited by time and space. Therefore, for students’ game-based learning at any time and in any places, based on theories of design elements of online community game Aki Järvinen, this study treats Facebook as the platform of games. The development by online community game is easier, faster and cheaper than traditional video games. In 2006, Facebook allowed API program of the third party. Therefore, by Facebook, this study provides the platform for students to learn in social lives to explore students’ activities in online community games. Questionnaire survey is conducted to find out if the design of non-single user game is attractive for students to participate in game-based learning. In order to make sure that the questionnaires can be the criteria to investigate students’ intention to play games, by statistical program of social science; this study validates reliability and validity of items of questionnaire to effectively control the effect of online community games on students’ learning intention.

  20. 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.

  1. A Server-Client-Based Graphical Development Environment for Physics Analyses (VISPA)

    International Nuclear Information System (INIS)

    Bretz, H-P; Erdmann, M; Fischer, R; Hinzmann, A; Klingebiel, D; Komm, M; Müller, G; Rieger, M; Steffens, J; Steggemann, J; Urban, M; Winchen, T

    2012-01-01

    The Visual Physics Analysis (VISPA) project provides a graphical development environment for data analysis. It addresses the typical development cycle of (re-)designing, executing, and verifying an analysis. We present the new server-client-based web application of the VISPA project to perform physics analyses via a standard internet browser. This enables individual scientists to work with a large variety of devices including touch screens, and teams of scientists to share, develop, and execute analyses on a server via the web interface.

  2. 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...

  3. An Improved Algorithm Research on the PrefixSpan Based on the Server Session Constraint

    Directory of Open Access Journals (Sweden)

    Cai Hong-Guo

    2017-01-01

    Full Text Available When we mine long sequential pattern and discover knowledge by the PrefixSpan algorithm in Web Usage Mining (WUM.The elements and the suffix sequences are much more may cause the problem of the calculation, such as the space explosion. To further solve the problem a more effective way is that. Firstly, a server session-based server log file format is proposed. Then the improved algorithm on the PrefixSpan based on server session constraint is discussed for mining frequent Sequential patterns on the website. Finally, the validity and superiority of the method are presented by the experiment in the paper.

  4. Analisis Perbandingan Load Balancing Web Server Tunggal Dengan Web Server Cluster Menggunakan Linux Virtual Server

    OpenAIRE

    Lukitasari, Desy; Oklilas, Ahmad Fali

    2010-01-01

    Virtual server adalah server yang mempunyai skalabilitas dan ketersedian yang tinggi yang dibangun diatas sebuah cluster dari beberapa real server. Real server dan load balancer akan saling terkoneksi baik dalam jaringan lokal kecepatan tinggi atau yang terpisah secara geografis. Load balancer dapat mengirim permintaan-permintaan ke server yang berbeda dan membuat paralel service dari sebuah cluster pada sebuah alamat IP tunggal dan meminta pengiriman dapat menggunakan teknologi IP load...

  5. An Enhanced Biometric Based Authentication with Key-Agreement Protocol for Multi-Server Architecture Based on Elliptic Curve Cryptography.

    Science.gov (United States)

    Reddy, Alavalapati Goutham; Das, Ashok Kumar; Odelu, Vanga; Yoo, Kee-Young

    2016-01-01

    Biometric based authentication protocols for multi-server architectures have gained momentum in recent times due to advancements in wireless technologies and associated constraints. Lu et al. recently proposed a robust biometric based authentication with key agreement protocol for a multi-server environment using smart cards. They claimed that their protocol is efficient and resistant to prominent security attacks. The careful investigation of this paper proves that Lu et al.'s protocol does not provide user anonymity, perfect forward secrecy and is susceptible to server and user impersonation attacks, man-in-middle attacks and clock synchronization problems. In addition, this paper proposes an enhanced biometric based authentication with key-agreement protocol for multi-server architecture based on elliptic curve cryptography using smartcards. We proved that the proposed protocol achieves mutual authentication using Burrows-Abadi-Needham (BAN) logic. The formal security of the proposed protocol is verified using the AVISPA (Automated Validation of Internet Security Protocols and Applications) tool to show that our protocol can withstand active and passive attacks. The formal and informal security analyses and performance analysis demonstrates that the proposed protocol is robust and efficient compared to Lu et al.'s protocol and existing similar protocols.

  6. Markov queue game with virtual reality strategies | Nwobi-Okoye ...

    African Journals Online (AJOL)

    A non cooperative markov game with several unique characteristics was introduced. Some of these characteristics include: the existence of a single phase multi server queuing model and markovian transition matrix/matrices for each game, introduction of virtual situations (virtual reality) or dummies to improve the chances ...

  7. The design and implementation of multiplayer, web-based, 2D game made in client-server architecture

    OpenAIRE

    Chojnacki, Piotr; Duczmańska, Justyna

    2014-01-01

    Even though Ludwig Wittgenstein – Austrian-British philosopher – was the first man to address a definition of word “game”1 in his Philosophical Investigations book in 1953, games were known to human since the ancient times2. Because people are social beings and they long to interact with each other, a purpose of majority of games was – and still is – to spend time with others in a friendly atmosphere. It is also in human nature to face challenges and compete with other people and it is reflec...

  8. Cybersecurity, massive data processing, community interaction, and other developments at WWW-based computational X-ray Server

    Science.gov (United States)

    Stepanov, Sergey

    2013-03-01

    X-Ray Server (x-server.gmca.aps.anl.gov) is a WWW-based computational server for modeling of X-ray diffraction, reflection and scattering data. The modeling software operates directly on the server and can be accessed remotely either from web browsers or from user software. In the later case the server can be deployed as a software library or a data fitting engine. As the server recently surpassed the milestones of 15 years online and 1.5 million calculations, it accumulated a number of technical solutions that are discussed in this paper. The developed approaches to detecting physical model limits and user calculations failures, solutions to spam and firewall problems, ways to involve the community in replenishing databases and methods to teach users automated access to the server programs may be helpful for X-ray researchers interested in using the server or sharing their own software online.

  9. Cybersecurity, massive data processing, community interaction, and other developments at WWW-based computational X-ray Server

    International Nuclear Information System (INIS)

    Stepanov, Sergey

    2013-01-01

    X-Ray Server (x-server.gmca.aps.anl.gov) is a WWW-based computational server for modeling of X-ray diffraction, reflection and scattering data. The modeling software operates directly on the server and can be accessed remotely either from web browsers or from user software. In the later case the server can be deployed as a software library or a data fitting engine. As the server recently surpassed the milestones of 15 years online and 1.5 million calculations, it accumulated a number of technical solutions that are discussed in this paper. The developed approaches to detecting physical model limits and user calculations failures, solutions to spam and firewall problems, ways to involve the community in replenishing databases and methods to teach users automated access to the server programs may be helpful for X-ray researchers interested in using the server or sharing their own software online.

  10. Defense strategies for cloud computing multi-site server infrastructures

    Energy Technology Data Exchange (ETDEWEB)

    Rao, Nageswara S. [ORNL; Ma, Chris Y. T. [Hang Seng Management College, Hon Kong; He, Fei [Texas A& M University, Kingsville, TX, USA

    2018-01-01

    We consider cloud computing server infrastructures for big data applications, which consist of multiple server sites connected over a wide-area network. The sites house a number of servers, network elements and local-area connections, and the wide-area network plays a critical, asymmetric role of providing vital connectivity between them. We model this infrastructure as a system of systems, wherein the sites and wide-area network are represented by their cyber and physical components. These components can be disabled by cyber and physical attacks, and also can be protected against them using component reinforcements. The effects of attacks propagate within the systems, and also beyond them via the wide-area network.We characterize these effects using correlations at two levels using: (a) aggregate failure correlation function that specifies the infrastructure failure probability given the failure of an individual site or network, and (b) first-order differential conditions on system survival probabilities that characterize the component-level correlations within individual systems. We formulate a game between an attacker and a provider using utility functions composed of survival probability and cost terms. At Nash Equilibrium, we derive expressions for the expected capacity of the infrastructure given by the number of operational servers connected to the network for sum-form, product-form and composite utility functions.

  11. A Capacity Supply Model for Virtualized Servers

    Directory of Open Access Journals (Sweden)

    Alexander PINNOW

    2009-01-01

    Full Text Available This paper deals with determining the capacity supply for virtualized servers. First, a server is modeled as a queue based on a Markov chain. Then, the effect of server virtualization on the capacity supply will be analyzed with the distribution function of the server load.

  12. 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.

  13. 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.

  14. 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.

  15. An Enhanced Biometric Based Authentication with Key-Agreement Protocol for Multi-Server Architecture Based on Elliptic Curve Cryptography

    Science.gov (United States)

    Reddy, Alavalapati Goutham; Das, Ashok Kumar; Odelu, Vanga; Yoo, Kee-Young

    2016-01-01

    Biometric based authentication protocols for multi-server architectures have gained momentum in recent times due to advancements in wireless technologies and associated constraints. Lu et al. recently proposed a robust biometric based authentication with key agreement protocol for a multi-server environment using smart cards. They claimed that their protocol is efficient and resistant to prominent security attacks. The careful investigation of this paper proves that Lu et al.’s protocol does not provide user anonymity, perfect forward secrecy and is susceptible to server and user impersonation attacks, man-in-middle attacks and clock synchronization problems. In addition, this paper proposes an enhanced biometric based authentication with key-agreement protocol for multi-server architecture based on elliptic curve cryptography using smartcards. We proved that the proposed protocol achieves mutual authentication using Burrows-Abadi-Needham (BAN) logic. The formal security of the proposed protocol is verified using the AVISPA (Automated Validation of Internet Security Protocols and Applications) tool to show that our protocol can withstand active and passive attacks. The formal and informal security analyses and performance analysis demonstrates that the proposed protocol is robust and efficient compared to Lu et al.’s protocol and existing similar protocols. PMID:27163786

  16. An Enhanced Biometric Based Authentication with Key-Agreement Protocol for Multi-Server Architecture Based on Elliptic Curve Cryptography.

    Directory of Open Access Journals (Sweden)

    Alavalapati Goutham Reddy

    Full Text Available Biometric based authentication protocols for multi-server architectures have gained momentum in recent times due to advancements in wireless technologies and associated constraints. Lu et al. recently proposed a robust biometric based authentication with key agreement protocol for a multi-server environment using smart cards. They claimed that their protocol is efficient and resistant to prominent security attacks. The careful investigation of this paper proves that Lu et al.'s protocol does not provide user anonymity, perfect forward secrecy and is susceptible to server and user impersonation attacks, man-in-middle attacks and clock synchronization problems. In addition, this paper proposes an enhanced biometric based authentication with key-agreement protocol for multi-server architecture based on elliptic curve cryptography using smartcards. We proved that the proposed protocol achieves mutual authentication using Burrows-Abadi-Needham (BAN logic. The formal security of the proposed protocol is verified using the AVISPA (Automated Validation of Internet Security Protocols and Applications tool to show that our protocol can withstand active and passive attacks. The formal and informal security analyses and performance analysis demonstrates that the proposed protocol is robust and efficient compared to Lu et al.'s protocol and existing similar protocols.

  17. ACFIS: a web server for fragment-based drug discovery

    Science.gov (United States)

    Hao, Ge-Fei; Jiang, Wen; Ye, Yuan-Nong; Wu, Feng-Xu; Zhu, Xiao-Lei; Guo, Feng-Biao; Yang, Guang-Fu

    2016-01-01

    In order to foster innovation and improve the effectiveness of drug discovery, there is a considerable interest in exploring unknown ‘chemical space’ to identify new bioactive compounds with novel and diverse scaffolds. Hence, fragment-based drug discovery (FBDD) was developed rapidly due to its advanced expansive search for ‘chemical space’, which can lead to a higher hit rate and ligand efficiency (LE). However, computational screening of fragments is always hampered by the promiscuous binding model. In this study, we developed a new web server Auto Core Fragment in silico Screening (ACFIS). It includes three computational modules, PARA_GEN, CORE_GEN and CAND_GEN. ACFIS can generate core fragment structure from the active molecule using fragment deconstruction analysis and perform in silico screening by growing fragments to the junction of core fragment structure. An integrated energy calculation rapidly identifies which fragments fit the binding site of a protein. We constructed a simple interface to enable users to view top-ranking molecules in 2D and the binding mode in 3D for further experimental exploration. This makes the ACFIS a highly valuable tool for drug discovery. The ACFIS web server is free and open to all users at http://chemyang.ccnu.edu.cn/ccb/server/ACFIS/. PMID:27150808

  18. Game-Based Learning: A Different Perspective

    Science.gov (United States)

    Royle, Karl

    2008-01-01

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

  19. Dynamic Server-Based KML Code Generator Method for Level-of-Detail Traversal of Geospatial Data

    Science.gov (United States)

    Baxes, Gregory; Mixon, Brian; Linger, TIm

    2013-01-01

    Web-based geospatial client applications such as Google Earth and NASA World Wind must listen to data requests, access appropriate stored data, and compile a data response to the requesting client application. This process occurs repeatedly to support multiple client requests and application instances. Newer Web-based geospatial clients also provide user-interactive functionality that is dependent on fast and efficient server responses. With massively large datasets, server-client interaction can become severely impeded because the server must determine the best way to assemble data to meet the client applications request. In client applications such as Google Earth, the user interactively wanders through the data using visually guided panning and zooming actions. With these actions, the client application is continually issuing data requests to the server without knowledge of the server s data structure or extraction/assembly paradigm. A method for efficiently controlling the networked access of a Web-based geospatial browser to server-based datasets in particular, massively sized datasets has been developed. The method specifically uses the Keyhole Markup Language (KML), an Open Geospatial Consortium (OGS) standard used by Google Earth and other KML-compliant geospatial client applications. The innovation is based on establishing a dynamic cascading KML strategy that is initiated by a KML launch file provided by a data server host to a Google Earth or similar KMLcompliant geospatial client application user. Upon execution, the launch KML code issues a request for image data covering an initial geographic region. The server responds with the requested data along with subsequent dynamically generated KML code that directs the client application to make follow-on requests for higher level of detail (LOD) imagery to replace the initial imagery as the user navigates into the dataset. The approach provides an efficient data traversal path and mechanism that can be

  20. 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…

  1. An Efficient Algorithm for Server Thermal Fault Diagnosis Based on Infrared Image

    Science.gov (United States)

    Liu, Hang; Xie, Ting; Ran, Jian; Gao, Shan

    2017-10-01

    It is essential for a data center to maintain server security and stability. Long-time overload operation or high room temperature may cause service disruption even a server crash, which would result in great economic loss for business. Currently, the methods to avoid server outages are monitoring and forecasting. Thermal camera can provide fine texture information for monitoring and intelligent thermal management in large data center. This paper presents an efficient method for server thermal fault monitoring and diagnosis based on infrared image. Initially thermal distribution of server is standardized and the interest regions of the image are segmented manually. Then the texture feature, Hu moments feature as well as modified entropy feature are extracted from the segmented regions. These characteristics are applied to analyze and classify thermal faults, and then make efficient energy-saving thermal management decisions such as job migration. For the larger feature space, the principal component analysis is employed to reduce the feature dimensions, and guarantee high processing speed without losing the fault feature information. Finally, different feature vectors are taken as input for SVM training, and do the thermal fault diagnosis after getting the optimized SVM classifier. This method supports suggestions for optimizing data center management, it can improve air conditioning efficiency and reduce the energy consumption of the data center. The experimental results show that the maximum detection accuracy is 81.5%.

  2. Experience with Server Self Service Center (S3C)

    International Nuclear Information System (INIS)

    Sucik, Juraj; Bukowiec, Sebastian

    2010-01-01

    CERN has a successful experience with running Server Self Service Center (S3C) for virtual server provisioning which is based on Microsoft (registered) Virtual Server 2005. With the introduction of Windows Server 2008 and its built-in hypervisor based virtualization (Hyper-V) there are new possibilities for the expansion of the current service. This paper describes the architecture of the redesigned virtual Server Self Service based on Hyper-V which provides dynamically scalable virtualized resources on demand as needed and outlines the possible implications on the future use of virtual machines at CERN.

  3. Experience with Server Self Service Center (S3C)

    CERN Multimedia

    Sucik, J

    2009-01-01

    CERN has a successful experience with running Server Self Service Center (S3C) for virtual server provisioning which is based on Microsoft® Virtual Server 2005. With the introduction of Windows Server 2008 and its built-in hypervisor based virtualization (Hyper-V) there are new possibilities for the expansion of the current service. This paper describes the architecture of the redesigned virtual Server Self Service based on Hyper-V which provides dynamically scalable virtualized resources on demand as needed and outlines the possible implications on the future use of virtual machines at CERN.

  4. Game-based verification and synthesis

    DEFF Research Database (Denmark)

    Vester, Steen

    and the environment behaves. Synthesis of strategies in games can thus be used for automatic generation of correct-by-construction programs from specifications. We consider verification and synthesis problems for several well-known game-based models. This includes both model-checking problems and satisfiability...... can be extended to solve finitely-branching turn-based games more efficiently. Further, the novel concept of winning cores in parity games is introduced. We use this to develop a new polynomial-time under-approximation algorithm for solving parity games. Experimental results show that this algorithm...... corresponds directly to a program for the corresponding entity of the system. A strategy for a player which ensures that the player wins no matter how the other players behave then corresponds to a program ensuring that the specification of the entity is satisfied no matter how the other entities...

  5. GPS-Based AR Games Development Potential

    Directory of Open Access Journals (Sweden)

    Gregorius Alvin Raditya Santoso

    2014-11-01

    Full Text Available The application of new technologies in a game is not a new thing. One example is the application of Augmented Reality (AR technology in game. Many people do not know the application of AR technology in game, although the application of this technology is able to produce a game with unique gameplay. In addition, since AR game is GPS-based, it offers new gaming experience, that is, playing outdoors in which the real world becomes the game arena. This advantage gives the AR technology a huge potential to be developed into a game

  6. An adversarial queueing model for online server routing

    NARCIS (Netherlands)

    Bonifaci, V.

    2007-01-01

    In an online server routing problem, a vehicle or server moves in a network in order to process incoming requests at the nodes. Online server routing problems have been thoroughly studied using competitive analysis. We propose a new model for online server routing, based on adversarial queueing

  7. Foundations of Game-Based Learning

    Science.gov (United States)

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

    2015-01-01

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

  8. Rethinking Game Based Learning: applying pedagogical standards to educational games

    NARCIS (Netherlands)

    Schmitz, Birgit; Kelle, Sebastian

    2010-01-01

    Schmitz, B., & Kelle, S. (2010, 1-6 February). Rethinking Game Based Learning: applying pedagogical standards to educational games. Presentation at JTEL Winter School 2010 on Advanced Learning Technologies, Innsbruck, Austria.

  9. SPEER-SERVER: a web server for prediction of protein specificity determining sites.

    Science.gov (United States)

    Chakraborty, Abhijit; Mandloi, Sapan; Lanczycki, Christopher J; Panchenko, Anna R; Chakrabarti, Saikat

    2012-07-01

    Sites that show specific conservation patterns within subsets of proteins in a protein family are likely to be involved in the development of functional specificity. These sites, generally termed specificity determining sites (SDS), might play a crucial role in binding to a specific substrate or proteins. Identification of SDS through experimental techniques is a slow, difficult and tedious job. Hence, it is very important to develop efficient computational methods that can more expediently identify SDS. Herein, we present Specificity prediction using amino acids' Properties, Entropy and Evolution Rate (SPEER)-SERVER, a web server that predicts SDS by analyzing quantitative measures of the conservation patterns of protein sites based on their physico-chemical properties and the heterogeneity of evolutionary changes between and within the protein subfamilies. This web server provides an improved representation of results, adds useful input and output options and integrates a wide range of analysis and data visualization tools when compared with the original standalone version of the SPEER algorithm. Extensive benchmarking finds that SPEER-SERVER exhibits sensitivity and precision performance that, on average, meets or exceeds that of other currently available methods. SPEER-SERVER is available at http://www.hpppi.iicb.res.in/ss/.

  10. Adding Social Elements to Game-Based Learning

    OpenAIRE

    Chien-Hung Lai; Yu-Chang Lin; Bin-Shyan Jong; Yen-Teh Hsia

    2014-01-01

    Game-based learning is to present the instruction by games in learning, with the main purpose of triggering learners’ motives instead of instructing the courses. Thus, increasing learning motive by game-based learning becomes a common instructional strategy to enhance learning achievement. However, it is not easy to design interesting games combined with courses. In 2011, Echeverria proposed a design to combine characteristics of games with elements of courses by matching the virtual scenario...

  11. ACFIS: a web server for fragment-based drug discovery.

    Science.gov (United States)

    Hao, Ge-Fei; Jiang, Wen; Ye, Yuan-Nong; Wu, Feng-Xu; Zhu, Xiao-Lei; Guo, Feng-Biao; Yang, Guang-Fu

    2016-07-08

    In order to foster innovation and improve the effectiveness of drug discovery, there is a considerable interest in exploring unknown 'chemical space' to identify new bioactive compounds with novel and diverse scaffolds. Hence, fragment-based drug discovery (FBDD) was developed rapidly due to its advanced expansive search for 'chemical space', which can lead to a higher hit rate and ligand efficiency (LE). However, computational screening of fragments is always hampered by the promiscuous binding model. In this study, we developed a new web server Auto Core Fragment in silico Screening (ACFIS). It includes three computational modules, PARA_GEN, CORE_GEN and CAND_GEN. ACFIS can generate core fragment structure from the active molecule using fragment deconstruction analysis and perform in silico screening by growing fragments to the junction of core fragment structure. An integrated energy calculation rapidly identifies which fragments fit the binding site of a protein. We constructed a simple interface to enable users to view top-ranking molecules in 2D and the binding mode in 3D for further experimental exploration. This makes the ACFIS a highly valuable tool for drug discovery. The ACFIS web server is free and open to all users at http://chemyang.ccnu.edu.cn/ccb/server/ACFIS/. © The Author(s) 2016. Published by Oxford University Press on behalf of Nucleic Acids Research.

  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. Key technologies of the server monitor and control system based on GSM short messages

    International Nuclear Information System (INIS)

    Chen Taiwei; Zhou Zhenliu; Liu Baoxu

    2007-01-01

    The network management based on SNMP protocol cannot effectively monitor and control application-system states and key-process states on the computer server. Furthermore, it needs the administrator's longtime surveillance. When the administrator leaves the computer, he can't receive the malfunction message in time. In this paper we present a server monitor and control system based on monitor agents and GSM short messages, introduce the key technology to realize it, and implement a model system in the real network environment. (authors)

  14. Computer Game-based Learning: Applied Game Development Made Simpler

    NARCIS (Netherlands)

    Nyamsuren, Enkhbold

    2018-01-01

    The RAGE project (Realising an Applied Gaming Ecosystem, http://rageproject.eu/) is an ongoing initiative that aims to offer an ecosystem to support serious games’ development and use. Its two main objectives are to provide technologies for computer game-based pedagogy and learning and to establish

  15. A GCM Solution for Leveraging Server-side JMS Functionality to Android-based Trading Application

    Directory of Open Access Journals (Sweden)

    Claudiu VINTE

    2013-01-01

    Full Text Available The paper presents our solution for a message oriented communication mechanism, employing Google Cloud Messaging (GCM on the client-side, and Java Message Service (JMS on the server-side, in order to leverage JMS functionality to Android-based trading application. Our ongoing research has been focused upon conceiving a way to expose the trading services offered by our academic trading system ASETS to a mobile trading application based on Android platform. ASETS trading platform is a distributed SOA implementation, with an original API based on JMS. In order to design and implement an Android based client, able to inter-communicate with the server-side components of ASETS, in a manner consistent with publisher/subscriber JMS communication model, there was particularly necessary to have object embedded messages, produced by various ASETS services, pushed to the client application. While point-to-point communication model could be resolved on the client-side by employing synchronous HTTP socket connections over TCP/IP, the asynchronously generated messages from the server-side had to reach the client application in a push manner.

  16. GeoServer: il server geospaziale Open Source novità della nuova versione 2.3.0

    Directory of Open Access Journals (Sweden)

    Simone Giannecchini

    2013-04-01

    Full Text Available GeoServer è un server geospaziale Open Source sviluppato con tecnologia Java Enterprise per la gestione e l’editing di dati geospaziali secondo gli standard OGC e ISO Technical Committee 211. Esso fornisce le funzionalità di base per creareinfrastrutture spaziali di dati (SDI ed è progettato per essere interoperabile potendo pubblicare dati provenienti da ogni tipo di fonte spaziale utilizzando standard aperti.Open Source GeoSpatial server developed with Java Enterprise technology for managing, sharing and editing geospatial data according to the OGC and ISO TC 211 standards. GeoServer provides the basic functionalities to create spatial data infrastructures (SDI.GeoServer is designed for interoperability, it publishes data from any major spatial data source using open standards: it is the reference implementation of the Open Geospatial Consortium (OGC Web Feature Service (WFS and Web Coverage Service (WCS standards, as well as a highperformance certified compliant Web Map Service (WMS. GeoServer forms a core component of the Geospatial Web.

  17. Optimal Self-Tuning PID Controller Based on Low Power Consumption for a Server Fan Cooling System.

    Science.gov (United States)

    Lee, Chengming; Chen, Rongshun

    2015-05-20

    Recently, saving the cooling power in servers by controlling the fan speed has attracted considerable attention because of the increasing demand for high-density servers. This paper presents an optimal self-tuning proportional-integral-derivative (PID) controller, combining a PID neural network (PIDNN) with fan-power-based optimization in the transient-state temperature response in the time domain, for a server fan cooling system. Because the thermal model of the cooling system is nonlinear and complex, a server mockup system simulating a 1U rack server was constructed and a fan power model was created using a third-order nonlinear curve fit to determine the cooling power consumption by the fan speed control. PIDNN with a time domain criterion is used to tune all online and optimized PID gains. The proposed controller was validated through experiments of step response when the server operated from the low to high power state. The results show that up to 14% of a server's fan cooling power can be saved if the fan control permits a slight temperature response overshoot in the electronic components, which may provide a time-saving strategy for tuning the PID controller to control the server fan speed during low fan power consumption.

  18. UNIX secure server : a free, secure, and functional server example

    OpenAIRE

    Sastre, Hugo

    2016-01-01

    The purpose of this thesis work was to introduce UNIX server as a personal server but also as a start point for investigation and developing at a professional level. The objective of this thesis was to build a secure server providing not only a FTP server but also an HTTP server and a cloud system for remote backups. OpenBSD was used as the operating system. OpenBSD is a UNIX-like operating system made by hackers for hackers. The difference with other systems that might partially provid...

  19. 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.

  20. UNRES server for physics-based coarse-grained simulations and prediction of protein structure, dynamics and thermodynamics.

    Science.gov (United States)

    Czaplewski, Cezary; Karczynska, Agnieszka; Sieradzan, Adam K; Liwo, Adam

    2018-04-30

    A server implementation of the UNRES package (http://www.unres.pl) for coarse-grained simulations of protein structures with the physics-based UNRES model, coined a name UNRES server, is presented. In contrast to most of the protein coarse-grained models, owing to its physics-based origin, the UNRES force field can be used in simulations, including those aimed at protein-structure prediction, without ancillary information from structural databases; however, the implementation includes the possibility of using restraints. Local energy minimization, canonical molecular dynamics simulations, replica exchange and multiplexed replica exchange molecular dynamics simulations can be run with the current UNRES server; the latter are suitable for protein-structure prediction. The user-supplied input includes protein sequence and, optionally, restraints from secondary-structure prediction or small x-ray scattering data, and simulation type and parameters which are selected or typed in. Oligomeric proteins, as well as those containing D-amino-acid residues and disulfide links can be treated. The output is displayed graphically (minimized structures, trajectories, final models, analysis of trajectory/ensembles); however, all output files can be downloaded by the user. The UNRES server can be freely accessed at http://unres-server.chem.ug.edu.pl.

  1. Digital game-based learning in secondary education

    NARCIS (Netherlands)

    Huizenga, J.C.

    2017-01-01

    This PhD thesis presents research on digital game-based learning in secondary education. The main research question is: How do digital games contribute to learning, engagement and motivation to learn? The thesis contains seven chapters. Chapter one is an introduction to digital game-based learning

  2. Cryptanalysis and improvement of a biometrics-based authentication and key agreement scheme for multi-server environments.

    Science.gov (United States)

    Yang, Li; Zheng, Zhiming

    2018-01-01

    According to advancements in the wireless technologies, study of biometrics-based multi-server authenticated key agreement schemes has acquired a lot of momentum. Recently, Wang et al. presented a three-factor authentication protocol with key agreement and claimed that their scheme was resistant to several prominent attacks. Unfortunately, this paper indicates that their protocol is still vulnerable to the user impersonation attack, privileged insider attack and server spoofing attack. Furthermore, their protocol cannot provide the perfect forward secrecy. As a remedy of these aforementioned problems, we propose a biometrics-based authentication and key agreement scheme for multi-server environments. Compared with various related schemes, our protocol achieves the stronger security and provides more functionality properties. Besides, the proposed protocol shows the satisfactory performances in respect of storage requirement, communication overhead and computational cost. Thus, our protocol is suitable for expert systems and other multi-server architectures. Consequently, the proposed protocol is more appropriate in the distributed networks.

  3. Cryptanalysis and improvement of a biometrics-based authentication and key agreement scheme for multi-server environments

    Science.gov (United States)

    Zheng, Zhiming

    2018-01-01

    According to advancements in the wireless technologies, study of biometrics-based multi-server authenticated key agreement schemes has acquired a lot of momentum. Recently, Wang et al. presented a three-factor authentication protocol with key agreement and claimed that their scheme was resistant to several prominent attacks. Unfortunately, this paper indicates that their protocol is still vulnerable to the user impersonation attack, privileged insider attack and server spoofing attack. Furthermore, their protocol cannot provide the perfect forward secrecy. As a remedy of these aforementioned problems, we propose a biometrics-based authentication and key agreement scheme for multi-server environments. Compared with various related schemes, our protocol achieves the stronger security and provides more functionality properties. Besides, the proposed protocol shows the satisfactory performances in respect of storage requirement, communication overhead and computational cost. Thus, our protocol is suitable for expert systems and other multi-server architectures. Consequently, the proposed protocol is more appropriate in the distributed networks. PMID:29534085

  4. Location-based games

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine

    In this dissertation, it is explored which prerequisites are necessary in location-based games (LBGs) to make meaningful the meeting between players and spatiality with an emphasis on physical locations. Throughout the dissertation, it has been shown that LBGs affect players’ perception of and be...... possible. The practical contribution is my creation of the LBG Visions of Sara. People continue to play this game in Odense more than two years after its launch, and DJEEO uses it as a showcase, enabling the company to sell similar LBGs....

  5. Optimal Self-Tuning PID Controller Based on Low Power Consumption for a Server Fan Cooling System

    Directory of Open Access Journals (Sweden)

    Chengming Lee

    2015-05-01

    Full Text Available Recently, saving the cooling power in servers by controlling the fan speed has attracted considerable attention because of the increasing demand for high-density servers. This paper presents an optimal self-tuning proportional-integral-derivative (PID controller, combining a PID neural network (PIDNN with fan-power-based optimization in the transient-state temperature response in the time domain, for a server fan cooling system. Because the thermal model of the cooling system is nonlinear and complex, a server mockup system simulating a 1U rack server was constructed and a fan power model was created using a third-order nonlinear curve fit to determine the cooling power consumption by the fan speed control. PIDNN with a time domain criterion is used to tune all online and optimized PID gains. The proposed controller was validated through experiments of step response when the server operated from the low to high power state. The results show that up to 14% of a server’s fan cooling power can be saved if the fan control permits a slight temperature response overshoot in the electronic components, which may provide a time-saving strategy for tuning the PID controller to control the server fan speed during low fan power consumption.

  6. Understanding game-based literacy practices in a school context

    DEFF Research Database (Denmark)

    Bremholm, Jesper; Brok, Lene Storgaard

    methodology, and the interventions will be carried out at 20 schools in Denmark and will consist of 4 specially designed game-based units in each of the subjects Danish (as L1), mathematics, and science in both 5th and 7th grade. Games include digital as well as analogue games, and we understand game...... in the 21st Century (GBL21), a five years large-scale intervention project launched in December 2017. The overall aim is to explore how and to what degree students develop 21st century skills through a game-based pedagogy in different school subjects. The GBL21 project is based on a mixed methods......-based learning as relating to the process of designing games, exploring game worlds, and reflecting on game activities in an educational context. The purpose of the qualitative strand is to explore how the game-based learning activities influence the literacy practices in the different classrooms. This includes...

  7. Mastering Citrix XenServer

    CERN Document Server

    Reed, Martez

    2014-01-01

    If you are an administrator who is looking to gain a greater understanding of how to design and implement a virtualization solution based on Citrix® XenServer®, then this book is for you. The book will serve as an excellent resource for those who are already familiar with other virtualization platforms, such as Microsoft Hyper-V or VMware vSphere.The book assumes that you have a good working knowledge of servers, networking, and storage technologies.

  8. Gaming and the Commodities Market: An Economic-Based Game for Developing Reasoning Skills

    Science.gov (United States)

    Witschonke, Christopher; Herrera, Jose Maria

    2013-01-01

    The authors describe an economics-based game they have developed to instruct student teachers in the value of games and gaming for developing reasoning and decision-making skills in economics in K-12 students (5-18-year-olds). The game is designed to progress through each grade level so that by high school students have a thorough appreciation and…

  9. Gender-Inclusive Game-Based Learning in Secondary Education

    Science.gov (United States)

    Admiraal, Wilfried; Huizenga, Jantina; Heemskerk, Irma; Kuiper, Els; Volman, Monique; ten Dam, Geert

    2014-01-01

    Boys show a stronger preference for digital entertainment games than girls. For this reason, it may be that game-based learning is more acceptable to boys than to girls. Yet game-based learning might improve the performance of both boys and girls, depending upon the instructional design. In a quasi-experimental study with a secret-trail game,…

  10. Designing Science Learning with Game-Based Approaches

    Science.gov (United States)

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

    2014-01-01

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

  11. Web Services for the Management of Persistent Online Game Factions

    DEFF Research Database (Denmark)

    Deliege, Francois; Zimanyi, Esteban

    2006-01-01

    complicated to manage it becomes. The goal of this work is to create an infrastructure to allow faction management tools to automatically update their data with the information maintained on the game server. The web services technology is chosen for the various advantages it offers. While this technology...... is already widely accepted in the business world, its use in a game context is totally new. It seems that web services have gained their place in the game world and will continue to be developed. Hopefully, this experiment will convince other game designers to adapt their platforms in a similar manner....

  12. Implementation of SRPT Scheduling in Web Servers

    National Research Council Canada - National Science Library

    Harchol-Balter, Mor

    2000-01-01

    .... Experiments use the Linux operating system and the Flash web server. All experiments are repeated under a range of server loads and under both trace-based workloads and those generated by a Web workload generator...

  13. 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.

  14. Computer-Based Simulation Games in Public Administration Education

    Directory of Open Access Journals (Sweden)

    Kutergina Evgeniia

    2017-12-01

    Full Text Available Computer simulation, an active learning technique, is now one of the advanced pedagogical technologies. Th e use of simulation games in the educational process allows students to gain a firsthand understanding of the processes of real life. Public- administration, public-policy and political-science courses increasingly adopt simulation games in universities worldwide. Besides person-to-person simulation games, there are computer-based simulations in public-administration education. Currently in Russia the use of computer-based simulation games in Master of Public Administration (MPA curricula is quite limited. Th is paper focuses on computer- based simulation games for students of MPA programmes. Our aim was to analyze outcomes of implementing such games in MPA curricula. We have done so by (1 developing three computer-based simulation games about allocating public finances, (2 testing the games in the learning process, and (3 conducting a posttest examination to evaluate the effect of simulation games on students’ knowledge of municipal finances. Th is study was conducted in the National Research University Higher School of Economics (HSE and in the Russian Presidential Academy of National Economy and Public Administration (RANEPA during the period of September to December 2015, in Saint Petersburg, Russia. Two groups of students were randomly selected in each university and then randomly allocated either to the experimental or the control group. In control groups (n=12 in HSE, n=13 in RANEPA students had traditional lectures. In experimental groups (n=12 in HSE, n=13 in RANEPA students played three simulation games apart from traditional lectures. Th is exploratory research shows that the use of computer-based simulation games in MPA curricula can improve students’ outcomes by 38 %. In general, the experimental groups had better performances on the post-test examination (Figure 2. Students in the HSE experimental group had 27.5 % better

  15. Implementation of Backend Infrastructure for Social Mobile Game

    OpenAIRE

    Sillanpää, Ville

    2015-01-01

    The goal of this thesis was to create a scalable backend infrastructure for a social mobile game, Last Planets, deployed in the Microsoft Azure cloud environment. The main part of the study consists of three sections: the first one describes the needs and considerations for communication middleware, the second one goes through the design principles and typical components in a game server architecture, and the third one explains how the aforementioned theory is put in practice in Last Planets....

  16. Game Channels for Trustless Off-Chain Interactions in Decentralized Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Daniel Kraft

    2016-12-01

    Full Text Available Blockchains can be used to build multi-player online games and virtual worlds that require no central server. This concept is pioneered by Huntercoin, but it leads to large growth of the blockchain and heavy resource requirements. In this paper, we present a new protocol inspired by payment channels and sidechains that allows for trustless off-chain interactions of players in private turn-based games. They are usually performed without requiring space in the public blockchain, but if a dispute arises, the public network can be used to resolve the conflict. We also analyze the resulting security guarantees and describe possible extensions to games with shared turns and for near real-time interaction. Our proposed concept can be used to scale Huntercoin to very large or even infinite worlds and to enable almost real-time interactions between players.

  17. 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...

  18. GeoServer cookbook

    CERN Document Server

    Iacovella, Stefano

    2014-01-01

    This book is ideal for GIS experts, developers, and system administrators who have had a first glance at GeoServer and who are eager to explore all its features in order to configure professional map servers. Basic knowledge of GIS and GeoServer is required.

  19. Remote Sensing Data Analytics for Planetary Science with PlanetServer/EarthServer

    Science.gov (United States)

    Rossi, Angelo Pio; Figuera, Ramiro Marco; Flahaut, Jessica; Martinot, Melissa; Misev, Dimitar; Baumann, Peter; Pham Huu, Bang; Besse, Sebastien

    2016-04-01

    Planetary Science datasets, beyond the change in the last two decades from physical volumes to internet-accessible archives, still face the problem of large-scale processing and analytics (e.g. Rossi et al., 2014, Gaddis and Hare, 2015). PlanetServer, the Planetary Science Data Service of the EC-funded EarthServer-2 project (#654367) tackles the planetary Big Data analytics problem with an array database approach (Baumann et al., 2014). It is developed to serve a large amount of calibrated, map-projected planetary data online, mainly through Open Geospatial Consortium (OGC) Web Coverage Processing Service (WCPS) (e.g. Rossi et al., 2014; Oosthoek et al., 2013; Cantini et al., 2014). The focus of the H2020 evolution of PlanetServer is still on complex multidimensional data, particularly hyperspectral imaging and topographic cubes and imagery. In addition to hyperspectral and topographic from Mars (Rossi et al., 2014), the use of WCPS is applied to diverse datasets on the Moon, as well as Mercury. Other Solar System Bodies are going to be progressively available. Derived parameters such as summary products and indices can be produced through WCPS queries, as well as derived imagery colour combination products, dynamically generated and accessed also through OGC Web Coverage Service (WCS). Scientific questions translated into queries can be posed to a large number of individual coverages (data products), locally, regionally or globally. The new PlanetServer system uses the the Open Source Nasa WorldWind (e.g. Hogan, 2011) virtual globe as visualisation engine, and the array database Rasdaman Community Edition as core server component. Analytical tools and client components of relevance for multiple communities and disciplines are shared across service such as the Earth Observation and Marine Data Services of EarthServer. The Planetary Science Data Service of EarthServer is accessible on http://planetserver.eu. All its code base is going to be available on GitHub, on

  20. Criteria for Evaluating a Game-Based CALL Platform

    Science.gov (United States)

    Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe

    2017-01-01

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

  1. Game of the Cursed Prince based on Android

    OpenAIRE

    Armansyah, Risky; Pratiwi, Dian

    2018-01-01

    Nowadays Games become an entertainment alternative for various circles, industry and game development business is also a profitable industry. In Indonesia the amount of game consumption is very high, especially the console game type RPG (Role Playing Game). The task of this research is developing game software using Unity 3D to create an Android-based RPG game app. The story is packed with RPG genres so the player can feel the main role of the storys imagination. The game to be built is a gam...

  2. Gender-inclusive game-based learning in secondary education

    NARCIS (Netherlands)

    Admiraal, W.; Huizenga, J.; Heemskerk, I.; Kuiper, E.; Volman, M.; ten Dam, G.

    2014-01-01

    Boys show a stronger preference for digital entertainment games than girls. For this reason, it may be that game-based learning is more acceptable to boys than to girls. Yet game-based learning might improve the performance of both boys and girls, depending upon the instructional design. In a

  3. 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....

  4. 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

  5. Personalized Pseudonyms for Servers in the Cloud

    Directory of Open Access Journals (Sweden)

    Xiao Qiuyu

    2017-10-01

    Full Text Available A considerable and growing fraction of servers, especially of web servers, is hosted in compute clouds. In this paper we opportunistically leverage this trend to improve privacy of clients from network attackers residing between the clients and the cloud: We design a system that can be deployed by the cloud operator to prevent a network adversary from determining which of the cloud’s tenant servers a client is accessing. The core innovation in our design is a PoPSiCl (pronounced “popsicle”, a persistent pseudonym for a tenant server that can be used by a single client to access the server, whose real identity is protected by the cloud from both passive and active network attackers. When instantiated for TLS-based access to web servers, our design works with all major browsers and requires no additional client-side software and minimal changes to the client user experience. Moreover, changes to tenant servers can be hidden in supporting software (operating systems and web-programming frameworks without imposing on web-content development. Perhaps most notably, our system boosts privacy with minimal impact to web-browsing performance, after some initial setup during a user’s first access to each web server.

  6. Networks and their traffic in multiplayer games

    Directory of Open Access Journals (Sweden)

    Cristian Andrés Melo López

    2016-06-01

    Full Text Available Computer games called multiplayer real-time, or (MCG are at the forefront of the use of the possibilities of the network. Research on this subject have been made for military simulations, virtual reality systems, computer support teamwork, the solutions diverge on the problems posed by MCG. With this in mind, this document provides an overview of the four issues affecting networking at the MCG. First, network resources (bandwidth, latency and computing capacity, together with the technical limits within which the MCG must operate. Second, the distribution concepts include communication architectures (peer-to-peer, client / server, server / network, and data and control architectures (centralized, distributed and reproduced .Thirdly, scalability allows the MCG to adapt to changes in parameterization resources. Finally, security is intended to fend off the traps and vandalism, which are common in online games; to check traffic, particularly these games we decided to take the massively multiplayer game League of Legends, a scene corresponding to a situation of real life in a network of ADSL access network is deployed has been simulated by using NS2 Three variants of TCP, it means SACK TCP, New Reno TCP, and TCP Vegas, have been considered for the cross traffic. The results show that TCP Vegas is able to maintain a constant speed while racing against the game traffic, since it avoids the packet loss and the delays in the tail caused by high peaks, without increasing the size of the sender window. SACK TCP and TCP New Reno, on the other hand, tend to increase continuously the sender window size, which could allow a greater loss of packages and also to cause unwanted delays for the game traffic.

  7. Serious games experiment toward agent-based simulation

    Science.gov (United States)

    Wein, Anne; Labiosa, William

    2013-01-01

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

  8. Optimizing queries in SQL Server 2008

    Directory of Open Access Journals (Sweden)

    Ion LUNGU

    2010-05-01

    Full Text Available Starting from the need to develop efficient IT systems, we intend to review theoptimization methods and tools that can be used by SQL Server database administratorsand developers of applications based on Microsoft technology, focusing on the latestversion of the proprietary DBMS, SQL Server 2008. We’ll reflect on the objectives tobe considered in improving the performance of SQL Server instances, we will tackle themostly used techniques for analyzing and optimizing queries and we will describe the“Optimize for ad hoc workloads”, “Plan Freezing” and “Optimize for unknown" newoptions, accompanied by relevant code examples.

  9. For the Love of the Game: Game- Versus Lecture-Based Learning With Generation Z Patients.

    Science.gov (United States)

    Adamson, Mary A; Chen, Hengyi; Kackley, Russell; Micheal, Alicia

    2018-02-01

    The current study evaluated adolescent patients' enjoyment of and knowledge gained from game-based learning compared with an interactive lecture format on the topic of mood disorders. It was hypothesized that game-based learning would be statistically more effective than a lecture in knowledge acquisition and satisfaction scores. A pre-post design was implemented in which a convenience sample of 160 adolescent patients were randomized to either a lecture (n = 80) or game-based (n = 80) group. Both groups completed a pretest/posttest and satisfaction survey. Results showed that both groups had significant improvement in knowledge from pretest compared to posttest. Game-based learning was statistically more effective than the interactive lecture in knowledge achievement and satisfaction scores. This finding supports the contention that game-based learning is an active technique that may be used with patient education. [Journal of Psychosocial Nursing and Mental Health Services, 56(2), 29-36.]. Copyright 2018, SLACK Incorporated.

  10. Using Android-Based Educational Game for Learning Colloid Material

    Science.gov (United States)

    Sari, S.; Anjani, R.; Farida, I.; Ramdhani, M. A.

    2017-09-01

    This research is based on the importance of the development of student’s chemical literacy on Colloid material using Android-based educational game media. Educational game products are developed through research and development design. In the analysis phase, material analysis is performed to generate concept maps, determine chemical literacy indicators, game strategies and set game paths. In the design phase, product packaging is carried out, then validation and feasibility test are performed. Research produces educational game based on Android that has the characteristics that is: Colloid material presented in 12 levels of game in the form of questions and challenges, presents visualization of discourse, images and animation contextually to develop the process of thinking and attitude. Based on the analysis of validation and trial results, the product is considered feasible to use.

  11. Transitioning to Intel-based Linux Servers in the Payload Operations Integration Center

    Science.gov (United States)

    Guillebeau, P. L.

    2004-01-01

    The MSFC Payload Operations Integration Center (POIC) is the focal point for International Space Station (ISS) payload operations. The POIC contains the facilities, hardware, software and communication interface necessary to support payload operations. ISS ground system support for processing and display of real-time spacecraft and telemetry and command data has been operational for several years. The hardware components were reaching end of life and vendor costs were increasing while ISS budgets were becoming severely constrained. Therefore it has been necessary to migrate the Unix portions of our ground systems to commodity priced Intel-based Linux servers. hardware architecture including networks, data storage, and highly available resources. This paper will concentrate on the Linux migration implementation for the software portion of our ground system. The migration began with 3.5 million lines of code running on Unix platforms with separate servers for telemetry, command, Payload information management systems, web, system control, remote server interface and databases. The Intel-based system is scheduled to be available for initial operational use by August 2004 The overall migration to Intel-based Linux servers in the control center involves changes to the This paper will address the Linux migration study approach including the proof of concept, criticality of customer buy-in and importance of beginning with POSlX compliant code. It will focus on the development approach explaining the software lifecycle. Other aspects of development will be covered including phased implementation, interim milestones and metrics measurements and reporting mechanisms. This paper will also address the testing approach covering all levels of testing including development, development integration, IV&V, user beta testing and acceptance testing. Test results including performance numbers compared with Unix servers will be included. need for a smooth transition while maintaining

  12. Beginning SQL Server Modeling Model-driven Application Development in SQL Server

    CERN Document Server

    Weller, Bart

    2010-01-01

    Get ready for model-driven application development with SQL Server Modeling! This book covers Microsoft's SQL Server Modeling (formerly known under the code name "Oslo") in detail and contains the information you need to be successful with designing and implementing workflow modeling. Beginning SQL Server Modeling will help you gain a comprehensive understanding of how to apply DSLs and other modeling components in the development of SQL Server implementations. Most importantly, after reading the book and working through the examples, you will have considerable experience using SQL M

  13. The HydroServer Platform for Sharing Hydrologic Data

    Science.gov (United States)

    Tarboton, D. G.; Horsburgh, J. S.; Schreuders, K.; Maidment, D. R.; Zaslavsky, I.; Valentine, D. W.

    2010-12-01

    The CUAHSI Hydrologic Information System (HIS) is an internet based system that supports sharing of hydrologic data. HIS consists of databases connected using the Internet through Web services, as well as software for data discovery, access, and publication. The HIS system architecture is comprised of servers for publishing and sharing data, a centralized catalog to support cross server data discovery and a desktop client to access and analyze data. This paper focuses on HydroServer, the component developed for sharing and publishing space-time hydrologic datasets. A HydroServer is a computer server that contains a collection of databases, web services, tools, and software applications that allow data producers to store, publish, and manage the data from an experimental watershed or project site. HydroServer is designed to permit publication of data as part of a distributed national/international system, while still locally managing access to the data. We describe the HydroServer architecture and software stack, including tools for managing and publishing time series data for fixed point monitoring sites as well as spatially distributed, GIS datasets that describe a particular study area, watershed, or region. HydroServer adopts a standards based approach to data publication, relying on accepted and emerging standards for data storage and transfer. CUAHSI developed HydroServer code is free with community code development managed through the codeplex open source code repository and development system. There is some reliance on widely used commercial software for general purpose and standard data publication capability. The sharing of data in a common format is one way to stimulate interdisciplinary research and collaboration. It is anticipated that the growing, distributed network of HydroServers will facilitate cross-site comparisons and large scale studies that synthesize information from diverse settings, making the network as a whole greater than the sum of its

  14. 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. 

  15. Simulation-based Serious Games for Science Education and teacher assessment

    Directory of Open Access Journals (Sweden)

    Seungho Baek

    2016-09-01

    Full Text Available This paper presents serious games developed for the science subject in elementary and middle schools, specifically on the three topics of “Force and Motion,” “State Change of Water,” and “Earth and Moon.” The PC game “Force and Motion” implemented frictional/gravitational/magnetic force simulations, in the mobile game “State Change of Water,” particle-based fluid simulations were implemented, and in the PC- and mobile-based multi-platform game “Earth and Moon,” a solar system simulation was implemented. In order to find out the essential components for the science educational games, the components of each topic were thoroughly analyzed, and then a game-based curriculum was developed for the components classified as having high- or mid-level difficulties in both teaching and learning. Based on the curriculum, the three games were created. The games were evaluated by elementary and middle school teachers, and the evaluation results showed that simulation-based serious games are promising tools for improving learning effects in science-related subjects.

  16. Mastering Lync Server 2010

    CERN Document Server

    Winters, Nathan

    2012-01-01

    An in-depth guide on the leading Unified Communications platform Microsoft Lync Server 2010 maximizes communication capabilities in the workplace like no other Unified Communications (UC) solution. Written by experts who know Lync Server inside and out, this comprehensive guide shows you step by step how to administer the newest and most robust version of Lync Server. Along with clear and detailed instructions, learning is aided by exercise problems and real-world examples of established Lync Server environments. You'll gain the skills you need to effectively deploy Lync Server 2010 and be on

  17. Towards second-generation smart card-based authentication in health information systems: the secure server model.

    Science.gov (United States)

    Hallberg, J; Hallberg, N; Timpka, T

    2001-01-01

    Conventional smart card-based authentication systems used in health care alleviate some of the security issues in user and system authentication. Existing models still do not cover all security aspects. To enable new protective measures to be developed, an extended model of the authentication process is presented. This model includes a new entity referred to as secure server. Assuming a secure server, a method where the smart card is aware of the status of the terminal integrity verification becomes feasible. The card can then act upon this knowledge and restrict the exposure of sensitive information to the terminal as required in order to minimize the risks. The secure server model can be used to illuminate the weaknesses of current approaches and the need for extensions which alleviate the resulting risks.

  18. 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.

  19. Comparison of Certification Authority Roles in Windows Server 2003 and Windows Server 2008

    Directory of Open Access Journals (Sweden)

    A. I. Luchnik

    2011-03-01

    Full Text Available An analysis of Certification Authority components of Microsoft server operating systems was conducted. Based on the results main directions of development of certification authorities and PKI were highlighted.

  20. Fidelity and game-based technology in management education

    OpenAIRE

    Cornacchione Jr.,Edgard B.

    2012-01-01

    This study explores educational technology and management education by analyzing fidelity in game-based management education interventions. A sample of 31 MBA students was selected to help answer the research question: To what extent do MBA students tend to recognize specific game-based academic experiences, in terms of fidelity, as relevant to their managerial performance? Two distinct game-based interventions (BG1 and BG2) with key differences in fidelity levels were explored: BG1 presented...

  1. Game-based versus traditional case-based learning: comparing effectiveness in stroke continuing medical education.

    Science.gov (United States)

    Telner, Deanna; Bujas-Bobanovic, Maja; Chan, David; Chester, Bob; Marlow, Bernard; Meuser, James; Rothman, Arthur; Harvey, Bart

    2010-09-01

    To evaluate family physicians' enjoyment of and knowledge gained from game-based learning, compared with traditional case-based learning, in a continuing medical education (CME) event on stroke prevention and management. An equivalence trial to determine if game-based learning was as effective as case-based learning in terms of attained knowledge levels. Game questions and small group cases were developed. Participants were randomized to either a game-based or a case-based group and took part in the event. Ontario provincial family medicine conference. Thirty-two family physicians and 3 senior family medicine residents attending the conference. Participation in either a game-based or a case-based CME learning group. Scores on 40-item immediate and 3-month posttests of knowledge and a satisfaction survey. Results from knowledge testing immediately after the event and 3 months later showed no significant difference in scoring between groups. Participants in the game-based group reported higher levels of satisfaction with the learning experience. Games provide a novel way of organizing CME events. They might provide more group interaction and discussion, as well as improve recruitment to CME events. They might also provide a forum for interdisciplinary CME. Using games in future CME events appears to be a promising approach to facilitate participant learning.

  2. ORCAN-a web-based meta-server for real-time detection and functional annotation of orthologs.

    Science.gov (United States)

    Zielezinski, Andrzej; Dziubek, Michal; Sliski, Jan; Karlowski, Wojciech M

    2017-04-15

    ORCAN (ORtholog sCANner) is a web-based meta-server for one-click evolutionary and functional annotation of protein sequences. The server combines information from the most popular orthology-prediction resources, including four tools and four online databases. Functional annotation utilizes five additional comparisons between the query and identified homologs, including: sequence similarity, protein domain architectures, functional motifs, Gene Ontology term assignments and a list of associated articles. Furthermore, the server uses a plurality-based rating system to evaluate the orthology relationships and to rank the reference proteins by their evolutionary and functional relevance to the query. Using a dataset of ∼1 million true yeast orthologs as a sample reference set, we show that combining multiple orthology-prediction tools in ORCAN increases the sensitivity and precision by 1-2 percent points. The service is available for free at http://www.combio.pl/orcan/ . wmk@amu.edu.pl. Supplementary data are available at Bioinformatics online. © The Author 2017. Published by Oxford University Press. All rights reserved. For Permissions, please e-mail: journals.permissions@oup.com

  3. Design Heuristics for Authentic Simulation-Based Learning Games

    Science.gov (United States)

    Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas

    2014-01-01

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

  4. Game-Based Rehabilitation for Myoelectric Prosthesis Control.

    Science.gov (United States)

    Prahm, Cosima; Vujaklija, Ivan; Kayali, Fares; Purgathofer, Peter; Aszmann, Oskar C

    2017-02-09

    A high number of upper extremity myoelectric prosthesis users abandon their devices due to difficulties in prosthesis control and lack of motivation to train in absence of a physiotherapist. Virtual training systems, in the form of video games, provide patients with an entertaining and intuitive method for improved muscle coordination and improved overall control. Complementary to established rehabilitation protocols, it is highly beneficial for this virtual training process to start even before receiving the final prosthesis, and to be continued at home for as long as needed. The aim of this study is to evaluate (1) the short-term effects of a commercially available electromyographic (EMG) system on controllability after a simple video game-based rehabilitation protocol, and (2) different input methods, control mechanisms, and games. Eleven able-bodied participants with no prior experience in EMG control took part in this study. Participants were asked to perform a surface EMG test evaluating their provisional maximum muscle contraction, fine accuracy and isolation of electrode activation, and endurance control over at least 300 seconds. These assessments were carried out (1) in a Pregaming session before interacting with three EMG-controlled computer games, (2) in a Postgaming session after playing the games, and (3) in a Follow-Up session two days after the gaming protocol to evaluate short-term retention rate. After each game, participants were given a user evaluation survey for the assessment of the games and their input mechanisms. Participants also received a questionnaire regarding their intrinsic motivation (Intrinsic Motivation Inventory) at the end of the last game. Results showed a significant improvement in fine accuracy electrode activation (Pgames when collecting items and facing challenging game play. Most upper limb amputees use a 2-channel myoelectric prosthesis control. This study demonstrates that this control can be effectively trained by

  5. Evaluation of the Intel Nehalem-EX server processor

    CERN Document Server

    Jarp, S; Leduc, J; Nowak, A; CERN. Geneva. IT Department

    2010-01-01

    In this paper we report on a set of benchmark results recently obtained by the CERN openlab by comparing the 4-socket, 32-core Intel Xeon X7560 server with the previous generation 4-socket server, based on the Xeon X7460 processor. The Xeon X7560 processor represents a major change in many respects, especially the memory sub-system, so it was important to make multiple comparisons. In most benchmarks the two 4-socket servers were compared. It should be underlined that both servers represent the “top of the line” in terms of frequency. However, in some cases, it was important to compare systems that integrated the latest processor features, such as QPI links, Symmetric multithreading and over-clocking via Turbo mode, and in such situations the X7560 server was compared to a dual socket L5520 based system with an identical frequency of 2.26 GHz. Before summarizing the results we must stress the fact that benchmarking of modern processors is a very complex affair. One has to control (at least) the following ...

  6. Surveying In-Service Teachers' Beliefs about Game-Based Learning and Perceptions of Technological Pedagogical and Content Knowledge of Games

    Science.gov (United States)

    Hsu, Chung-Yuan; Tsai, Meng-Jung; Chang, Yu-Hsuan; Liang, Jyh-Chong

    2017-01-01

    Using the Game-based-learning Teaching Belief Scale (GTBS) and the Technological Pedagogical Content Knowledge--Games questionnaire (TPACK-G), this study investigated 316 Taiwanese in-service teachers' teaching beliefs about game-based learning and their perceptions of game-based pedagogical content knowledge (GPCK). Both t-tests and ANOVA…

  7. Installing and Testing a Server Operating System

    Directory of Open Access Journals (Sweden)

    Lorentz JÄNTSCHI

    2003-08-01

    Full Text Available The paper is based on the experience of the author with the FreeBSD server operating system administration on three servers in use under academicdirect.ro domain.The paper describes a set of installation, preparation, and administration aspects of a FreeBSD server.First issue of the paper is the installation procedure of FreeBSD operating system on i386 computer architecture. Discussed problems are boot disks preparation and using, hard disk partitioning and operating system installation using a existent network topology and a internet connection.Second issue is the optimization procedure of operating system, server services installation, and configuration. Discussed problems are kernel and services configuration, system and services optimization.The third issue is about client-server applications. Using operating system utilities calls we present an original application, which allows displaying the system information in a friendly web interface. An original program designed for molecular structure analysis was adapted for systems performance comparisons and it serves for a discussion of Pentium, Pentium II and Pentium III processors computation speed.The last issue of the paper discusses the installation and configuration aspects of dial-in service on a UNIX-based operating system. The discussion includes serial ports, ppp and pppd services configuration, ppp and tun devices using.

  8. Disk Storage Server

    CERN Multimedia

    This model was a disk storage server used in the Data Centre up until 2012. Each tray contains a hard disk drive (see the 5TB hard disk drive on the main disk display section - this actually fits into one of the trays). There are 16 trays in all per server. There are hundreds of these servers mounted on racks in the Data Centre, as can be seen.

  9. Group-Server Queues

    OpenAIRE

    Li, Quan-Lin; Ma, Jing-Yu; Xie, Mingzhou; Xia, Li

    2017-01-01

    By analyzing energy-efficient management of data centers, this paper proposes and develops a class of interesting {\\it Group-Server Queues}, and establishes two representative group-server queues through loss networks and impatient customers, respectively. Furthermore, such two group-server queues are given model descriptions and necessary interpretation. Also, simple mathematical discussion is provided, and simulations are made to study the expected queue lengths, the expected sojourn times ...

  10. 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...

  11. Raspberry Pi Server essentials

    CERN Document Server

    Kula, Piotr

    2014-01-01

    The book is an example based, hands-on guide where you will learn how to make a game from scratch, and learn how to develop games on the iOS platform.If you have great ideas for games and want to learn iOS game development, then this book is the right choice for you. Being familiar with iOS development is a plus, but is not mandatory. You will gradually get to grips with the new Sprite Kit framework with the help of this book.

  12. Implementing Citrix XenServer Quickstarter

    CERN Document Server

    Ahmed, Gohar

    2013-01-01

    Implementing Citrix XenServer Quick Starter is a practical, hands-on guide that will help you get started with the Citrix XenServer Virtualization technology with easy-to-follow instructions.Implementing Citrix XenServer Quick Starter is for system administrators who have little to no information on virtualization and specifically Citrix XenServer Virtualization. If you're managing a lot of physical servers and are tired of installing, deploying, updating, and managing physical machines on a daily basis over and over again, then you should probably explore your option of XenServer Virtualizati

  13. Server-Aided Verification Signature with Privacy for Mobile Computing

    Directory of Open Access Journals (Sweden)

    Lingling Xu

    2015-01-01

    Full Text Available With the development of wireless technology, much data communication and processing has been conducted in mobile devices with wireless connection. As we know that the mobile devices will always be resource-poor relative to static ones though they will improve in absolute ability, therefore, they cannot process some expensive computational tasks due to the constrained computational resources. According to this problem, server-aided computing has been studied in which the power-constrained mobile devices can outsource some expensive computation to a server with powerful resources in order to reduce their computational load. However, in existing server-aided verification signature schemes, the server can learn some information about the message-signature pair to be verified, which is undesirable especially when the message includes some secret information. In this paper, we mainly study the server-aided verification signatures with privacy in which the message-signature pair to be verified can be protected from the server. Two definitions of privacy for server-aided verification signatures are presented under collusion attacks between the server and the signer. Then based on existing signatures, two concrete server-aided verification signature schemes with privacy are proposed which are both proved secure.

  14. HDOCK: a web server for protein–protein and protein–DNA/RNA docking based on a hybrid strategy

    Science.gov (United States)

    Yan, Yumeng; Zhang, Di; Zhou, Pei; Li, Botong

    2017-01-01

    Abstract Protein–protein and protein–DNA/RNA interactions play a fundamental role in a variety of biological processes. Determining the complex structures of these interactions is valuable, in which molecular docking has played an important role. To automatically make use of the binding information from the PDB in docking, here we have presented HDOCK, a novel web server of our hybrid docking algorithm of template-based modeling and free docking, in which cases with misleading templates can be rescued by the free docking protocol. The server supports protein–protein and protein–DNA/RNA docking and accepts both sequence and structure inputs for proteins. The docking process is fast and consumes about 10–20 min for a docking run. Tested on the cases with weakly homologous complexes of server. The HDOCK web server is available at http://hdock.phys.hust.edu.cn/. PMID:28521030

  15. Server virtualization solutions

    OpenAIRE

    Jonasts, Gusts

    2012-01-01

    Currently in the information technology sector that is responsible for a server infrastructure is a huge development in the field of server virtualization on x86 computer architecture. As a prerequisite for such a virtualization development is growth in server productivity and underutilization of available computing power. Several companies in the market are working on two virtualization architectures – hypervizor and hosting. In this paper several of virtualization products that use host...

  16. Web Server Embedded System

    Directory of Open Access Journals (Sweden)

    Adharul Muttaqin

    2014-07-01

    Full Text Available Abstrak Embedded sistem saat ini menjadi perhatian khusus pada teknologi komputer, beberapa sistem operasi linux dan web server yang beraneka ragam juga sudah dipersiapkan untuk mendukung sistem embedded, salah satu aplikasi yang dapat digunakan dalam operasi pada sistem embedded adalah web server. Pemilihan web server pada lingkungan embedded saat ini masih jarang dilakukan, oleh karena itu penelitian ini dilakukan dengan menitik beratkan pada dua buah aplikasi web server yang tergolong memiliki fitur utama yang menawarkan “keringanan” pada konsumsi CPU maupun memori seperti Light HTTPD dan Tiny HTTPD. Dengan menggunakan parameter thread (users, ramp-up periods, dan loop count pada stress test embedded system, penelitian ini menawarkan solusi web server manakah diantara Light HTTPD dan Tiny HTTPD yang memiliki kecocokan fitur dalam penggunaan embedded sistem menggunakan beagleboard ditinjau dari konsumsi CPU dan memori. Hasil penelitian menunjukkan bahwa dalam hal konsumsi CPU pada beagleboard embedded system lebih disarankan penggunaan Light HTTPD dibandingkan dengan tiny HTTPD dikarenakan terdapat perbedaan CPU load yang sangat signifikan antar kedua layanan web tersebut Kata kunci: embedded system, web server Abstract Embedded systems are currently of particular concern in computer technology, some of the linux operating system and web server variegated also prepared to support the embedded system, one of the applications that can be used in embedded systems are operating on the web server. Selection of embedded web server on the environment is still rarely done, therefore this study was conducted with a focus on two web application servers belonging to the main features that offer a "lightness" to the CPU and memory consumption as Light HTTPD and Tiny HTTPD. By using the parameters of the thread (users, ramp-up periods, and loop count on a stress test embedded systems, this study offers a solution of web server which between the Light

  17. Computer-Game-Based Tutoring of Mathematics

    Science.gov (United States)

    Ke, Fengfeng

    2013-01-01

    This in-situ, descriptive case study examined the potential of implementing computer mathematics games as an anchor for tutoring of mathematics. Data were collected from middle school students at a rural pueblo school and an urban Hispanic-serving school, through in-field observation, content analysis of game-based tutoring-learning interactions,…

  18. Professional SQL Server 2005 administration

    CERN Document Server

    Knight, Brian; Snyder, Wayne; Armand, Jean-Claude; LoForte, Ross; Ji, Haidong

    2007-01-01

    SQL Server 2005 is the largest leap forward for SQL Server since its inception. With this update comes new features that will challenge even the most experienced SQL Server DBAs. Written by a team of some of the best SQL Server experts in the industry, this comprehensive tutorial shows you how to navigate the vastly changed landscape of the SQL Server administration. Drawing on their own first-hand experiences to offer you best practices, unique tips and tricks, and useful workarounds, the authors help you handle even the most difficult SQL Server 2005 administration issues, including blockin

  19. Problem-Based Educational Game Becomes Student-Centered Learning Environment

    Science.gov (United States)

    Rodkroh, Pornpimon; Suwannatthachote, Praweenya; Kaemkate, Wannee

    2013-01-01

    Problem-based educational games are able to provide a fun and motivating environment for teaching and learning of certain subjects. However, most educational game models do not address the learning elements of problem-based educational games. This study aims to synthesize and to propose the important elements to facilitate the learning process and…

  20. [Applying Game-Based Learning in Nursing Education: Empathy Board Game Learning].

    Science.gov (United States)

    Lu, Chueh-Fen; Wu, Shu-Mei; Shu, Ying-Mei; Yeh, Mei-Yu

    2018-02-01

    Attending lectures and reading are two common approaches to acquiring knowledge, while repetitive practice is a common approach to acquiring skills. Nurturing proper attitudes in students is one of the greatest challenges for educators. Health professionals must incorporate empathy into their practice. Creative teaching strategies may offer a feasible approach to enhancing empathy-related competence. The present article focuses on analyzing current, empathy-related curriculums in nursing education in Taiwan, exploring the concepts of empathy and game-based learning, presenting the development of an empathy board game as a teaching aid, and, finally, evaluating the developed education application. Based on the learner-centered principle, this aid was designed with peer learning, allowing learners to influence the learning process, to simulate the various roles of clients, and to develop diverse interpersonal dialogues. The continuous learning loops were formed using the gamification mechanism and transformation, enabling students to connect and practice the three elements of empathy ability: emotion, cognition and expression. Via the game elements of competition, interaction, storytelling, real-time responses, concretizing feedback, integrated peer learning, and equality between teachers and students, students who play patient roles are able to perceive different levels of comfort, which encourages the development of insight into the meaning of empathy. Thereby, the goals of the empathy lesson is achievable within a creative game-based learning environment.

  1. Interaction with the game and motivation among players of massively multiplayer online role-playing games.

    Science.gov (United States)

    Fuster, Héctor; Carbonell, Xavier; Chamarro, Andrés; Oberst, Ursula

    2013-01-01

    Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game's possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games.

  2. What Role do Metaphors Play in Game-based Learning Processes?

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2015-01-01

    This chapter explores the role played by metaphors in learning games and game-based learning processes. The aim is to contribute better understanding of the mechanisms of how such games contribute to learning and learning transfer. On the basis of an analytical strategy that emphasises metaphors...... as storylines, actors, acts and movement, three learning games are analysed in order to understand how learningemerges in association to game-embedded metaphors.As shown in this chapter, metaphorsseem to play a profound role in game-based learning, both by providing participantswith a suitcase containing...

  3. What Role do Metaphors Play in Game-Based Learning Processes?

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2014-01-01

    This chapter explores the role played by metaphors in learning games and game-based learning processes. The aim is to contribute better understanding of the mechanisms of how such games contribute to learning and learning transfer. On the basis of an analytical strategy that emphasises metaphors...... as storylines, actors, acts and movement, three learning games are analysed in order to understand how learning emerges in association to game-embedded metaphors. As shown in this chapter, metaphors seem to play a profound role in game-based learning, both by providing participants with a suitcase containing...

  4. QlikView Server and Publisher

    CERN Document Server

    Redmond, Stephen

    2014-01-01

    This is a comprehensive guide with a step-by-step approach that enables you to host and manage servers using QlikView Server and QlikView Publisher.If you are a server administrator wanting to learn about how to deploy QlikView Server for server management,analysis and testing, and QlikView Publisher for publishing of business content then this is the perfect book for you. No prior experience with QlikView is expected.

  5. Collaborative learning model inquiring based on digital game

    Science.gov (United States)

    Yuan, Jiugen; Xing, Ruonan

    2012-04-01

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

  6. Murder on Grimm Isle: The Impact of Game Narrative Design in an Educational Game-Based Learning Environment

    Science.gov (United States)

    Dickey, Michele D.

    2011-01-01

    The purpose of this research is to investigate the impact of narrative design in a game-based learning environment. Specifically, this investigation focuses the narrative design in an adventure-styled, game-based learning environment for fostering argumentation writing by looking at how the game narrative impacted player/learner (1) intrinsic…

  7. Developing and Assessing Teachers' Knowledge of Game-Based Learning

    Science.gov (United States)

    Shah, Mamta; Foster, Aroutis

    2015-01-01

    Research focusing on the development and assessment of teacher knowledge in game-based learning is in its infancy. A mixed-methods study was undertaken to educate pre-service teachers in game-based learning using the Game Network Analysis (GaNA) framework. Fourteen pre-service teachers completed a methods course, which prepared them in game…

  8. PockDrug-Server: a new web server for predicting pocket druggability on holo and apo proteins.

    Science.gov (United States)

    Hussein, Hiba Abi; Borrel, Alexandre; Geneix, Colette; Petitjean, Michel; Regad, Leslie; Camproux, Anne-Claude

    2015-07-01

    Predicting protein pocket's ability to bind drug-like molecules with high affinity, i.e. druggability, is of major interest in the target identification phase of drug discovery. Therefore, pocket druggability investigations represent a key step of compound clinical progression projects. Currently computational druggability prediction models are attached to one unique pocket estimation method despite pocket estimation uncertainties. In this paper, we propose 'PockDrug-Server' to predict pocket druggability, efficient on both (i) estimated pockets guided by the ligand proximity (extracted by proximity to a ligand from a holo protein structure) and (ii) estimated pockets based solely on protein structure information (based on amino atoms that form the surface of potential binding cavities). PockDrug-Server provides consistent druggability results using different pocket estimation methods. It is robust with respect to pocket boundary and estimation uncertainties, thus efficient using apo pockets that are challenging to estimate. It clearly distinguishes druggable from less druggable pockets using different estimation methods and outperformed recent druggability models for apo pockets. It can be carried out from one or a set of apo/holo proteins using different pocket estimation methods proposed by our web server or from any pocket previously estimated by the user. PockDrug-Server is publicly available at: http://pockdrug.rpbs.univ-paris-diderot.fr. © The Author(s) 2015. Published by Oxford University Press on behalf of Nucleic Acids Research.

  9. HDOCK: a web server for protein-protein and protein-DNA/RNA docking based on a hybrid strategy.

    Science.gov (United States)

    Yan, Yumeng; Zhang, Di; Zhou, Pei; Li, Botong; Huang, Sheng-You

    2017-07-03

    Protein-protein and protein-DNA/RNA interactions play a fundamental role in a variety of biological processes. Determining the complex structures of these interactions is valuable, in which molecular docking has played an important role. To automatically make use of the binding information from the PDB in docking, here we have presented HDOCK, a novel web server of our hybrid docking algorithm of template-based modeling and free docking, in which cases with misleading templates can be rescued by the free docking protocol. The server supports protein-protein and protein-DNA/RNA docking and accepts both sequence and structure inputs for proteins. The docking process is fast and consumes about 10-20 min for a docking run. Tested on the cases with weakly homologous complexes of server. The HDOCK web server is available at http://hdock.phys.hust.edu.cn/. © The Author(s) 2017. Published by Oxford University Press on behalf of Nucleic Acids Research.

  10. Current and Future Trends in Game-Based Learning

    Directory of Open Access Journals (Sweden)

    Carlos Vaz de Carvalho

    2014-05-01

    Full Text Available The first number of the second volume of the EAI Transactions on Serious Games focuses on the results presented on the European Conference on Game-Based Learning. This event, already on the 8th edition, has set standards in terms of presentation of research and practice and in the pointing out of new and future trends in the development of Game-Based Learning. As such, we are quite thrilled to be able to report them here.

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

    OpenAIRE

    Wendel, Viktor Matthias

    2015-01-01

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

  12. Prevalence of video game use, cigarette smoking, and acceptability of a video game-based smoking cessation intervention among online adults.

    Science.gov (United States)

    Raiff, Bethany R; Jarvis, Brantley P; Rapoza, Darion

    2012-12-01

    Video games may serve as an ideal platform for developing and implementing technology-based contingency management (CM) interventions for smoking cessation as they can be used to address a number of barriers to the utilization of CM (e.g., replacing monetary rewards with virtual game-based rewards). However, little is known about the relationship between video game playing and cigarette smoking. The current study determined the prevalence of video game use, video game practices, and the acceptability of a video game-based CM intervention for smoking cessation among adult smokers and nonsmokers, including health care professionals. In an online survey, participants (N = 499) answered questions regarding their cigarette smoking and video game playing practices. Participants also reported if they believed a video game-based CM intervention could motivate smokers to quit and if they would recommend such an intervention. Nearly half of the participants surveyed reported smoking cigarettes, and among smokers, 74.5% reported playing video games. Video game playing was more prevalent in smokers than nonsmokers, and smokers reported playing more recently, for longer durations each week, and were more likely to play social games than nonsmokers. Most participants (63.7%), including those who worked as health care professionals, believed that a video game-based CM intervention would motivate smokers to quit and would recommend such an intervention to someone trying to quit (67.9%). Our findings suggest that delivering technology-based smoking cessation interventions via video games has the potential to reach substantial numbers of smokers and that most smokers, nonsmokers, and health care professionals endorsed this approach.

  13. Enriching location-based games with navigational game activities

    DEFF Research Database (Denmark)

    Nadarajah, Stephanie Githa; Overgaard, Benjamin Nicholas; Pedersen, Peder Walz

    2016-01-01

    Mobile location-based games are experiences that entertain its players by requiring interactions mainly at points of interest (POIs). Navigation between POIs often involve the use of either a physical or digital map, not taking advantage of the opportunity available to engage users in activities...

  14. Cryptanalysis and Improvement of a Biometric-Based Multi-Server Authentication and Key Agreement Scheme.

    Directory of Open Access Journals (Sweden)

    Chengqi Wang

    Full Text Available With the security requirements of networks, biometrics authenticated schemes which are applied in the multi-server environment come to be more crucial and widely deployed. In this paper, we propose a novel biometric-based multi-server authentication and key agreement scheme which is based on the cryptanalysis of Mishra et al.'s scheme. The informal and formal security analysis of our scheme are given, which demonstrate that our scheme satisfies the desirable security requirements. The presented scheme provides a variety of significant functionalities, in which some features are not considered in the most of existing authentication schemes, such as, user revocation or re-registration and biometric information protection. Compared with several related schemes, our scheme has more secure properties and lower computation cost. It is obviously more appropriate for practical applications in the remote distributed networks.

  15. Cryptanalysis and Improvement of a Biometric-Based Multi-Server Authentication and Key Agreement Scheme

    Science.gov (United States)

    Wang, Chengqi; Zhang, Xiao; Zheng, Zhiming

    2016-01-01

    With the security requirements of networks, biometrics authenticated schemes which are applied in the multi-server environment come to be more crucial and widely deployed. In this paper, we propose a novel biometric-based multi-server authentication and key agreement scheme which is based on the cryptanalysis of Mishra et al.’s scheme. The informal and formal security analysis of our scheme are given, which demonstrate that our scheme satisfies the desirable security requirements. The presented scheme provides a variety of significant functionalities, in which some features are not considered in the most of existing authentication schemes, such as, user revocation or re-registration and biometric information protection. Compared with several related schemes, our scheme has more secure properties and lower computation cost. It is obviously more appropriate for practical applications in the remote distributed networks. PMID:26866606

  16. Cryptanalysis and Improvement of a Biometric-Based Multi-Server Authentication and Key Agreement Scheme.

    Science.gov (United States)

    Wang, Chengqi; Zhang, Xiao; Zheng, Zhiming

    2016-01-01

    With the security requirements of networks, biometrics authenticated schemes which are applied in the multi-server environment come to be more crucial and widely deployed. In this paper, we propose a novel biometric-based multi-server authentication and key agreement scheme which is based on the cryptanalysis of Mishra et al.'s scheme. The informal and formal security analysis of our scheme are given, which demonstrate that our scheme satisfies the desirable security requirements. The presented scheme provides a variety of significant functionalities, in which some features are not considered in the most of existing authentication schemes, such as, user revocation or re-registration and biometric information protection. Compared with several related schemes, our scheme has more secure properties and lower computation cost. It is obviously more appropriate for practical applications in the remote distributed networks.

  17. Implementation of an Embedded Web Server Application for Wireless Control of Brain Computer Interface Based Home Environments.

    Science.gov (United States)

    Aydın, Eda Akman; Bay, Ömer Faruk; Güler, İnan

    2016-01-01

    Brain Computer Interface (BCI) based environment control systems could facilitate life of people with neuromuscular diseases, reduces dependence on their caregivers, and improves their quality of life. As well as easy usage, low-cost, and robust system performance, mobility is an important functionality expected from a practical BCI system in real life. In this study, in order to enhance users' mobility, we propose internet based wireless communication between BCI system and home environment. We designed and implemented a prototype of an embedded low-cost, low power, easy to use web server which is employed in internet based wireless control of a BCI based home environment. The embedded web server provides remote access to the environmental control module through BCI and web interfaces. While the proposed system offers to BCI users enhanced mobility, it also provides remote control of the home environment by caregivers as well as the individuals in initial stages of neuromuscular disease. The input of BCI system is P300 potentials. We used Region Based Paradigm (RBP) as stimulus interface. Performance of the BCI system is evaluated on data recorded from 8 non-disabled subjects. The experimental results indicate that the proposed web server enables internet based wireless control of electrical home appliances successfully through BCIs.

  18. A General Purpose Connections type CTI Server Based on SIP Protocol and Its Implementation

    Science.gov (United States)

    Watanabe, Toru; Koizumi, Hisao

    In this paper, we propose a general purpose connections type CTI (Computer Telephony Integration) server that provides various CTI services such as voice logging where the CTI server communicates with IP-PBX using the SIP (Session Initiation Protocol), and accumulates voice packets of external line telephone call flowing between an IP telephone for extension and a VoIP gateway connected to outside line networks. The CTI server realizes CTI services such as voice logging, telephone conference, or IVR (interactive voice response) with accumulating and processing voice packets sampled. Furthermore, the CTI server incorporates a web server function which can provide various CTI services such as a Web telephone directory via a Web browser to PCs, cellular telephones or smart-phones in mobile environments.

  19. Using Game-Based Cooperative Learning to Improve Learning Motivation: A Study of Online Game Use in an Operating Systems Course

    Science.gov (United States)

    Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu

    2013-01-01

    Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…

  20. Aorta: a management layer for mobile peer-to-peer massive multiplayer games

    Science.gov (United States)

    Edlich, Stefan; Hoerning, Henrik; Brunnert, Andreas; Hoerning, Reidar

    2005-03-01

    The development of massive multiplayer games (MMPGs) for personal computers is based on a wide range of frameworks and technologies. In contrast, MMPG development for cell phones lacks the availability of framework support. We present Aorta as a multi-purpose lightweight MIDP 2.0 framework to support the transparent and equal API usage of peer-to-peer communication via http, IP and Bluetooth. Special experiments, such as load-tests on Nokia 6600s, have been carried out with Bluetooth support in using a server-as-client architecture to create ad-hoc networks by using piconet functionalities. Additionally, scatternet functionalities, which will be supported in upcoming devices, have been tested in a simulated environment on more than 12 cell phones. The core of the Aorta framework is the Etherlobby, which manages connections, peers, the game lobby, game policies and much more. The framework itself was developed to enable the fast development of mobile games, regardless of the distance between users, which might be within the schoolyard or much further away. The earliest market-ready application shown here is a multimedia game for cell phones utilizing all of the frameworks features. This game, called Micromonster, acts as platform for developer tests, as well as providing valuable information about interface usability and user acceptance.

  1. Fidelity and Game-based Technology in Management Education

    Directory of Open Access Journals (Sweden)

    Edgard B. Cornacchione Jr.

    2012-04-01

    Full Text Available This study explores educational technology and management education by analyzing fidelity in game-basedmanagement education interventions. A sample of 31 MBA students was selected to help answer the researchquestion: To what extent do MBA students tend to recognize specific game-based academic experiences, interms of fidelity, as relevant to their managerial performance? Two distinct game-based interventions (BG1 andBG2 with key differences in fidelity levels were explored: BG1 presented higher physical and functional fidelitylevels and lower psychological fidelity levels. Hypotheses were tested with data from the participants, collectedshortly after their experiences, related to the overall perceived quality of game-based interventions. The findingsreveal a higher overall perception of quality towards BG1: (a better for testing strategies, (b offering betterbusiness and market models, (c based on a pace that better stimulates learning, and (d presenting a fidelity levelthat better supports real world performance. This study fosters the conclusion that MBA students tend torecognize, to a large extent, that specific game-based academic experiences are relevant and meaningful to theirmanagerial development, mostly with heightened fidelity levels of adopted artifacts. Agents must be ready andmotivated to explore the new, to try and err, and to learn collaboratively in order to perform.

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

    OpenAIRE

    Rolland, Øyvind

    2008-01-01

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

  3. Using Servers to Enhance Control System Capability

    International Nuclear Information System (INIS)

    Bickley, M.; Bowling, B. A.; Bryan, D. A.; Zeijts, J. van; White, K. S.; Witherspoon, S.

    1999-01-01

    Many traditional control systems include a distributed collection of front end machines to control hardware. Backend tools are used to view, modify, and record the signals generated by these front end machines. Software servers, which are a middleware layer between the front and back ends, can improve a control system in several ways. Servers can enable on-line processing of raw data, and consolidation of functionality. It many cases data retrieved from the front end must be processed in order to convert the raw data into useful information. These calculations are often redundantly performance by different programs, frequently offline. Servers can monitor the raw data and rapidly perform calculations, producing new signals which can be treated like any other control system signal, and can be used by any back end application. Algorithms can be incorporated to actively modify signal values in the control system based upon changes of other signals, essentially producing feedback in a control system. Servers thus increase the flexibility of a control system. Lastly, servers running on inexpensive UNIXworkstations can relay or cache frequently needed information, reducing the load on front end hardware by functioning as concentrators. Rather than many back end tools connecting directly to the front end machines, increasing the work load of these machines, they instead connect to the server. Servers like those discussed above have been used successfully at the Thomas Jefferson National Accelerator Facility to provide functionality such as beam steering, fault monitoring, storage of machine parameters, and on-line data processing. The authors discuss the potential uses of such servers, and share the results of work performed to date

  4. Weaknesses of a dynamic identity based authentication protocol for multi-server architecture

    OpenAIRE

    Han, Weiwei

    2012-01-01

    Recently, Li et al. proposed a dynamic identity based authentication protocol for multi-server architecture. They claimed their protocol is secure and can withstand various attacks. But we found some security loopholes in the protocol. Accordingly, the current paper demonstrates that Li et al.'s protocol is vulnerable to the replay attack, the password guessing attack and the masquerade attack.

  5. PENGUKURAN KINERJA ROUND-ROBIN SCHEDULER UNTUK LINUX VIRTUAL SERVER PADA KASUS WEB SERVER

    Directory of Open Access Journals (Sweden)

    Royyana Muslim Ijtihadie

    2005-07-01

    Full Text Available Normal 0 false false false IN X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Dengan meningkatnya perkembangan jumlah pengguna internet dan mulai diadopsinya penggunaan internet dalam kehidupan sehari-hari, maka lalulintas data di Internet telah meningkat secara signifikan. Sejalan dengan itu pula beban kerja server-server yang memberikan service di Internet juga mengalami kenaikan yang cukup signifikan. Hal tersebut dapat mengakibatkan suatu server mengalami kelebihan beban pada suatu saat. Untuk mengatasi hal tersebut maka diterapkan skema konfigurasi server cluster menggunakan konsep load balancing. Load balancing server menerapkan algoritma dalam melakukan pembagian tugas. Algoritma round robin telah digunakan pada Linux Virtual Server. Penelitian ini melakukan pengukuran kinerja terhadap Linux Virtual Server yang menggunakan algoritma round robin untuk melakukan penjadwalan pembagian beban terhadap server. Penelitian ini mengukur performa dari sisi client yang mencoba mengakses web server.performa yang diukur adalah jumlah request yang bisa diselesaikan perdetik (request per second, waktu untuk menyelesaikan per satu request, dan   throughput yang dihasilkan. Dari hasil percobaan didapatkan bahwa penggunaan LVS bisa meningkatkan performa, yaitu menaikkan jumlah request per detik

  6. Mastering Microsoft Exchange Server 2010

    CERN Document Server

    McBee, Jim

    2010-01-01

    A top-selling guide to Exchange Server-now fully updated for Exchange Server 2010. Keep your Microsoft messaging system up to date and protected with the very newest version, Exchange Server 2010, and this comprehensive guide. Whether you're upgrading from Exchange Server 2007 SP1 or earlier, installing for the first time, or migrating from another system, this step-by-step guide provides the hands-on instruction, practical application, and real-world advice you need.: Explains Microsoft Exchange Server 2010, the latest release of Microsoft's messaging system that protects against spam and vir

  7. Optimal control of a server farm

    NARCIS (Netherlands)

    Adan, I.J.B.F.; Kulkarni, V.G.; Wijk, van A.C.C.

    2013-01-01

    We consider a server farm consisting of ample exponential servers, that serve a Poisson stream of arriving customers. Each server can be either busy, idle or off. An arriving customer will immediately occupy an idle server, if there is one, and otherwise, an off server will be turned on and start

  8. Evidence-based guidelines for wise use of electronic games by children.

    Science.gov (United States)

    Straker, Leon; Abbott, Rebecca; Collins, Rachel; Campbell, Amity

    2014-01-01

    Electronic games (e-games) are widely used by children, often for substantial durations, yet to date there are no evidence-based guidelines regarding their use. The aim of this paper is to present guidelines for the wise use of e-games by children based on a narrative review of the research. This paper proposes a model of factors that influence child-e-games interaction. It summarises the evidence on positive and negative effects of use of e-games on physical activity and sedentary behaviour, cardio-metabolic health, musculoskeletal health, motor coordination, vision, cognitive development and psychosocial health. Available guidelines and the role of guidelines are discussed. Finally, this information is compiled into a clear set of evidence-based guidelines, about wise use of e-games by children, targeting children, parents, professionals and the e-game industry. These guidelines provide an accessible synthesis of available knowledge and pragmatic guidelines based on e-game specific evidence and related research.

  9. Digital Game-Based Learning: What's Literacy Got to Do With It?

    Science.gov (United States)

    Spires, Hiller A.

    2015-01-01

    Just as literacy practices are contextualized in social situations and relationships, game players establish shared language and understandings within a game; in essence, they gain fluency in specialized languages. This commentary explores the importance of digital game-based learning for schooling, the relationship between game-based learning,…

  10. The Effect of Game-Based Interventions in Rehabilitation of Diabetics

    DEFF Research Database (Denmark)

    Christensen, Jan; Valentiner, Laura Staun; Petersen, Rikke Juelsgaard

    2016-01-01

    on the effect of game-based interventions on HbA1c, diabetes-related knowledge, and physical outcomes in rehabilitation of diabetes patients. METHODS: We conducted a systematic literature search in MEDLINE, EMBASE, PEDro, Scopus, Cochrane Central Register of Controlled Trials, CINAHL, and Psych INFO in October...... 2014 based on a priori defined inclusion criteria: patients with diabetes (type 1 or type 2), game-based interventions, and randomized controlled trials. RESULTS: The database search identified 1,101 potential articles for screening, four of which were eligible for the present systematic review. Game......). No difference was found between game-based interventions and usual care or waiting lists in terms of diabetes-related knowledge (one study). DISCUSSION: PA is important for diabetes management. The present review indicates that game-based interventions are not superior to ordinary PA in controlling HbA1c. Due...

  11. School based assessment module for invasion games category in ...

    African Journals Online (AJOL)

    School based assessment module for invasion games category in physical education. ... This study identify the level of basic skills of invasion games category when using School Based Assessment Module. ... AJOL African Journals Online.

  12. Creation of a Web-Based GIS Server and Custom Geoprocessing Tools for Enhanced Hydrologic Applications

    Science.gov (United States)

    Welton, B.; Chouinard, K.; Sultan, M.; Becker, D.; Milewski, A.; Becker, R.

    2010-12-01

    Rising populations in the arid and semi arid parts of the World are increasing the demand for fresh water supplies worldwide. Many data sets needed for assessment of hydrologic applications across vast regions of the world are expensive, unpublished, difficult to obtain, or at varying scales which complicates their use. Fortunately, this situation is changing with the development of global remote sensing datasets and web-based platforms such as GIS Server. GIS provides a cost effective vehicle for comparing, analyzing, and querying a variety of spatial datasets as geographically referenced layers. We have recently constructed a web-based GIS, that incorporates all relevant geological, geochemical, geophysical, and remote sensing data sets that were readily used to identify reservoir types and potential well locations on local and regional scales in various tectonic settings including: (1) extensional environment (Red Sea rift), (2) transcurrent fault system (Najd Fault in the Arabian-Nubian Shield), and (3) compressional environments (Himalayas). The web-based GIS could also be used to detect spatial and temporal trends in precipitation, recharge, and runoff in large watersheds on local, regional, and continental scales. These applications were enabled through the construction of a web-based ArcGIS Server with Google Map’s interface and the development of customized geoprocessing tools. ArcGIS Server provides out-of-the-box setups that are generic in nature. This platform includes all of the standard web based GIS tools (e.g. pan, zoom, identify, search, data querying, and measurement). In addition to the standard suite of tools provided by ArcGIS Server an additional set of advanced data manipulation and display tools was also developed to allow for a more complete and customizable view of the area of interest. The most notable addition to the standard GIS Server tools is the custom on-demand geoprocessing tools (e.g., graph, statistical functions, custom raster

  13. A Browser-Server-Based Tele-audiology System That Supports Multiple Hearing Test Modalities.

    Science.gov (United States)

    Yao, Jianchu Jason; Yao, Daoyuan; Givens, Gregg

    2015-09-01

    Millions of global citizens suffering from hearing disorders have limited or no access to much needed hearing healthcare. Although tele-audiology presents a solution to alleviate this problem, existing remote hearing diagnosis systems support only pure-tone tests, leaving speech and other test procedures unsolved, due to the lack of software and hardware to enable communication required between audiologists and their remote patients. This article presents a comprehensive remote hearing test system that integrates the two most needed hearing test procedures: a pure-tone audiogram and a speech test. This enhanced system is composed of a Web application server, an embedded smart Internet-Bluetooth(®) (Bluetooth SIG, Kirkland, WA) gateway (or console device), and a Bluetooth-enabled audiometer. Several graphical user interfaces and a relational database are hosted on the application server. The console device has been designed to support the tests and auxiliary communication between the local site and the remote site. The study was conducted at an audiology laboratory. Pure-tone audiogram and speech test results from volunteers tested with this tele-audiology system are comparable with results from the traditional face-to-face approach. This browser-server-based comprehensive tele-audiology offers a flexible platform to expand hearing services to traditionally underserved groups.

  14. Motivational Effect of Web-Based Simulation Game in Teaching Operations Management

    Science.gov (United States)

    Nguyen, Tung Nhu

    2015-01-01

    Motivational effects during a simulated educational game should be studied because a general concern of lecturers is motivating students and increasing their knowledge. Given advances in internet technology, traditional short in-class games are being substituted with long web-based games. To maximize the benefits of web-based simulation games, a…

  15. CNA web server: rigidity theory-based thermal unfolding simulations of proteins for linking structure, (thermo-)stability, and function.

    Science.gov (United States)

    Krüger, Dennis M; Rathi, Prakash Chandra; Pfleger, Christopher; Gohlke, Holger

    2013-07-01

    The Constraint Network Analysis (CNA) web server provides a user-friendly interface to the CNA approach developed in our laboratory for linking results from rigidity analyses to biologically relevant characteristics of a biomolecular structure. The CNA web server provides a refined modeling of thermal unfolding simulations that considers the temperature dependence of hydrophobic tethers and computes a set of global and local indices for quantifying biomacromolecular stability. From the global indices, phase transition points are identified where the structure switches from a rigid to a floppy state; these phase transition points can be related to a protein's (thermo-)stability. Structural weak spots (unfolding nuclei) are automatically identified, too; this knowledge can be exploited in data-driven protein engineering. The local indices are useful in linking flexibility and function and to understand the impact of ligand binding on protein flexibility. The CNA web server robustly handles small-molecule ligands in general. To overcome issues of sensitivity with respect to the input structure, the CNA web server allows performing two ensemble-based variants of thermal unfolding simulations. The web server output is provided as raw data, plots and/or Jmol representations. The CNA web server, accessible at http://cpclab.uni-duesseldorf.de/cna or http://www.cnanalysis.de, is free and open to all users with no login requirement.

  16. Microsoft SQL Server 2012 bible

    CERN Document Server

    Jorgensen, Adam; LeBlanc, Patrick; Cherry, Denny; Nelson, Aaron

    2012-01-01

    Harness the powerful new SQL Server 2012 Microsoft SQL Server 2012 is the most significant update to this product since 2005, and it may change how database administrators and developers perform many aspects of their jobs. If you're a database administrator or developer, Microsoft SQL Server 2012 Bible teaches you everything you need to take full advantage of this major release. This detailed guide not only covers all the new features of SQL Server 2012, it also shows you step by step how to develop top-notch SQL Server databases and new data connections and keep your databases performing at p

  17. Windows Home Server users guide

    CERN Document Server

    Edney, Andrew

    2008-01-01

    Windows Home Server brings the idea of centralized storage, backup and computer management out of the enterprise and into the home. Windows Home Server is built for people with multiple computers at home and helps to synchronize them, keep them updated, stream media between them, and back them up centrally. Built on a similar foundation as the Microsoft server operating products, it's essentially Small Business Server for the home.This book details how to install, configure, and use Windows Home Server and explains how to connect to and manage different clients such as Windows XP, Windows Vist

  18. Leveraging Mobile Games for Place-Based Language Learning

    Science.gov (United States)

    Holden, Christopher L.; Sykes, Julie M.

    2011-01-01

    This paper builds on the emerging body of research aimed at exploring the educational potential of mobile technologies, specifically, how to leverage place-based, augmented reality mobile games for language learning. Mentira is the first place-based, augmented reality mobile game for learning Spanish in a local neighborhood in the Southwestern…

  19. Energy Efficiency in Small Server Rooms: Field Surveys and Findings

    Energy Technology Data Exchange (ETDEWEB)

    Cheung, Iris [Hoi; Greenberg, Steve; Mahdavi, Roozbeh; Brown, Richard; Tschudi, William

    2014-08-11

    Fifty-seven percent of US servers are housed in server closets, server rooms, and localized data centers, in what are commonly referred to as small server rooms, which comprise 99percent of all server spaces in the US. While many mid-tier and enterprise-class data centers are owned by large corporations that consider energy efficiency a goal to minimize business operating costs, small server rooms typically are not similarly motivated. They are characterized by decentralized ownership and management and come in many configurations, which creates a unique set of efficiency challenges. To develop energy efficiency strategies for these spaces, we surveyed 30 small server rooms across eight institutions, and selected four of them for detailed assessments. The four rooms had Power Usage Effectiveness (PUE) values ranging from 1.5 to 2.1. Energy saving opportunities ranged from no- to low-cost measures such as raising cooling set points and better airflow management, to more involved but cost-effective measures including server consolidation and virtualization, and dedicated cooling with economizers. We found that inefficiencies mainly resulted from organizational rather than technical issues. Because of the inherent space and resource limitations, the most effective measure is to operate servers through energy-efficient cloud-based services or well-managed larger data centers, rather than server rooms. Backup power requirement, and IT and cooling efficiency should be evaluated to minimize energy waste in the server space. Utility programs are instrumental in raising awareness and spreading technical knowledge on server operation, and the implementation of energy efficiency measures in small server rooms.

  20. Earthquake: Game-based learning for 21st century STEM education

    Science.gov (United States)

    Perkins, Abigail Christine

    To play is to learn. A lack of empirical research within game-based learning literature, however, has hindered educational stakeholders to make informed decisions about game-based learning for 21st century STEM education. In this study, I modified a research and development (R&D) process to create a collaborative-competitive educational board game illuminating elements of earthquake engineering. I oriented instruction- and game-design principles around 21st century science education to adapt the R&D process to develop the educational game, Earthquake. As part of the R&D, I evaluated Earthquake for empirical evidence to support the claim that game-play results in student gains in critical thinking, scientific argumentation, metacognitive abilities, and earthquake engineering content knowledge. I developed Earthquake with the aid of eight focus groups with varying levels of expertise in science education research, teaching, administration, and game-design. After developing a functional prototype, I pilot-tested Earthquake with teacher-participants (n=14) who engaged in semi-structured interviews after their game-play. I analyzed teacher interviews with constant comparison methodology. I used teachers' comments and feedback from content knowledge experts to integrate game modifications, implementing results to improve Earthquake. I added player roles, simplified phrasing on cards, and produced an introductory video. I then administered the modified Earthquake game to two groups of high school student-participants (n = 6), who played twice. To seek evidence documenting support for my knowledge claim, I analyzed videotapes of students' game-play using a game-based learning checklist. My assessment of learning gains revealed increases in all categories of students' performance: critical thinking, metacognition, scientific argumentation, and earthquake engineering content knowledge acquisition. Players in both student-groups improved mostly in critical thinking, having

  1. Linux Server Security

    CERN Document Server

    Bauer, Michael D

    2005-01-01

    Linux consistently appears high up in the list of popular Internet servers, whether it's for the Web, anonymous FTP, or general services such as DNS and delivering mail. But security is the foremost concern of anyone providing such a service. Any server experiences casual probe attempts dozens of time a day, and serious break-in attempts with some frequency as well. This highly regarded book, originally titled Building Secure Servers with Linux, combines practical advice with a firm knowledge of the technical tools needed to ensure security. The book focuses on the most common use of Linux--

  2. Open client/server computing and middleware

    CERN Document Server

    Simon, Alan R

    2014-01-01

    Open Client/Server Computing and Middleware provides a tutorial-oriented overview of open client/server development environments and how client/server computing is being done.This book analyzes an in-depth set of case studies about two different open client/server development environments-Microsoft Windows and UNIX, describing the architectures, various product components, and how these environments interrelate. Topics include the open systems and client/server computing, next-generation client/server architectures, principles of middleware, and overview of ProtoGen+. The ViewPaint environment

  3. KFC Server: interactive forecasting of protein interaction hot spots.

    Science.gov (United States)

    Darnell, Steven J; LeGault, Laura; Mitchell, Julie C

    2008-07-01

    The KFC Server is a web-based implementation of the KFC (Knowledge-based FADE and Contacts) model-a machine learning approach for the prediction of binding hot spots, or the subset of residues that account for most of a protein interface's; binding free energy. The server facilitates the automated analysis of a user submitted protein-protein or protein-DNA interface and the visualization of its hot spot predictions. For each residue in the interface, the KFC Server characterizes its local structural environment, compares that environment to the environments of experimentally determined hot spots and predicts if the interface residue is a hot spot. After the computational analysis, the user can visualize the results using an interactive job viewer able to quickly highlight predicted hot spots and surrounding structural features within the protein structure. The KFC Server is accessible at http://kfc.mitchell-lab.org.

  4. Windows server cookbook for Windows server 2003 and Windows 2000

    CERN Document Server

    Allen, Robbie

    2005-01-01

    This practical reference guide offers hundreds of useful tasks for managing Windows 2000 and Windows Server 2003, Microsoft's latest server. These concise, on-the-job solutions to common problems are certain to save you many hours of time searching through Microsoft documentation. Topics include files, event logs, security, DHCP, DNS, backup/restore, and more

  5. Digital Game-Based Language Learning in Foreign Language Teacher Education

    Directory of Open Access Journals (Sweden)

    Yunus ALYAZ

    2016-10-01

    Full Text Available New technologies including digital game-based language learning have increasingly received attention. However, their implementation is far from expected and desired levels due to technical, instructional, financial and sociological barriers. Previous studies suggest that there is a strong need to establish courses in order to support adaptation of game-based learning pedagogy through helping teachers experience digital games themselves before they are expected to use them in teaching. This study was conducted to investigate educational digital games in foreign language teaching, to identify the determining reasons behind the pittfalls in applications and to explore the contribution of a serious game to the development of professional language skills of pre-service teachers. Pre- and post-tests were applied to measure the contribution of the game to the development of their language skills. In addition, a game diary and semi-structured interviews were used to elicit information about the problems pre-service teachers had and their perceptions on the whole process. The analysis of the data illustrated that there was great improvement in pre-service teachers’ professional language skills and attitudes towards using these games while teaching in the future. This is important in foreign language teacher education in terms of enhancing digital game-based language learning pedagogy for teachers.

  6. An Improvement of Robust Biometrics-Based Authentication and Key Agreement Scheme for Multi-Server Environments Using Smart Cards.

    Science.gov (United States)

    Moon, Jongho; Choi, Younsung; Jung, Jaewook; Won, Dongho

    2015-01-01

    In multi-server environments, user authentication is a very important issue because it provides the authorization that enables users to access their data and services; furthermore, remote user authentication schemes for multi-server environments have solved the problem that has arisen from user's management of different identities and passwords. For this reason, numerous user authentication schemes that are designed for multi-server environments have been proposed over recent years. In 2015, Lu et al. improved upon Mishra et al.'s scheme, claiming that their remote user authentication scheme is more secure and practical; however, we found that Lu et al.'s scheme is still insecure and incorrect. In this paper, we demonstrate that Lu et al.'s scheme is vulnerable to outsider attack and user impersonation attack, and we propose a new biometrics-based scheme for authentication and key agreement that can be used in multi-server environments; then, we show that our proposed scheme is more secure and supports the required security properties.

  7. Game Immersion Experience: Its Hierarchical Structure and Impact on Game-Based Science Learning

    Science.gov (United States)

    Cheng, M.-T.; She, H.-C.; Annetta, L. A.

    2015-01-01

    Many studies have shown the positive impact of serious educational games (SEGs) on learning outcomes. However, there still exists insufficient research that delves into the impact of immersive experience in the process of gaming on SEG-based science learning. The dual purpose of this study was to further explore this impact. One purpose was to…

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

    African Journals Online (AJOL)

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

  9. Learning SQL Server Reporting Services 2012

    CERN Document Server

    Krishnaswamy, Jayaram

    2013-01-01

    The book is packed with clear instructions and plenty of screenshots, providing all the support and guidance you will need as you begin to generate reports with SQL Server 2012 Reporting Services.This book is for those who are new to SQL Server Reporting Services 2012 and aspiring to create and deploy cutting edge reports. This book is for report developers, report authors, ad-hoc report authors and model developers, and Report Server and SharePoint Server Integrated Report Server administrators. Minimal knowledge of SQL Server is assumed and SharePoint experience would be helpful.

  10. Gameplay Engagement and Learning in Game-Based Learning: A Systematic Review

    Science.gov (United States)

    Abdul Jabbar, Azita Iliya; Felicia, Patrick

    2015-01-01

    In this review, we investigated game design features that promote engagement and learning in game-based learning (GBL) settings. The aim was to address the lack of empirical evidence on the impact of game design on learning outcomes, identify how the design of game-based activities may affect learning and engagement, and develop a set of general…

  11. ENGAGE: A Game Based Learning and Problem Solving Framework

    Science.gov (United States)

    2012-07-13

    Gamification Summit 2012  Mensa Colloquium 2012.2: Social and Video Games  Seattle Science Festival  TED Salon Vancouver : http...From - To) 6/1/2012 – 6/30/2012 4. TITLE AND SUBTITLE ENGAGE: A Game Based Learning and Problem Solving Framework 5a. CONTRACT NUMBER N/A 5b...Popović ENGAGE: A Game Based Learning and Problem Solving Framework (Task 1 Month 4) Progress, Status and Management Report Monthly Progress

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

    Directory of Open Access Journals (Sweden)

    Yogya Resa

    2014-03-01

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

  13. A Fuzzy Control Course on the TED Server

    DEFF Research Database (Denmark)

    Dotoli, Mariagrazia; Jantzen, Jan

    1999-01-01

    , an educational server that serves as a learning central for students and professionals working with fuzzy logic. Through the server, TED offers an online course on fuzzy control. The course concerns automatic control of an inverted pendulum, with a focus on rule based control by means of fuzzy logic. A ball......The Training and Education Committee (TED) is a committee under ERUDIT, a Network of Excellence for fuzzy technology and uncertainty in Europe. The main objective of TED is to improve the training and educational possibilities for the nodes of ERUDIT. Since early 1999, TED has set up the TED server...

  14. BioconductorBuntu: a Linux distribution that implements a web-based DNA microarray analysis server.

    Science.gov (United States)

    Geeleher, Paul; Morris, Dermot; Hinde, John P; Golden, Aaron

    2009-06-01

    BioconductorBuntu is a custom distribution of Ubuntu Linux that automatically installs a server-side microarray processing environment, providing a user-friendly web-based GUI to many of the tools developed by the Bioconductor Project, accessible locally or across a network. System installation is via booting off a CD image or by using a Debian package provided to upgrade an existing Ubuntu installation. In its current version, several microarray analysis pipelines are supported including oligonucleotide, dual-or single-dye experiments, including post-processing with Gene Set Enrichment Analysis. BioconductorBuntu is designed to be extensible, by server-side integration of further relevant Bioconductor modules as required, facilitated by its straightforward underlying Python-based infrastructure. BioconductorBuntu offers an ideal environment for the development of processing procedures to facilitate the analysis of next-generation sequencing datasets. BioconductorBuntu is available for download under a creative commons license along with additional documentation and a tutorial from (http://bioinf.nuigalway.ie).

  15. Player guild dynamics and evolution in massively multiplayer online games.

    Science.gov (United States)

    Chen, Chien-Hsun; Sun, Chuen-Tsai; Hsieh, Jilung

    2008-06-01

    In the latest versions of massively multiplayer online games (MMOGs), developers have purposefully made guilds part of game environments. Guilds represent a powerful method for giving players a sense of online community, but there is little quantitative data on guild dynamics. To address this topic, we took advantage of a feature found in one of today's most popular MMOGs (World of Warcraft) to collect in-game data: user interfaces that players can modify and refine. In addition to collecting data on in-game player activities, we used this feature to observe and investigate how players join and leave guilds. Data were analyzed for the purpose of identifying factors that propel game-world guild dynamics and evolution. After collecting data for 641,805 avatars on 62 Taiwanese World of Warcraft game servers between February 10 and April 10, 2006, we created five guild type categories (small, large, elite, newbie, and unstable) that have different meanings in terms of in-game group dynamics. By viewing players as the most important resource affecting guild life cycles, it is possible to analyze game worlds as ecosystems consisting of evolving guilds and to study how guild life cycles reflect game world characteristics.

  16. Beginning Microsoft SQL Server 2012 Programming

    CERN Document Server

    Atkinson, Paul

    2012-01-01

    Get up to speed on the extensive changes to the newest release of Microsoft SQL Server The 2012 release of Microsoft SQL Server changes how you develop applications for SQL Server. With this comprehensive resource, SQL Server authority Robert Vieira presents the fundamentals of database design and SQL concepts, and then shows you how to apply these concepts using the updated SQL Server. Publishing time and date with the 2012 release, Beginning Microsoft SQL Server 2012 Programming begins with a quick overview of database design basics and the SQL query language and then quickly proceeds to sho

  17. A Game Map Complexity Measure Based on Hamming Distance

    Science.gov (United States)

    Li, Yan; Su, Pan; Li, Wenliang

    With the booming of PC game market, Game AI has attracted more and more researches. The interesting and difficulty of a game are relative with the map used in game scenarios. Besides, the path-finding efficiency in a game is also impacted by the complexity of the used map. In this paper, a novel complexity measure based on Hamming distance, called the Hamming complexity, is introduced. This measure is able to estimate the complexity of binary tileworld. We experimentally demonstrated that Hamming complexity is highly relative with the efficiency of A* algorithm, and therefore it is a useful reference to the designer when developing a game map.

  18. iPhone with Microsoft Exchange Server 2010 Business Integration and Deployment

    CERN Document Server

    Goodman, Steve

    2012-01-01

    iPhone with Microsoft Exchange Server 2010 - Business Integration and Deployment is a practical, step-by-step tutorial on planning, installing and configuring Exchange Server to deploy iPhones into your business. This book is aimed at system administrators who don't necessarily know about Exchange Server 2010 or ActiveSync-based mobile devices. A basic level of knowledge around Windows Servers is expected, and knowledge of smartphones and email systems in general will make some topics a little easier.

  19. Computer-Based Simulation Games in Public Administration Education

    OpenAIRE

    Kutergina Evgeniia

    2017-01-01

    Computer simulation, an active learning technique, is now one of the advanced pedagogical technologies. Th e use of simulation games in the educational process allows students to gain a firsthand understanding of the processes of real life. Public- administration, public-policy and political-science courses increasingly adopt simulation games in universities worldwide. Besides person-to-person simulation games, there are computer-based simulations in public-administration education. Currently...

  20. PENGEMBANGAN ANTIVIRUS BERBASIS CLIENT SERVER

    Directory of Open Access Journals (Sweden)

    Richki Hardi

    2015-07-01

    Full Text Available The era of globalization is included era where the komputer virus has been growing rapidly, not only of mere academic research but has become a common problem for komputer users in the world. The effect of this loss is increasingly becoming the widespread use of the Internet as a global communication line between komputer users around the world, based on the results of the survey CSI / FB. Along with the progress, komputer viruses undergo some evolution in shape, characteristics and distribution medium such as Worms, Spyware Trojan horse and program Malcodelain. Through the development of server-based antivirus clien then the user can easily determine the behavior of viruses and worms, knowing what part of an operating system that is being attacked by viruses and worms, making itself a development of network-based antivirus client server and can also be relied upon as an engine fast and reliable scanner to recognize the virus and saving in memory management.

  1. Characteristics and Energy Use of Volume Servers in the United States

    Energy Technology Data Exchange (ETDEWEB)

    Fuchs, H. [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States); Shehabi, A. [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States); Ganeshalingam, M. [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States); Desroches, L. -B. [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States); Lim, B. [Fraunhofer Center for Sustainable Energy Systems, Boston, MA (United States); Roth, K. [Fraunhofer Center for Sustainable Energy Systems, Boston, MA (United States); Tsao, A. [Navigant Consulting Inc., Chicago, IL (United States)

    2017-11-01

    Servers’ field energy use remains poorly understood, given heterogeneous computing loads, configurable hardware and software, and operation over a wide range of management practices. This paper explores various characteristics of 1- and 2-socket volume servers that affect energy consumption, and quantifies the difference in power demand between higher-performing SPEC and ENERGY STAR servers and our best understanding of a typical server operating today. We first establish general characteristics of the U.S. installed base of volume servers from existing IDC data and the literature, before presenting information on server hardware configurations from data collection events at a major online retail website. We then compare cumulative distribution functions of server idle power across three separate datasets and explain the differences between them via examination of the hardware characteristics to which power draw is most sensitive. We find that idle server power demand is significantly higher than ENERGY STAR benchmarks and the industry-released energy use documented in SPEC, and that SPEC server configurations—and likely the associated power-scaling trends—are atypical of volume servers. Next, we examine recent trends in server power draw among high-performing servers across their full load range to consider how representative these trends are of all volume servers before inputting weighted average idle power load values into a recently published model of national server energy use. Finally, we present results from two surveys of IT managers (n=216) and IT vendors (n=178) that illustrate the prevalence of more-efficient equipment and operational practices in server rooms and closets; these findings highlight opportunities to improve the energy efficiency of the U.S. server stock.

  2. Mastering Microsoft Exchange Server 2013

    CERN Document Server

    Elfassy, David

    2013-01-01

    The bestselling guide to Exchange Server, fully updated for the newest version Microsoft Exchange Server 2013 is touted as a solution for lowering the total cost of ownership, whether deployed on-premises or in the cloud. Like the earlier editions, this comprehensive guide covers every aspect of installing, configuring, and managing this multifaceted collaboration system. It offers Windows systems administrators and consultants a complete tutorial and reference, ideal for anyone installing Exchange Server for the first time or those migrating from an earlier Exchange Server version.Microsoft

  3. Preparing Instructional Designers for Game-Based Learning: Part 1

    Science.gov (United States)

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…

  4. The Design Consideration for Game-Based Learning

    Science.gov (United States)

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

    2010-01-01

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

  5. Exam 70-411 administering Windows Server 2012

    CERN Document Server

    Course, Microsoft Official Academic

    2014-01-01

    Microsoft Windows Server is a multi-purpose server designed to increase reliability and flexibility of  a network infrastructure. Windows Server is the paramount tool used by enterprises in their datacenter and desktop strategy. The most recent versions of Windows Server also provide both server and client virtualization. Its ubiquity in the enterprise results in the need for networking professionals who know how to plan, design, implement, operate, and troubleshoot networks relying on Windows Server. Microsoft Learning is preparing the next round of its Windows Server Certification program

  6. Analytical modeling and feasibility study of a multi-GPU cloud-based server (MGCS) framework for non-voxel-based dose calculations.

    Science.gov (United States)

    Neylon, J; Min, Y; Kupelian, P; Low, D A; Santhanam, A

    2017-04-01

    In this paper, a multi-GPU cloud-based server (MGCS) framework is presented for dose calculations, exploring the feasibility of remote computing power for parallelization and acceleration of computationally and time intensive radiotherapy tasks in moving toward online adaptive therapies. An analytical model was developed to estimate theoretical MGCS performance acceleration and intelligently determine workload distribution. Numerical studies were performed with a computing setup of 14 GPUs distributed over 4 servers interconnected by a 1 Gigabits per second (Gbps) network. Inter-process communication methods were optimized to facilitate resource distribution and minimize data transfers over the server interconnect. The analytically predicted computation time predicted matched experimentally observations within 1-5 %. MGCS performance approached a theoretical limit of acceleration proportional to the number of GPUs utilized when computational tasks far outweighed memory operations. The MGCS implementation reproduced ground-truth dose computations with negligible differences, by distributing the work among several processes and implemented optimization strategies. The results showed that a cloud-based computation engine was a feasible solution for enabling clinics to make use of fast dose calculations for advanced treatment planning and adaptive radiotherapy. The cloud-based system was able to exceed the performance of a local machine even for optimized calculations, and provided significant acceleration for computationally intensive tasks. Such a framework can provide access to advanced technology and computational methods to many clinics, providing an avenue for standardization across institutions without the requirements of purchasing, maintaining, and continually updating hardware.

  7. Benefits of game-based leisure activities in normal aging and dementia.

    Science.gov (United States)

    Narme, Pauline

    2016-12-01

    Given the increasing prevalence of dementia and the limited efficacy of pharmacological treatments, it is crucial to improve the knowledge of the factors that might delay the onset of dementia for developing non-pharmacological interventions. Recent studies have provided evidence that game-based interventions, especially the practice of video games, could improve the cognitive functioning (e.g. executive functions) in older adults and in demented patients. The positive effects of these games have also been demonstrated on physical health (e.g. improvement of balance and gait). Video gamed-based interventions may also alleviate mood or behavioral disorders, and increase interactions with friends, family, caregivers or other patients. The positive impact of games on these domains (cognitive and physical decline, social isolation) suggests that game-based interventions might contribute to delay the onset of dementia. Thus, playing games might be considered as a protective factor in dementia and even more as a potential non-pharmacological strategy in dementia rather than leisure activity.

  8. An Improvement of Robust Biometrics-Based Authentication and Key Agreement Scheme for Multi-Server Environments Using Smart Cards

    Science.gov (United States)

    Moon, Jongho; Choi, Younsung; Jung, Jaewook; Won, Dongho

    2015-01-01

    In multi-server environments, user authentication is a very important issue because it provides the authorization that enables users to access their data and services; furthermore, remote user authentication schemes for multi-server environments have solved the problem that has arisen from user’s management of different identities and passwords. For this reason, numerous user authentication schemes that are designed for multi-server environments have been proposed over recent years. In 2015, Lu et al. improved upon Mishra et al.’s scheme, claiming that their remote user authentication scheme is more secure and practical; however, we found that Lu et al.’s scheme is still insecure and incorrect. In this paper, we demonstrate that Lu et al.’s scheme is vulnerable to outsider attack and user impersonation attack, and we propose a new biometrics-based scheme for authentication and key agreement that can be used in multi-server environments; then, we show that our proposed scheme is more secure and supports the required security properties. PMID:26709702

  9. Using Video Games to Enhance Motivation States in Online Education: Protocol for a Team-Based Digital Game.

    Science.gov (United States)

    Janssen, Anna; Shaw, Tim; Goodyear, Peter

    2015-09-28

    Video and computer games for education have been of interest to researchers for several decades. Over the last half decade, researchers in the health sector have also begun exploring the value of this medium. However, there are still many gaps in the literature regarding the effective use of video and computer games in medical education, particularly in relation to how learners interact with the platform, and how the games can be used to enhance collaboration. The objective of the study is to evaluate a team-based digital game as an educational tool for engaging learners and supporting knowledge consolidation in postgraduate medical education. A mixed methodology will be used in order to establish efficacy and level of motivation provided by a team-based digital game. Second-year medical students will be recruited as participants to complete 3 matches of the game at spaced intervals, in 2 evenly distributed teams. Prior to playing the game, participants will complete an Internet survey to establish baseline data. After playing the game, participants will voluntarily complete a semistructured interview to establish motivation and player engagement. Additionally, metrics collected from the game platform will be analyzed to determine efficacy. The research is in the preliminary stages, but thus far a total of 54 participants have been recruited into the study. Additionally, a content development group has been convened to develop appropriate content for the platform. Video and computer games have been demonstrated to have value for educational purposes. Significantly less research has addressed how the medium can be effectively utilized in the health sector. Preliminary data from this study would suggest there is an interest in games for learning in the medical student body. As such, it is beneficial to undertake further research into how these games teach and engage learners in order to evaluate their role in tertiary and postgraduate medical education in the future.

  10. Server-side Statistics Scripting in PHP

    Directory of Open Access Journals (Sweden)

    Jan de Leeuw

    1997-06-01

    Full Text Available On the UCLA Statistics WWW server there are a large number of demos and calculators that can be used in statistics teaching and research. Some of these demos require substantial amounts of computation, others mainly use graphics. These calculators and demos are implemented in various different ways, reflecting developments in WWW based computing. As usual, one of the main choices is between doing the work on the client-side (i.e. in the browser or on the server-side (i.e. on our WWW server. Obviously, client-side computation puts fewer demands on the server. On the other hand, it requires that the client downloads Java applets, or installs plugins and/or helpers. If JavaScript is used, client-side computations will generally be slow. We also have to assume that the client is installed properly, and has the required capabilities. Requiring too much on the client-side has caused browsing machines such as Netscape Communicator to grow beyond all reasonable bounds, both in size and RAM requirements. Moreover requiring Java and JavaScript rules out such excellent browsers as Lynx or Emacs W3. For server-side computing, we can configure the server and its resources ourselves, and we need not worry about browser capabilities and configuration. Nothing needs to be downloaded, except the usual HTML pages and graphics. In the same way as on the client side, there is a scripting solution, where code is interpreted, or a ob ject-code solution using compiled code. For the server-side scripting, we use embedded languages, such as PHP/FI. The scripts in the HTML pages are interpreted by a CGI program, and the output of the CGI program is send to the clients. Of course the CGI program is compiled, but the statistics procedures will usually be interpreted, because PHP/FI does not have the appropriate functions in its scripting language. This will tend to be slow, because embedded languages do not deal efficiently with loops and similar constructs. Thus a first

  11. Mac OS X Lion Server For Dummies

    CERN Document Server

    Rizzo, John

    2011-01-01

    The perfect guide to help administrators set up Apple's Mac OS X Lion Server With the overwhelming popularity of the iPhone and iPad, more Macs are appearing in corporate settings. The newest version of Mac Server is the ideal way to administer a Mac network. This friendly guide explains to both Windows and Mac administrators how to set up and configure the server, including services such as iCal Server, Podcast Producer, Wiki Server, Spotlight Server, iChat Server, File Sharing, Mail Services, and support for iPhone and iPad. It explains how to secure, administer, and troubleshoot the networ

  12. An Agent Based approach to design Serious Game

    Directory of Open Access Journals (Sweden)

    Manuel Gentile

    2014-06-01

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

  13. Earth science big data at users' fingertips: the EarthServer Science Gateway Mobile

    Science.gov (United States)

    Barbera, Roberto; Bruno, Riccardo; Calanducci, Antonio; Fargetta, Marco; Pappalardo, Marco; Rundo, Francesco

    2014-05-01

    The EarthServer project (www.earthserver.eu), funded by the European Commission under its Seventh Framework Program, aims at establishing open access and ad-hoc analytics on extreme-size Earth Science data, based on and extending leading-edge Array Database technology. The core idea is to use database query languages as client/server interface to achieve barrier-free "mix & match" access to multi-source, any-size, multi-dimensional space-time data -- in short: "Big Earth Data Analytics" - based on the open standards of the Open Geospatial Consortium Web Coverage Processing Service (OGC WCPS) and the W3C XQuery. EarthServer combines both, thereby achieving a tight data/metadata integration. Further, the rasdaman Array Database System (www.rasdaman.com) is extended with further space-time coverage data types. On server side, highly effective optimizations - such as parallel and distributed query processing - ensure scalability to Exabyte volumes. In this contribution we will report on the EarthServer Science Gateway Mobile, an app for both iOS and Android-based devices that allows users to seamlessly access some of the EarthServer applications using SAML-based federated authentication and fine-grained authorisation mechanisms.

  14. A SVM bases AI design for interactive gaming

    OpenAIRE

    Jiang, Yang; Jiang, Jianmin; Palmer, Ian

    2008-01-01

    Interactive gaming requires automatic processing on large volume of random data produced by players on spot, such as shooting, football kicking, boxing etc. In this paper, we describe an artificial intelligence approach in processing such random data for interactive gaming by using a one-class support vector machine (OC-SVM). In comparison with existing techniques, our OC-SVM based interactive gaming design has the features of: (i): high speed processing, providing instant response to the pla...

  15. Learning Zimbra Server essentials

    CERN Document Server

    Kouka, Abdelmonam

    2013-01-01

    A standard tutorial approach which will guide the readers on all of the intricacies of the Zimbra Server.If you are any kind of Zimbra user, this book will be useful for you, from newbies to experts who would like to learn how to setup a Zimbra server. If you are an IT administrator or consultant who is exploring the idea of adopting, or have already adopted Zimbra as your mail server, then this book is for you. No prior knowledge of Zimbra is required.

  16. Game-Based Life-Long Learning

    NARCIS (Netherlands)

    Kelle, Sebastian; Sigurðarson, Steinn; Westera, Wim; Specht, Marcus

    2010-01-01

    Kelle, S., Sigurðarson, S., Westera, W., & Specht, M. (2011). Game-Based Life-Long Learning. In G. D. Magoulas (Ed.), E-Infrastructures and Technologies for Lifelong Learning: Next Generation Environments (pp. 337-349). Hershey, PA: IGI Global.

  17. DIGITAL GAME-BASED LANGUAGE LEARNING IN FOREIGN LANGUAGE TEACHER EDUCATION

    OpenAIRE

    ALYAZ, Yunus; GENC, Zubeyde Sinem

    2016-01-01

    New technologies including digital game-based language learning have increasingly received attention. However, their implementation is far from expected and desired levels due to technical, instructional, financial and sociological barriers. Previous studies suggest that there is a strong need to establish courses in order to support adaptation of game-based learning pedagogy through helping teachers experience digital games themselves before they are expected to use them in teaching. This st...

  18. Microsoft Windows Server Administration Essentials

    CERN Document Server

    Carpenter, Tom

    2011-01-01

    The core concepts and technologies you need to administer a Windows Server OS Administering a Windows operating system (OS) can be a difficult topic to grasp, particularly if you are new to the field of IT. This full-color resource serves as an approachable introduction to understanding how to install a server, the various roles of a server, and how server performance and maintenance impacts a network. With a special focus placed on the new Microsoft Technology Associate (MTA) certificate, the straightforward, easy-to-understand tone is ideal for anyone new to computer administration looking t

  19. Vfold: a web server for RNA structure and folding thermodynamics prediction.

    Science.gov (United States)

    Xu, Xiaojun; Zhao, Peinan; Chen, Shi-Jie

    2014-01-01

    The ever increasing discovery of non-coding RNAs leads to unprecedented demand for the accurate modeling of RNA folding, including the predictions of two-dimensional (base pair) and three-dimensional all-atom structures and folding stabilities. Accurate modeling of RNA structure and stability has far-reaching impact on our understanding of RNA functions in human health and our ability to design RNA-based therapeutic strategies. The Vfold server offers a web interface to predict (a) RNA two-dimensional structure from the nucleotide sequence, (b) three-dimensional structure from the two-dimensional structure and the sequence, and (c) folding thermodynamics (heat capacity melting curve) from the sequence. To predict the two-dimensional structure (base pairs), the server generates an ensemble of structures, including loop structures with the different intra-loop mismatches, and evaluates the free energies using the experimental parameters for the base stacks and the loop entropy parameters given by a coarse-grained RNA folding model (the Vfold model) for the loops. To predict the three-dimensional structure, the server assembles the motif scaffolds using structure templates extracted from the known PDB structures and refines the structure using all-atom energy minimization. The Vfold-based web server provides a user friendly tool for the prediction of RNA structure and stability. The web server and the source codes are freely accessible for public use at "http://rna.physics.missouri.edu".

  20. Towards a Game-Based Periscope Simulator for Submarine Officers Tactical Training

    Science.gov (United States)

    2016-06-01

    ONLY 2. REPORT DATE June 2016 3. REPORT TYPE AND DATES COVERED Master’s thesis 4. TITLE AND SUBTITLE TOWARDS A GAME -BASED PERISCOPE SIMULATOR...career to learn and practice these skills. Following an instructional system design process, this thesis developed a 3D, game -based periscope tactical...experience. Results of this thesis support the use of game -based simulation as training tools and that feedback type could be tailored to individuals based

  1. Windows Server 2012 vulnerabilities and security

    Directory of Open Access Journals (Sweden)

    Gabriel R. López

    2015-09-01

    Full Text Available This investigation analyses the history of the vulnerabilities of the base system Windows Server 2012 highlighting the most critic vulnerabilities given every 4 months since its creation until the current date of the research. It was organized by the type of vulnerabilities based on the classification of the NIST. Next, given the official vulnerabilities of the system, the authors show how a critical vulnerability is treated by Microsoft in order to countermeasure the security flaw. Then, the authors present the recommended security approaches for Windows Server 2012, which focus on the baseline software given by Microsoft, update, patch and change management, hardening practices and the application of Active Directory Rights Management Services (AD RMS. AD RMS is considered as an important feature since it is able to protect the system even though it is compromised using access lists at a document level. Finally, the investigation of the state of the art related to the security of Windows Server 2012 shows an analysis of solutions given by third parties vendors, which offer security products to secure the base system objective of this study. The recommended solution given by the authors present the security vendor Symantec with its successful features and also characteristics that the authors considered that may have to be improved in future versions of the security solution.

  2. Designing and Evaluating Conative Game-Based Learning Scenarios

    DEFF Research Database (Denmark)

    Schønau-Fog, Henrik

    2014-01-01

    It is an essential prerequisite to design for motivation in game-based learning applications, tools and activities. However, how is it possible to design and evaluate motivational game-based learning scenarios in a systematic process-oriented manner based on conation and player engagement? While...... of ‘continuation desire’ such as interfacing with the scenario, exploration and socialising. This paper aims to combine the concepts of Player Engagement, Conation and Continuation Desire by focusing on the conative aspects which are the essential drivers for the desire to continue any learning activity......-based learning scenarios....

  3. Irrigania – a web-based game about sharing water resources

    Directory of Open Access Journals (Sweden)

    J. Seibert

    2012-08-01

    Full Text Available For teaching about collaboration and conflicts with regard to shared water resources, various types of games offer valuable opportunities. Single-player computer games often give much power to the player and ignore the fact that the best for some group might be difficult to achieve in reality if the individuals have their own interests. Here we present a new game called Irrigania, which aims at representing water conflicts among several actors in a simplified way. While simple in its rules, this game illustrates several game-theoretical situations typical for water-related conflicts. The game has been implemented as a web-based computer game, which allows easy application in classes. First classroom applications of the game indicated that, despite the simple rules, interesting patterns can evolve when playing the game in a class. These patterns can be used to discuss game theoretical considerations related to water resource sharing.

  4. What Do Stroke Patients Look for in Game-Based Rehabilitation

    Science.gov (United States)

    Hung, Ya-Xuan; Huang, Pei-Chen; Chen, Kuan-Ta; Chu, Woei-Chyn

    2016-01-01

    Abstract Stroke is one of the most common causes of physical disability, and early, intensive, and repetitive rehabilitation exercises are crucial to the recovery of stroke survivors. Unfortunately, research shows that only one third of stroke patients actually perform recommended exercises at home, because of the repetitive and mundane nature of conventional rehabilitation exercises. Thus, to motivate stroke survivors to engage in monotonous rehabilitation is a significant issue in the therapy process. Game-based rehabilitation systems have the potential to encourage patients continuing rehabilitation exercises at home. However, these systems are still rarely adopted at patients’ places. Discovering and eliminating the obstacles in promoting game-based rehabilitation at home is therefore essential. For this purpose, we conducted a study to collect and analyze the opinions and expectations of stroke patients and clinical therapists. The study is composed of 2 parts: Rehab-preference survey – interviews to both patients and therapists to understand the current practices, challenges, and expectations on game-based rehabilitation systems; and Rehab-compatibility survey – a gaming experiment with therapists to elaborate what commercial games are compatible with rehabilitation. The study is conducted with 30 outpatients with stroke and 19 occupational therapists from 2 rehabilitation centers in Taiwan. Our surveys show that game-based rehabilitation systems can turn the rehabilitation exercises more appealing and provide personalized motivation for various stroke patients. Patients prefer to perform rehabilitation exercises with more diverse and fun games, and need cost-effective rehabilitation systems, which are often built on commodity hardware. Our study also sheds light on incorporating the existing design-for-fun games into rehabilitation system. We envision the results are helpful in developing a platform which enables rehab-compatible (i.e., existing

  5. SIDH: A Game-Based Architecture for a Training Simulator

    Directory of Open Access Journals (Sweden)

    P. Backlund

    2009-01-01

    Full Text Available Game-based simulators, sometimes referred to as “lightweight” simulators, have benefits such as flexible technology and economic feasibility. In this article, we extend the notion of a game-based simulator by introducing multiple screen view and physical interaction. These features are expected to enhance immersion and fidelity. By utilizing these concepts we have constructed a training simulator for breathing apparatus entry. Game hardware and software have been used to produce the application. More important, the application itself is deliberately designed to be a game. Indeed, one important design goal is to create an entertaining and motivating experience combined with learning goals in order to create a serious game. The system has been evaluated in cooperation with the Swedish Rescue Services Agency to see which architectural features contribute to perceived fidelity. The modes of visualization and interaction as well as level design contribute to the usefulness of the system.

  6. Investigating Science Interest in a Game-Based Learning Project

    Science.gov (United States)

    Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi

    2014-01-01

    The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…

  7. Professional Microsoft SQL Server 2012 Administration

    CERN Document Server

    Jorgensen, Adam; LoForte, Ross; Knight, Brian

    2012-01-01

    An essential how-to guide for experienced DBAs on the most significant product release since 2005! Microsoft SQL Server 2012 will have major changes throughout the SQL Server and will impact how DBAs administer the database. With this book, a team of well-known SQL Server experts introduces the many new features of the most recent version of SQL Server and deciphers how these changes will affect the methods that administrators have been using for years. Loaded with unique tips, tricks, and workarounds for handling the most difficult SQL Server admin issues, this how-to guide deciphers topics s

  8. DoS attacks targeting SIP server and improvements of robustness

    OpenAIRE

    Vozňák, Miroslav; Šafařík, Jakub

    2012-01-01

    The paper describes the vulnerability of SIP servers to DoS attacks and methods for server protection. For each attack, this paper describes their impact on a SIP server, evaluation of the threat and the way in which they are executed. Attacks are described in detail, and a security precaution is made to prevent each of them. The proposed solution of the protection is based on a specific topology of an intrusion protection systems components consisting of a combination of...

  9. Optimal Configuration of Fault-Tolerance Parameters for Distributed Server Access

    DEFF Research Database (Denmark)

    Daidone, Alessandro; Renier, Thibault; Bondavalli, Andrea

    2013-01-01

    Server replication is a common fault-tolerance strategy to improve transaction dependability for services in communications networks. In distributed architectures, fault-diagnosis and recovery are implemented via the interaction of the server replicas with the clients and other entities...... model using stochastic activity networks (SAN) for the evaluation of performance and dependability metrics of a generic transaction-based service implemented on a distributed replication architecture. The composite SAN model can be easily adapted to a wide range of client-server applications deployed...

  10. Two-Cloud-Servers-Assisted Secure Outsourcing Multiparty Computation

    Science.gov (United States)

    Wen, Qiaoyan; Zhang, Hua; Jin, Zhengping; Li, Wenmin

    2014-01-01

    We focus on how to securely outsource computation task to the cloud and propose a secure outsourcing multiparty computation protocol on lattice-based encrypted data in two-cloud-servers scenario. Our main idea is to transform the outsourced data respectively encrypted by different users' public keys to the ones that are encrypted by the same two private keys of the two assisted servers so that it is feasible to operate on the transformed ciphertexts to compute an encrypted result following the function to be computed. In order to keep the privacy of the result, the two servers cooperatively produce a custom-made result for each user that is authorized to get the result so that all authorized users can recover the desired result while other unauthorized ones including the two servers cannot. Compared with previous research, our protocol is completely noninteractive between any users, and both of the computation and the communication complexities of each user in our solution are independent of the computing function. PMID:24982949

  11. Two-cloud-servers-assisted secure outsourcing multiparty computation.

    Science.gov (United States)

    Sun, Yi; Wen, Qiaoyan; Zhang, Yudong; Zhang, Hua; Jin, Zhengping; Li, Wenmin

    2014-01-01

    We focus on how to securely outsource computation task to the cloud and propose a secure outsourcing multiparty computation protocol on lattice-based encrypted data in two-cloud-servers scenario. Our main idea is to transform the outsourced data respectively encrypted by different users' public keys to the ones that are encrypted by the same two private keys of the two assisted servers so that it is feasible to operate on the transformed ciphertexts to compute an encrypted result following the function to be computed. In order to keep the privacy of the result, the two servers cooperatively produce a custom-made result for each user that is authorized to get the result so that all authorized users can recover the desired result while other unauthorized ones including the two servers cannot. Compared with previous research, our protocol is completely noninteractive between any users, and both of the computation and the communication complexities of each user in our solution are independent of the computing function.

  12. Quantum game theory based on the Schmidt decomposition

    International Nuclear Information System (INIS)

    Ichikawa, Tsubasa; Tsutsui, Izumi; Cheon, Taksu

    2008-01-01

    We present a novel formulation of quantum game theory based on the Schmidt decomposition, which has the merit that the entanglement of quantum strategies is manifestly quantified. We apply this formulation to 2-player, 2-strategy symmetric games and obtain a complete set of quantum Nash equilibria. Apart from those available with the maximal entanglement, these quantum Nash equilibria are extensions of the Nash equilibria in classical game theory. The phase structure of the equilibria is determined for all values of entanglement, and thereby the possibility of resolving the dilemmas by entanglement in the game of Chicken, the Battle of the Sexes, the Prisoners' Dilemma, and the Stag Hunt, is examined. We find that entanglement transforms these dilemmas with each other but cannot resolve them, except in the Stag Hunt game where the dilemma can be alleviated to a certain degree

  13. Online Games and University Life

    Directory of Open Access Journals (Sweden)

    María Alejandra Saucedo James

    2016-08-01

    Full Text Available The research focuses on knowing the characteristics of the attraction of online games, the advantages and disadvantages of them in the educational process of higher education. Over the years the games have been a huge metamorphosis, were no longer in a physical console and move to servers that are located kilometers away, but that’s not the main attraction, if not, how allow us uniting play our adversaries and allies who may even have different cultures, languages ages among other cultural and educational features. Playing online means leaving aside der many hobbies, obligations to turn it into an online addiction, which we have to see what our advantage and disadvantage of being in them. In college concentration and time it is very important, amounts of reading tasks and occupies a large percentage of time the university. Online games can bring to the cognitive part, mental agility, interaction between people, but can also affect them if our hobby or sport as taking some it becomes an addiction without control. For this it has conducted a study on a Technical University of Babahoyo, Finance Faculty of Management and Informatics, to know the effects of online games of a group of students that shape it.

  14. Reference task-based design of crisis management games

    NARCIS (Netherlands)

    Link, Daniel; Meesters, Kenny; Hellingrath, Bernd; van de Walle, B.A.; Hiltz, S.R.; Pfaff, M.S.; Plotnick, L.; Shih, P.C.

    Serious games are an effective tool for giving players a hands-on, immersive experience of crisis situations. To simplify the design of such games while ensuring their relevance, we propose a design method that is based on reference tasks. The feasibility of this approach is demonstrated by the

  15. PONDEROSA-C/S: client-server based software package for automated protein 3D structure determination.

    Science.gov (United States)

    Lee, Woonghee; Stark, Jaime L; Markley, John L

    2014-11-01

    Peak-picking Of Noe Data Enabled by Restriction Of Shift Assignments-Client Server (PONDEROSA-C/S) builds on the original PONDEROSA software (Lee et al. in Bioinformatics 27:1727-1728. doi: 10.1093/bioinformatics/btr200, 2011) and includes improved features for structure calculation and refinement. PONDEROSA-C/S consists of three programs: Ponderosa Server, Ponderosa Client, and Ponderosa Analyzer. PONDEROSA-C/S takes as input the protein sequence, a list of assigned chemical shifts, and nuclear Overhauser data sets ((13)C- and/or (15)N-NOESY). The output is a set of assigned NOEs and 3D structural models for the protein. Ponderosa Analyzer supports the visualization, validation, and refinement of the results from Ponderosa Server. These tools enable semi-automated NMR-based structure determination of proteins in a rapid and robust fashion. We present examples showing the use of PONDEROSA-C/S in solving structures of four proteins: two that enable comparison with the original PONDEROSA package, and two from the Critical Assessment of automated Structure Determination by NMR (Rosato et al. in Nat Methods 6:625-626. doi: 10.1038/nmeth0909-625 , 2009) competition. The software package can be downloaded freely in binary format from http://pine.nmrfam.wisc.edu/download_packages.html. Registered users of the National Magnetic Resonance Facility at Madison can submit jobs to the PONDEROSA-C/S server at http://ponderosa.nmrfam.wisc.edu, where instructions, tutorials, and instructions can be found. Structures are normally returned within 1-2 days.

  16. My drama : story-based game for understanding emotions in context

    NARCIS (Netherlands)

    Shen, X.; Barakova, E.I.; Poppe, R.; Meyer, J.J.; Veltkamp, R.; Dastani, M.

    2017-01-01

    This paper presents My Drama, a story-based game application that helps to understand emotions in context. The game was developed for young people with autism, who usually have trouble understanding the non-verbal expression of emotions. We combined elements of drama therapy and mobile game design

  17. Computer-based Role Playing Game Environment for Analogue Electronics

    Directory of Open Access Journals (Sweden)

    Lachlan M MacKinnon

    2009-02-01

    Full Text Available An implementation of a design for a game based virtual learning environment is described. The game is developed for a course in analogue electronics, and the topic is the design of a power supply. This task can be solved in a number of different ways, with certain constraints, giving the students a certain amount of freedom, although the game is designed not to facilitate trial-and-error approach. The use of storytelling and a virtual gaming environment provides the student with the learning material in a MMORPG environment.

  18. Advancing the Power and Utility of Server-Side Aggregation

    Science.gov (United States)

    Fulker, Dave; Gallagher, James

    2016-01-01

    During the upcoming Summer 2016 meeting of the ESIP Federation (July 19-22), OpenDAP will hold a Developers and Users Workshop. While a broad set of topics will be covered, a key focus is capitalizing on recent EOSDIS-sponsored advances in Hyrax, OPeNDAPs own software for server-side realization of the DAP2 and DAP4 protocols. These Hyrax advances are as important to data users as to data providers, and the workshop will include hands-on experiences of value to both. Specifically, a balanced set of presentations and hands-on tutorials will address advances in1.server installation,2.server configuration,3.Hyrax aggregation capabilities,4.support for data-access from clients that are HTTP-based, JSON-based or OGC-compliant (especially WCS and WMS),5.support for DAP4,6.use and extension of server-side computational capabilities, and7.several performance-affecting matters.Topics 2 through 7 will be relevant to data consumers, data providers andnotably, due to the open-source nature of all OPeNDAP softwareto developers wishing to extend Hyrax, to build compatible clients and servers, andor to employ Hyrax as middleware that enables interoperability across a variety of end-user and source-data contexts. A session for contributed talks will elaborate the topics listed above and embrace additional ones.

  19. Essential Mac OS X panther server administration integrating Mac OS X server into heterogeneous networks

    CERN Document Server

    Bartosh, Michael

    2004-01-01

    If you've ever wondered how to safely manipulate Mac OS X Panther Server's many underlying configuration files or needed to explain AFP permission mapping--this book's for you. From the command line to Apple's graphical tools, the book provides insight into this powerful server software. Topics covered include installation, deployment, server management, web application services, data gathering, and more

  20. Client/server approach to image capturing

    Science.gov (United States)

    Tuijn, Chris; Stokes, Earle

    1998-01-01

    The diversity of the digital image capturing devices on the market today is quite astonishing and ranges from low-cost CCD scanners to digital cameras (for both action and stand-still scenes), mid-end CCD scanners for desktop publishing and pre- press applications and high-end CCD flatbed scanners and drum- scanners with photo multiplier technology. Each device and market segment has its own specific needs which explains the diversity of the associated scanner applications. What all those applications have in common is the need to communicate with a particular device to import the digital images; after the import, additional image processing might be needed as well as color management operations. Although the specific requirements for all of these applications might differ considerably, a number of image capturing and color management facilities as well as other services are needed which can be shared. In this paper, we propose a client/server architecture for scanning and image editing applications which can be used as a common component for all these applications. One of the principal components of the scan server is the input capturing module. The specification of the input jobs is based on a generic input device model. Through this model we make abstraction of the specific scanner parameters and define the scan job definitions by a number of absolute parameters. As a result, scan job definitions will be less dependent on a particular scanner and have a more universal meaning. In this context, we also elaborate on the interaction of the generic parameters and the color characterization (i.e., the ICC profile). Other topics that are covered are the scheduling and parallel processing capabilities of the server, the image processing facilities, the interaction with the ICC engine, the communication facilities (both in-memory and over the network) and the different client architectures (stand-alone applications, TWAIN servers, plug-ins, OLE or Apple-event driven

  1. Empirical Analysis of Server Consolidation and Desktop Virtualization in Cloud Computing

    Directory of Open Access Journals (Sweden)

    Bao Rong Chang

    2013-01-01

    Full Text Available Physical server transited to virtual server infrastructure (VSI and desktop device to virtual desktop infrastructure (VDI have the crucial problems of server consolidation, virtualization performance, virtual machine density, total cost of ownership (TCO, and return on investments (ROI. Besides, how to appropriately choose hypervisor for the desired server/desktop virtualization is really challenging, because a trade-off between virtualization performance and cost is a hard decision to make in the cloud. This paper introduces five hypervisors to establish the virtual environment and then gives a careful assessment based on C/P ratio that is derived from composite index, consolidation ratio, virtual machine density, TCO, and ROI. As a result, even though ESX server obtains the highest ROI and lowest TCO in server virtualization and Hyper-V R2 gains the best performance of virtual machine management; both of them however cost too much. Instead the best choice is Proxmox Virtual Environment (Proxmox VE because it not only saves the initial investment a lot to own a virtual server/desktop infrastructure, but also obtains the lowest C/P ratio.

  2. Building server capabilities in China

    DEFF Research Database (Denmark)

    Adeyemi, Oluseyi; Slepniov, Dmitrij; Wæhrens, Brian Vejrum

    2012-01-01

    The purpose of this paper is to further our understanding of multinational companies building server capabilities in China. The paper is based on the cases of two western companies with operations in China. The findings highlight a number of common patterns in the 1) managerial challenges related...

  3. Secure Server Login by Using Third Party and Chaotic System

    Science.gov (United States)

    Abdulatif, Firas A.; zuhiar, Maan

    2018-05-01

    Server is popular among all companies and it used by most of them but due to the security threat on the server make this companies are concerned when using it so that in this paper we will design a secure system based on one time password and third parity authentication (smart phone). The proposed system make security to the login process of server by using one time password to authenticate person how have permission to login and third parity device (smart phone) as other level of security.

  4. The Design and Analysis of Learning Effects for a Game-based Learning System

    OpenAIRE

    Wernhuar Tarng; Weichian Tsai

    2010-01-01

    The major purpose of this study is to use network and multimedia technologies to build a game-based learning system for junior high school students to apply in learning “World Geography" through the “role-playing" game approaches. This study first investigated the motivation and habits of junior high school students to use the Internet and online games, and then designed a game-based learning system according to situated and game-based learning theories. A teaching experiment was conducted to...

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

    Science.gov (United States)

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

    2012-01-01

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

  6. Testing Game-Based Performance in Team-Handball.

    Science.gov (United States)

    Wagner, Herbert; Orwat, Matthias; Hinz, Matthias; Pfusterschmied, Jürgen; Bacharach, David W; von Duvillard, Serge P; Müller, Erich

    2016-10-01

    Wagner, H, Orwat, M, Hinz, M, Pfusterschmied, J, Bacharach, DW, von Duvillard, SP, and Müller, E. Testing game-based performance in team-handball. J Strength Cond Res 30(10): 2794-2801, 2016-Team-handball is a fast paced game of defensive and offensive action that includes specific movements of jumping, passing, throwing, checking, and screening. To date and to the best of our knowledge, a game-based performance test (GBPT) for team-handball does not exist. Therefore, the aim of this study was to develop and validate such a test. Seventeen experienced team-handball players performed 2 GBPTs separated by 7 days between each test, an incremental treadmill running test, and a team-handball test game (TG) (2 × 20 minutes). Peak oxygen uptake (V[Combining Dot Above]O2peak), blood lactate concentration (BLC), heart rate (HR), sprinting time, time of offensive and defensive actions as well as running intensities, ball velocity, and jump height were measured in the game-based test. Reliability of the tests was calculated using an intraclass correlation coefficient (ICC). Additionally, we measured V[Combining Dot Above]O2peak in the incremental treadmill running test and BLC, HR, and running intensities in the team-handball TG to determine the validity of the GBPT. For the test-retest reliability, we found an ICC >0.70 for the peak BLC and HR, mean offense and defense time, as well as ball velocity that yielded an ICC >0.90 for the V[Combining Dot Above]O2peak in the GBPT. Percent walking and standing constituted 73% of total time. Moderate (18%) and high (9%) intensity running in the GBPT was similar to the team-handball TG. Our results indicated that the GBPT is a valid and reliable test to analyze team-handball performance (physiological and biomechanical variables) under conditions similar to competition.

  7. Serious games for global education digital game-based learning in the english as a foreign language (EFL) classroom

    CERN Document Server

    Müller, Claudia

    2017-01-01

    The author of this book conducted different studies to investigate the potential of serious games for global education when used in EFL classrooms. The results show a clear contribution of serious games to global education when used with EFL learners, leading to a reference model of digital game-based learning in the EFL classroom.

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

    International Nuclear Information System (INIS)

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

    2017-01-01

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

  9. SeMPI: a genome-based secondary metabolite prediction and identification web server.

    Science.gov (United States)

    Zierep, Paul F; Padilla, Natàlia; Yonchev, Dimitar G; Telukunta, Kiran K; Klementz, Dennis; Günther, Stefan

    2017-07-03

    The secondary metabolism of bacteria, fungi and plants yields a vast number of bioactive substances. The constantly increasing amount of published genomic data provides the opportunity for an efficient identification of gene clusters by genome mining. Conversely, for many natural products with resolved structures, the encoding gene clusters have not been identified yet. Even though genome mining tools have become significantly more efficient in the identification of biosynthetic gene clusters, structural elucidation of the actual secondary metabolite is still challenging, especially due to as yet unpredictable post-modifications. Here, we introduce SeMPI, a web server providing a prediction and identification pipeline for natural products synthesized by polyketide synthases of type I modular. In order to limit the possible structures of PKS products and to include putative tailoring reactions, a structural comparison with annotated natural products was introduced. Furthermore, a benchmark was designed based on 40 gene clusters with annotated PKS products. The web server of the pipeline (SeMPI) is freely available at: http://www.pharmaceutical-bioinformatics.de/sempi. © The Author(s) 2017. Published by Oxford University Press on behalf of Nucleic Acids Research.

  10. A game is a game is a game

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

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

  11. Server for experimental data from LHD

    International Nuclear Information System (INIS)

    Emoto, M.; Ohdachi, S.; Watanabe, K.; Sudo, S.; Nagayama, Y.

    2006-01-01

    In order to unify various types of data, the Kaiseki Server was developed. This server provides physical experimental data of large helical device (LHD) experiments. Many types of data acquisition systems currently exist in operation, and they produce files of various formats. Therefore, it has been difficult to analyze different types of acquisition data at the same time because the data of each system should be read in a particular manner. To facilitate the usage of this data by researchers, the authors have developed a new server system, which provides a unified data format and a unique data retrieval interface. Although the Kaiseki Server satisfied the initial demand, new requests arose from researchers, one of which was the remote usage of the server. The current system cannot be used remotely because of security issues. Another request was group ownership, i.e., users belonging to the same group should have equal access to data. To satisfy these demands, the authors modified the server. However, since other requests may arise in the future, the new system must be flexible so that it can satisfy future demands. Therefore, the authors decided to develop a new server using a three-tier structure

  12. Near Real-Time Dissemination of Geo-Referenced Imagery by an Enterprise Server

    National Research Council Canada - National Science Library

    Brown, Alison; Gilbert, Chris; Holland, Heather; Lu, Yan

    2006-01-01

    .... The payload is connected through a data link to a ground-based server that can process the georegistered data in near-real-time using our GeoReferenced Information Manager (GRIM) Enterprise Server...

  13. incaRNAfbinv: a web server for the fragment-based design of RNA sequences

    Science.gov (United States)

    Drory Retwitzer, Matan; Reinharz, Vladimir; Ponty, Yann; Waldispühl, Jérôme; Barash, Danny

    2016-01-01

    Abstract In recent years, new methods for computational RNA design have been developed and applied to various problems in synthetic biology and nanotechnology. Lately, there is considerable interest in incorporating essential biological information when solving the inverse RNA folding problem. Correspondingly, RNAfbinv aims at including biologically meaningful constraints and is the only program to-date that performs a fragment-based design of RNA sequences. In doing so it allows the design of sequences that do not necessarily exactly fold into the target, as long as the overall coarse-grained tree graph shape is preserved. Augmented by the weighted sampling algorithm of incaRNAtion, our web server called incaRNAfbinv implements the method devised in RNAfbinv and offers an interactive environment for the inverse folding of RNA using a fragment-based design approach. It takes as input: a target RNA secondary structure; optional sequence and motif constraints; optional target minimum free energy, neutrality and GC content. In addition to the design of synthetic regulatory sequences, it can be used as a pre-processing step for the detection of novel natural occurring RNAs. The two complementary methodologies RNAfbinv and incaRNAtion are merged together and fully implemented in our web server incaRNAfbinv, available at http://www.cs.bgu.ac.il/incaRNAfbinv. PMID:27185893

  14. Windows Server 2012 R2 administrator cookbook

    CERN Document Server

    Krause, Jordan

    2015-01-01

    This book is intended for system administrators and IT professionals with experience in Windows Server 2008 or Windows Server 2012 environments who are looking to acquire the skills and knowledge necessary to manage and maintain the core infrastructure required for a Windows Server 2012 and Windows Server 2012 R2 environment.

  15. NRSAS: Nuclear Receptor Structure Analysis Servers.

    NARCIS (Netherlands)

    Bettler, E.J.M.; Krause, R.; Horn, F.; Vriend, G.

    2003-01-01

    We present a coherent series of servers that can perform a large number of structure analyses on nuclear hormone receptors. These servers are part of the NucleaRDB project, which provides a powerful information system for nuclear hormone receptors. The computations performed by the servers include

  16. Learning Physics through Project-Based Learning Game Techniques

    Science.gov (United States)

    Baran, Medine; Maskan, Abdulkadir; Yasar, Seyma

    2018-01-01

    The aim of the present study, in which Project and game techniques are used together, is to examine the impact of project-based learning games on students' physics achievement. Participants of the study consist of 34 9th grade students (N = 34). The data were collected using achievement tests and a questionnaire. Throughout the applications, the…

  17. Two-Cloud-Servers-Assisted Secure Outsourcing Multiparty Computation

    Directory of Open Access Journals (Sweden)

    Yi Sun

    2014-01-01

    Full Text Available We focus on how to securely outsource computation task to the cloud and propose a secure outsourcing multiparty computation protocol on lattice-based encrypted data in two-cloud-servers scenario. Our main idea is to transform the outsourced data respectively encrypted by different users’ public keys to the ones that are encrypted by the same two private keys of the two assisted servers so that it is feasible to operate on the transformed ciphertexts to compute an encrypted result following the function to be computed. In order to keep the privacy of the result, the two servers cooperatively produce a custom-made result for each user that is authorized to get the result so that all authorized users can recover the desired result while other unauthorized ones including the two servers cannot. Compared with previous research, our protocol is completely noninteractive between any users, and both of the computation and the communication complexities of each user in our solution are independent of the computing function.

  18. HDF-EOS Web Server

    Science.gov (United States)

    Ullman, Richard; Bane, Bob; Yang, Jingli

    2008-01-01

    A shell script has been written as a means of automatically making HDF-EOS-formatted data sets available via the World Wide Web. ("HDF-EOS" and variants thereof are defined in the first of the two immediately preceding articles.) The shell script chains together some software tools developed by the Data Usability Group at Goddard Space Flight Center to perform the following actions: Extract metadata in Object Definition Language (ODL) from an HDF-EOS file, Convert the metadata from ODL to Extensible Markup Language (XML), Reformat the XML metadata into human-readable Hypertext Markup Language (HTML), Publish the HTML metadata and the original HDF-EOS file to a Web server and an Open-source Project for a Network Data Access Protocol (OPeN-DAP) server computer, and Reformat the XML metadata and submit the resulting file to the EOS Clearinghouse, which is a Web-based metadata clearinghouse that facilitates searching for, and exchange of, Earth-Science data.

  19. Agriscience Teachers' Implementation of Digital Game-based Learning in an Introductory Animal Science Course

    Science.gov (United States)

    Webb, Angela W.; Bunch, J. C.; Wallace, Maria F. G.

    2015-12-01

    In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based learning in an introductory animal science course. From interviews with agriscience teachers on their experiences with the game, three themes emerged: (1) the constraints of inadequate and inappropriate technologies, and time to game implementation; (2) the shift in teacher and student roles necessitated by implementing the game; and (3) the inherent competitive nature of learning through the game. Based on these findings, we recommend that pre-service and in-service professional development opportunities be developed for teachers to learn how to implement digital game-based learning effectively. Additionally, with the potential for simulations that address cross-cutting concepts in the next generation science standards, digital game-based learning should be explored in various science teaching and learning contexts.

  20. 3Drefine: an interactive web server for efficient protein structure refinement.

    Science.gov (United States)

    Bhattacharya, Debswapna; Nowotny, Jackson; Cao, Renzhi; Cheng, Jianlin

    2016-07-08

    3Drefine is an interactive web server for consistent and computationally efficient protein structure refinement with the capability to perform web-based statistical and visual analysis. The 3Drefine refinement protocol utilizes iterative optimization of hydrogen bonding network combined with atomic-level energy minimization on the optimized model using a composite physics and knowledge-based force fields for efficient protein structure refinement. The method has been extensively evaluated on blind CASP experiments as well as on large-scale and diverse benchmark datasets and exhibits consistent improvement over the initial structure in both global and local structural quality measures. The 3Drefine web server allows for convenient protein structure refinement through a text or file input submission, email notification, provided example submission and is freely available without any registration requirement. The server also provides comprehensive analysis of submissions through various energy and statistical feedback and interactive visualization of multiple refined models through the JSmol applet that is equipped with numerous protein model analysis tools. The web server has been extensively tested and used by many users. As a result, the 3Drefine web server conveniently provides a useful tool easily accessible to the community. The 3Drefine web server has been made publicly available at the URL: http://sysbio.rnet.missouri.edu/3Drefine/. © The Author(s) 2016. Published by Oxford University Press on behalf of Nucleic Acids Research.

  1. Game Based Language Learning for Bilingual Adults

    DEFF Research Database (Denmark)

    Hautopp, Heidi; Hanghøj, Thorkild

    2014-01-01

    experiences with the central goals in communicative language teaching (CLT). The paper is based on a study of The Danish Simulator when integrated in a game‐based language course with 15 students at a language center in Copenhagen during spring, 2013. The Danish Simulator consists of language drills......, the analysis presents preliminary findings in relation to students’ different experiences of The Danish Simulator and the teacher’s redesign of the game based teaching. It is concluded that the meaningful use of The Danish Simulator in a game‐based language course for bilingual adults depends on the students......What happens when a single‐player training game enters a classroom context? The use of training activities in game‐based learning (GBL) has often been criticized for letting players perform mechanical operations with no reflection upon the learning experiences involved (e.g. Egenfeldt‐Nielsen, 2005...

  2. Route Choice Model Based on Game Theory for Commuters

    Directory of Open Access Journals (Sweden)

    Licai Yang

    2016-06-01

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

  3. Mastering Windows Server 2008 Networking Foundations

    CERN Document Server

    Minasi, Mark; Mueller, John Paul

    2011-01-01

    Find in-depth coverage of general networking concepts and basic instruction on Windows Server 2008 installation and management including active directory, DNS, Windows storage, and TCP/IP and IPv4 networking basics in Mastering Windows Server 2008 Networking Foundations. One of three new books by best-selling author Mark Minasi, this guide explains what servers do, how basic networking works (IP basics and DNS/WINS basics), and the fundamentals of the under-the-hood technologies that support staff must understand. Learn how to install Windows Server 2008 and build a simple network, security co

  4. National Medical Terminology Server in Korea

    Science.gov (United States)

    Lee, Sungin; Song, Seung-Jae; Koh, Soonjeong; Lee, Soo Kyoung; Kim, Hong-Gee

    Interoperable EHR (Electronic Health Record) necessitates at least the use of standardized medical terminologies. This paper describes a medical terminology server, LexCare Suite, which houses terminology management applications, such as a terminology editor, and a terminology repository populated with international standard terminology systems such as Systematized Nomenclature of Medicine (SNOMED). The server is to satisfy the needs of quality terminology systems to local primary to tertiary hospitals. Our partner general hospitals have used the server to test its applicability. This paper describes the server and the results of the applicability test.

  5. Web-Based Quiz-Game-Like Formative Assessment: Development and Evaluation

    Science.gov (United States)

    Wang, Tzu-Hua

    2008-01-01

    This research aims to develop a multiple-choice Web-based quiz-game-like formative assessment system, named GAM-WATA. The unique design of "Ask-Hint Strategy" turns the Web-based formative assessment into an online quiz game. "Ask-Hint Strategy" is composed of "Prune Strategy" and "Call-in Strategy".…

  6. Adaptive proxy map server for efficient vector spatial data rendering

    Science.gov (United States)

    Sayar, Ahmet

    2013-01-01

    The rapid transmission of vector map data over the Internet is becoming a bottleneck of spatial data delivery and visualization in web-based environment because of increasing data amount and limited network bandwidth. In order to improve both the transmission and rendering performances of vector spatial data over the Internet, we propose a proxy map server enabling parallel vector data fetching as well as caching to improve the performance of web-based map servers in a dynamic environment. Proxy map server is placed seamlessly anywhere between the client and the final services, intercepting users' requests. It employs an efficient parallelization technique based on spatial proximity and data density in case distributed replica exists for the same spatial data. The effectiveness of the proposed technique is proved at the end of the article by the application of creating map images enriched with earthquake seismic data records.

  7. SSDL personel dosimetry system: migration from a client - server system into a web-based system

    International Nuclear Information System (INIS)

    Maizura Ibrahim; Rosnah Shariff; Ahmad Bazlie Abdul Kadir; John Konsoh Sangau; Mohd Amin Sharifuldin Salleh; Taiman Kadni; Noriah Mod Ali

    2007-01-01

    Personnel Dosimetry System has been used by the Secondary Standard Dosimetry Laboratory (SSDL), Nuclear Malaysia since ten years ago. The system is a computerized database system with a client-server concept. This system has been used by Film Badge Laboratory, SSDL to record details of clients, calculation of Film Badge dosage, management of radiation workers data's, generating of dosage report, retrieval of statistical reports regarding film badge usage for the purpose of reporting to monitoring bodies such as Atomic Energy Licensing Board (AELB), Ministry of Health and others. But, due to technical problems that frequently occurs, the system is going to be replaced by a newly developed web- based system called e-SSDL. This paper describe the problems that regularly occurs in the previous system, explains how the process of replacing the client-server system with a web-based system is done and the differences between the previous and current system. This paper will also present details architecture of the new system and the new process introduced in processing film badges. (Author)

  8. Análisis, desarrollo e implementación de auditoría en la base de datos Microsoft SQL Server 2005

    OpenAIRE

    Fernández Puerto, Clemente

    2010-01-01

    Tenemos como objetivo estudiar la monitorización y el rendimiento de una instalación de base de datos de Microsoft SQL Server 2005 y la aplicación de la nueva tecnología llamada Service Broker, integrada en el sistema gestor de base de datos y cuya principal función es proporcionar colas de mensajes. Además, queremos auditar el funcionamiento del SGBD Microsoft SQL Server 2005, creando una serie buenas prácticas que permitan obtener unos resultados que nos lleven a tomar las...

  9. Serious Games for Learning: Games-Based Child Sexual Abuse Prevention in Schools

    Science.gov (United States)

    Scholes, Laura; Jones, Christian; Stieler-Hunt, Colleen; Rolfe, Ben

    2014-01-01

    In spite of research demonstrating conceptual weakness in many child sexual abuse (CSA) prevention programmes and outdated modes of delivery, students continue to participate in a diversity of initiatives. Referring to the development of a games-based approach to CSA prevention in Australia, this paper examines empirically based attributes of…

  10. COGNAC: a web server for searching and annotating hydrogen-bonded base interactions in RNA three-dimensional structures.

    Science.gov (United States)

    Firdaus-Raih, Mohd; Hamdani, Hazrina Yusof; Nadzirin, Nurul; Ramlan, Effirul Ikhwan; Willett, Peter; Artymiuk, Peter J

    2014-07-01

    Hydrogen bonds are crucial factors that stabilize a complex ribonucleic acid (RNA) molecule's three-dimensional (3D) structure. Minute conformational changes can result in variations in the hydrogen bond interactions in a particular structure. Furthermore, networks of hydrogen bonds, especially those found in tight clusters, may be important elements in structure stabilization or function and can therefore be regarded as potential tertiary motifs. In this paper, we describe a graph theoretical algorithm implemented as a web server that is able to search for unbroken networks of hydrogen-bonded base interactions and thus provide an accounting of such interactions in RNA 3D structures. This server, COGNAC (COnnection tables Graphs for Nucleic ACids), is also able to compare the hydrogen bond networks between two structures and from such annotations enable the mapping of atomic level differences that may have resulted from conformational changes due to mutations or binding events. The COGNAC server can be accessed at http://mfrlab.org/grafss/cognac. © The Author(s) 2014. Published by Oxford University Press on behalf of Nucleic Acids Research.

  11. Prevalence of behavior changing strategies in fitness video games: theory-based content analysis.

    Science.gov (United States)

    Lyons, Elizabeth Jane; Hatkevich, Claire

    2013-05-07

    Fitness video games are popular, but little is known about their content. Because many contain interactive tools that mimic behavioral strategies from weight loss intervention programs, it is possible that differences in content could affect player physical activity and/or weight outcomes. There is a need for a better understanding of what behavioral strategies are currently available in fitness games and how they are implemented. The purpose of this study was to investigate the prevalence of evidence-based behavioral strategies across fitness video games available for home use. Games available for consoles that used camera-based controllers were also contrasted with games available for a console that used handheld motion controllers. Fitness games (N=18) available for three home consoles were systematically identified and play-tested by 2 trained coders for at least 3 hours each. In cases of multiple games from one series, only the most recently released game was included. The Sony PlayStation 3 and Microsoft Xbox360 were the two camera-based consoles, and the Nintendo Wii was the handheld motion controller console. A coding list based on a taxonomy of behavioral strategies was used to begin coding. Codes were refined in an iterative process based on data found during play-testing. The most prevalent behavioral strategies were modeling (17/18), specific performance feedback (17/18), reinforcement (16/18), caloric expenditure feedback (15/18), and guided practice (15/18). All games included some kind of feedback on performance accuracy, exercise frequency, and/or fitness progress. Action planning (scheduling future workouts) was the least prevalent of the included strategies (4/18). Twelve games included some kind of social integration, with nine of them providing options for real-time multiplayer sessions. Only two games did not feature any kind of reward. Games for the camera-based consoles (mean 12.89, SD 2.71) included a greater number of strategies than those

  12. RNA-TVcurve: a Web server for RNA secondary structure comparison based on a multi-scale similarity of its triple vector curve representation.

    Science.gov (United States)

    Li, Ying; Shi, Xiaohu; Liang, Yanchun; Xie, Juan; Zhang, Yu; Ma, Qin

    2017-01-21

    RNAs have been found to carry diverse functionalities in nature. Inferring the similarity between two given RNAs is a fundamental step to understand and interpret their functional relationship. The majority of functional RNAs show conserved secondary structures, rather than sequence conservation. Those algorithms relying on sequence-based features usually have limitations in their prediction performance. Hence, integrating RNA structure features is very critical for RNA analysis. Existing algorithms mainly fall into two categories: alignment-based and alignment-free. The alignment-free algorithms of RNA comparison usually have lower time complexity than alignment-based algorithms. An alignment-free RNA comparison algorithm was proposed, in which novel numerical representations RNA-TVcurve (triple vector curve representation) of RNA sequence and corresponding secondary structure features are provided. Then a multi-scale similarity score of two given RNAs was designed based on wavelet decomposition of their numerical representation. In support of RNA mutation and phylogenetic analysis, a web server (RNA-TVcurve) was designed based on this alignment-free RNA comparison algorithm. It provides three functional modules: 1) visualization of numerical representation of RNA secondary structure; 2) detection of single-point mutation based on secondary structure; and 3) comparison of pairwise and multiple RNA secondary structures. The inputs of the web server require RNA primary sequences, while corresponding secondary structures are optional. For the primary sequences alone, the web server can compute the secondary structures using free energy minimization algorithm in terms of RNAfold tool from Vienna RNA package. RNA-TVcurve is the first integrated web server, based on an alignment-free method, to deliver a suite of RNA analysis functions, including visualization, mutation analysis and multiple RNAs structure comparison. The comparison results with two popular RNA

  13. Timing Game-Based Practice in a Reading Comprehension Strategy Tutor

    Science.gov (United States)

    Jacovina, Matthew E.; Jackson, G. Tanner; Snow, Erica L.; McNamara, Danielle S.

    2016-01-01

    Game-based practice within Intelligent Tutoring Systems (ITSs) can be optimized by examining how properties of practice activities influence learning outcomes and motivation. In the current study, we manipulated when game-based practice was available to students. All students (n = 149) first completed lesson videos in iSTART-2, an ITS focusing on…

  14. Mobile Game Based Learning: Can it enhance learning of marginalized peer educators?

    OpenAIRE

    Roy, Anupama; Sharples, Mike

    2015-01-01

    This paper describes an investigatory project to pilot an SMS based game to enhance the training of peer educators of MSM (Males having Sex with Males) groups in India. The objective of this research was to increase the efficacy of the MSM peer educators by bridging the gap between the training needs and their real life experiences. An SMS based game was designed using participatory approaches as a learning support, upholding their real life experiences in game form. The game was designed on ...

  15. Time synchronization algorithm of distributed system based on server time-revise and workstation self-adjust

    International Nuclear Information System (INIS)

    Zhou Shumin; Sun Yamin; Tang Bin

    2007-01-01

    In order to enhance the time synchronization quality of the distributed system, a time synchronization algorithm of distributed system based on server time-revise and workstation self-adjust is proposed. The time-revise cycle and self-adjust process is introduced in the paper. The algorithm reduces network flow effectively and enhances the quality of clock-synchronization. (authors)

  16. CheD: chemical database compilation tool, Internet server, and client for SQL servers.

    Science.gov (United States)

    Trepalin, S V; Yarkov, A V

    2001-01-01

    An efficient program, which runs on a personal computer, for the storage, retrieval, and processing of chemical information, is presented, The program can work both as a stand-alone application or in conjunction with a specifically written Web server application or with some standard SQL servers, e.g., Oracle, Interbase, and MS SQL. New types of data fields are introduced, e.g., arrays for spectral information storage, HTML and database links, and user-defined functions. CheD has an open architecture; thus, custom data types, controls, and services may be added. A WWW server application for chemical data retrieval features an easy and user-friendly installation on Windows NT or 95 platforms.

  17. Analytical derivation: An epistemic game for solving mathematically based physics problems

    Science.gov (United States)

    Bajracharya, Rabindra R.; Thompson, John R.

    2016-06-01

    Problem solving, which often involves multiple steps, is an integral part of physics learning and teaching. Using the perspective of the epistemic game, we documented a specific game that is commonly pursued by students while solving mathematically based physics problems: the analytical derivation game. This game involves deriving an equation through symbolic manipulations and routine mathematical operations, usually without any physical interpretation of the processes. This game often creates cognitive obstacles in students, preventing them from using alternative resources or better approaches during problem solving. We conducted hour-long, semi-structured, individual interviews with fourteen introductory physics students. Students were asked to solve four "pseudophysics" problems containing algebraic and graphical representations. The problems required the application of the fundamental theorem of calculus (FTC), which is one of the most frequently used mathematical concepts in physics problem solving. We show that the analytical derivation game is necessary, but not sufficient, to solve mathematically based physics problems, specifically those involving graphical representations.

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

    Directory of Open Access Journals (Sweden)

    Ning Ma

    2015-11-01

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

  19. Towards Big Earth Data Analytics: The EarthServer Approach

    Science.gov (United States)

    Baumann, Peter

    2013-04-01

    Big Data in the Earth sciences, the Tera- to Exabyte archives, mostly are made up from coverage data whereby the term "coverage", according to ISO and OGC, is defined as the digital representation of some space-time varying phenomenon. Common examples include 1-D sensor timeseries, 2-D remote sensing imagery, 3D x/y/t image timeseries and x/y/z geology data, and 4-D x/y/z/t atmosphere and ocean data. Analytics on such data requires on-demand processing of sometimes significant complexity, such as getting the Fourier transform of satellite images. As network bandwidth limits prohibit transfer of such Big Data it is indispensable to devise protocols allowing clients to task flexible and fast processing on the server. The EarthServer initiative, funded by EU FP7 eInfrastructures, unites 11 partners from computer and earth sciences to establish Big Earth Data Analytics. One key ingredient is flexibility for users to ask what they want, not impeded and complicated by system internals. The EarthServer answer to this is to use high-level query languages; these have proven tremendously successful on tabular and XML data, and we extend them with a central geo data structure, multi-dimensional arrays. A second key ingredient is scalability. Without any doubt, scalability ultimately can only be achieved through parallelization. In the past, parallelizing code has been done at compile time and usually with manual intervention. The EarthServer approach is to perform a samentic-based dynamic distribution of queries fragments based on networks optimization and further criteria. The EarthServer platform is comprised by rasdaman, an Array DBMS enabling efficient storage and retrieval of any-size, any-type multi-dimensional raster data. In the project, rasdaman is being extended with several functionality and scalability features, including: support for irregular grids and general meshes; in-situ retrieval (evaluation of database queries on existing archive structures, avoiding data

  20. The impact of coaching module based on teaching games for ...

    African Journals Online (AJOL)

    The impact of coaching module based on teaching games for understanding towards school netball players' performance. ... used attack and defense strategy at the right time and place during netball game. ... AJOL African Journals Online.

  1. NExT server

    CERN Document Server

    1989-01-01

    The first website at CERN - and in the world - was dedicated to the World Wide Web project itself and was hosted on Berners-Lee's NeXT computer. The website described the basic features of the web; how to access other people's documents and how to set up your own server. This NeXT machine - the original web server - is still at CERN. As part of the project to restore the first website, in 2013 CERN reinstated the world's first website to its original address.

  2. Console Game-Based Pedagogy: A Study of Primary and Secondary Classroom Learning through Console Video Games

    Science.gov (United States)

    Groff, Jennifer S.; Howells, Cathrin; Cranmer, Sue

    2012-01-01

    The main focus of this research project was to identify the educational benefits of console game-based learning in primary and secondary schools. The project also sought to understand how the benefits of educational gaming could transfer to other settings. For this purpose, research was carried out in classrooms in Scotland to explore learning…

  3. PERANCANGAN MAIL SERVER ZIMBRA MENGGUNAKAN TEKNOLOGI VIRTUALISASI STUDI KASUS : SMK PANCAKARYA KOTA TANGERANG

    Directory of Open Access Journals (Sweden)

    Heru Prasetiawan

    2017-05-01

    Full Text Available The development of information technology is growing rapidly spur the emergence of new technologies are constantly evolving. The development of technologies that generate more reliable, efficient, economical, and powerful than previous technology. Electronic mail (email is a form of communication and correspondence electronically through a computer system and transmitted to another computer that is intended to traverse the computer network. The existence of mail server is needed to support the communication needs via email. Zimbra Mail Server is implemented using virtualization technology with the operating system Proxmox which is a Linux distribution based on Debian and to guestnya operating system SLES (Suse Linux Enterprise Server. This research was conducted at the agency already has a previous computer networking facilities, so that the research was conducted to complement the needs of the mail server at the institution. The result achieved is a mail application server using virtualization technology that has the facilities and the web-based mail client applications, antivirus and antispam.

  4. Understanding Game-Based Learning Cultures: Introduction to Special Issue

    Science.gov (United States)

    Engerman, Jason A.; Carr-Chellman, Alison

    2017-01-01

    This special issue expands our understanding of teaching and learning through video game play, with specific attention to culture. The issue gives insight into the ways educators, researchers, and developers should be discussing and designing for impactful learner-centered game-based learning experiences. The issue features forward-thinking…

  5. Designing a scalable video-on-demand server with data sharing

    Science.gov (United States)

    Lim, Hyeran; Du, David H. C.

    2001-01-01

    As current disk space and transfer speed increase, the bandwidth between a server and its disks has become critical for video-on-demand (VOD) services. Our VOD server consists of several hosts sharing data on disks through a ring-based network. Data sharing provided by the spatial-reuse ring network between servers and disks not only increases the utilization towards full bandwidth but also improves the availability of videos. Striping and replication methods are introduced in order to improve the efficiency of our VOD server system as well as the availability of videos. We consider tow kinds of resources of a VOD server system. Given a representative access profile, our intention is to propose an algorithm to find an initial condition, place videos on disks in the system successfully. If any copy of a video cannot be placed due to lack of resources, more servers/disks are added. When all videos are place on the disks by our algorithm, the final configuration is determined with indicator of how tolerable it is against the fluctuation in demand of videos. Considering it is a NP-hard problem, our algorithm generates the final configuration with O(M log M) at best, where M is the number of movies.

  6. Improving consensus contact prediction via server correlation reduction.

    Science.gov (United States)

    Gao, Xin; Bu, Dongbo; Xu, Jinbo; Li, Ming

    2009-05-06

    Protein inter-residue contacts play a crucial role in the determination and prediction of protein structures. Previous studies on contact prediction indicate that although template-based consensus methods outperform sequence-based methods on targets with typical templates, such consensus methods perform poorly on new fold targets. However, we find out that even for new fold targets, the models generated by threading programs can contain many true contacts. The challenge is how to identify them. In this paper, we develop an integer linear programming model for consensus contact prediction. In contrast to the simple majority voting method assuming that all the individual servers are equally important and independent, the newly developed method evaluates their correlation by using maximum likelihood estimation and extracts independent latent servers from them by using principal component analysis. An integer linear programming method is then applied to assign a weight to each latent server to maximize the difference between true contacts and false ones. The proposed method is tested on the CASP7 data set. If the top L/5 predicted contacts are evaluated where L is the protein size, the average accuracy is 73%, which is much higher than that of any previously reported study. Moreover, if only the 15 new fold CASP7 targets are considered, our method achieves an average accuracy of 37%, which is much better than that of the majority voting method, SVM-LOMETS, SVM-SEQ, and SAM-T06. These methods demonstrate an average accuracy of 13.0%, 10.8%, 25.8% and 21.2%, respectively. Reducing server correlation and optimally combining independent latent servers show a significant improvement over the traditional consensus methods. This approach can hopefully provide a powerful tool for protein structure refinement and prediction use.

  7. Improving consensus contact prediction via server correlation reduction

    Directory of Open Access Journals (Sweden)

    Xu Jinbo

    2009-05-01

    Full Text Available Abstract Background Protein inter-residue contacts play a crucial role in the determination and prediction of protein structures. Previous studies on contact prediction indicate that although template-based consensus methods outperform sequence-based methods on targets with typical templates, such consensus methods perform poorly on new fold targets. However, we find out that even for new fold targets, the models generated by threading programs can contain many true contacts. The challenge is how to identify them. Results In this paper, we develop an integer linear programming model for consensus contact prediction. In contrast to the simple majority voting method assuming that all the individual servers are equally important and independent, the newly developed method evaluates their correlation by using maximum likelihood estimation and extracts independent latent servers from them by using principal component analysis. An integer linear programming method is then applied to assign a weight to each latent server to maximize the difference between true contacts and false ones. The proposed method is tested on the CASP7 data set. If the top L/5 predicted contacts are evaluated where L is the protein size, the average accuracy is 73%, which is much higher than that of any previously reported study. Moreover, if only the 15 new fold CASP7 targets are considered, our method achieves an average accuracy of 37%, which is much better than that of the majority voting method, SVM-LOMETS, SVM-SEQ, and SAM-T06. These methods demonstrate an average accuracy of 13.0%, 10.8%, 25.8% and 21.2%, respectively. Conclusion Reducing server correlation and optimally combining independent latent servers show a significant improvement over the traditional consensus methods. This approach can hopefully provide a powerful tool for protein structure refinement and prediction use.

  8. Digital Game-Based Learning for K-12 Mathematics Education: A Meta-Analysis

    Science.gov (United States)

    Byun, JaeHwan; Joung, Eunmi

    2018-01-01

    Digital games (e.g., video games or computer games) have been reported as an effective educational method that can improve students' motivation and performance in mathematics education. This meta-analysis study (a) investigates the current trend of digital game-based learning (DGBL) by reviewing the research studies on the use of DGBL for…

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

    Science.gov (United States)

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

    2012-01-01

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

  10. The FOLDALIGN web server for pairwise structural RNA alignment and mutual motif search

    DEFF Research Database (Denmark)

    Havgaard, Jakob Hull; Lyngsø, Rune B.; Gorodkin, Jan

    2005-01-01

    FOLDALIGN is a Sankoff-based algorithm for making structural alignments of RNA sequences. Here, we present a web server for making pairwise alignments between two RNA sequences, using the recently updated version of FOLDALIGN. The server can be used to scan two sequences for a common structural RNA...... motif of limited size, or the entire sequences can be aligned locally or globally. The web server offers a graphical interface, which makes it simple to make alignments and manually browse the results. the web server can be accessed at http://foldalign.kvl.dk...

  11. CORAL Server and CORAL Server Proxy: Scalable Access to Relational Databases from CORAL Applications

    CERN Document Server

    Valassi, A; Kalkhof, A; Salnikov, A; Wache, M

    2011-01-01

    The CORAL software is widely used at CERN for accessing the data stored by the LHC experiments using relational database technologies. CORAL provides a C++ abstraction layer that supports data persistency for several backends and deployment models, including local access to SQLite files, direct client access to Oracle and MySQL servers, and read-only access to Oracle through the FroNTier web server and cache. Two new components have recently been added to CORAL to implement a model involving a middle tier "CORAL server" deployed close to the database and a tree of "CORAL server proxy" instances, with data caching and multiplexing functionalities, deployed close to the client. The new components are meant to provide advantages for read-only and read-write data access, in both offline and online use cases, in the areas of scalability and performance (multiplexing for several incoming connections, optional data caching) and security (authentication via proxy certificates). A first implementation of the two new c...

  12. Minimizing cache misses in an event-driven network server: A case study of TUX

    DEFF Research Database (Denmark)

    Bhatia, Sapan; Consel, Charles; Lawall, Julia Laetitia

    2006-01-01

    We analyze the performance of CPU-bound network servers and demonstrate experimentally that the degradation in the performance of these servers under high-concurrency workloads is largely due to inefficient use of the hardware caches. We then describe an approach to speeding up event-driven network...... servers by optimizing their use of the L2 CPU cache in the context of the TUX Web server, known for its robustness to heavy load. Our approach is based on a novel cache-aware memory allocator and a specific scheduling strategy that together ensure that the total working data set of the server stays...

  13. Efficient Incremental Garbage Collection for Workstation/Server Database Systems

    OpenAIRE

    Amsaleg , Laurent; Gruber , Olivier; Franklin , Michael

    1994-01-01

    Projet RODIN; We describe an efficient server-based algorithm for garbage collecting object-oriented databases in a workstation/server environment. The algorithm is incremental and runs concurrently with client transactions, however, it does not hold any locks on data and does not require callbacks to clients. It is fault tolerant, but performs very little logging. The algorithm has been designed to be integrated into existing OODB systems, and therefore it works with standard implementation ...

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

    Science.gov (United States)

    Le Brocq, Anne

    2017-04-01

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

  15. CVTree3 Web Server for Whole-genome-based and Alignment-free Prokaryotic Phylogeny and Taxonomy

    Directory of Open Access Journals (Sweden)

    Guanghong Zuo

    2015-10-01

    Full Text Available A faithful phylogeny and an objective taxonomy for prokaryotes should agree with each other and ultimately follow the genome data. With the number of sequenced genomes reaching tens of thousands, both tree inference and detailed comparison with taxonomy are great challenges. We now provide one solution in the latest Release 3.0 of the alignment-free and whole-genome-based web server CVTree3. The server resides in a cluster of 64 cores and is equipped with an interactive, collapsible, and expandable tree display. It is capable of comparing the tree branching order with prokaryotic classification at all taxonomic ranks from domains down to species and strains. CVTree3 allows for inquiry by taxon names and trial on lineage modifications. In addition, it reports a summary of monophyletic and non-monophyletic taxa at all ranks as well as produces print-quality subtree figures. After giving an overview of retrospective verification of the CVTree approach, the power of the new server is described for the mega-classification of prokaryotes and determination of taxonomic placement of some newly-sequenced genomes. A few discrepancies between CVTree and 16S rRNA analyses are also summarized with regard to possible taxonomic revisions. CVTree3 is freely accessible to all users at http://tlife.fudan.edu.cn/cvtree3/ without login requirements.

  16. CVTree3 Web Server for Whole-genome-based and Alignment-free Prokaryotic Phylogeny and Taxonomy.

    Science.gov (United States)

    Zuo, Guanghong; Hao, Bailin

    2015-10-01

    A faithful phylogeny and an objective taxonomy for prokaryotes should agree with each other and ultimately follow the genome data. With the number of sequenced genomes reaching tens of thousands, both tree inference and detailed comparison with taxonomy are great challenges. We now provide one solution in the latest Release 3.0 of the alignment-free and whole-genome-based web server CVTree3. The server resides in a cluster of 64 cores and is equipped with an interactive, collapsible, and expandable tree display. It is capable of comparing the tree branching order with prokaryotic classification at all taxonomic ranks from domains down to species and strains. CVTree3 allows for inquiry by taxon names and trial on lineage modifications. In addition, it reports a summary of monophyletic and non-monophyletic taxa at all ranks as well as produces print-quality subtree figures. After giving an overview of retrospective verification of the CVTree approach, the power of the new server is described for the mega-classification of prokaryotes and determination of taxonomic placement of some newly-sequenced genomes. A few discrepancies between CVTree and 16S rRNA analyses are also summarized with regard to possible taxonomic revisions. CVTree3 is freely accessible to all users at http://tlife.fudan.edu.cn/cvtree3/ without login requirements. Copyright © 2015 The Authors. Production and hosting by Elsevier Ltd.. All rights reserved.

  17. Usability Evaluation Methods for Gesture-Based Games: A Systematic Review.

    Science.gov (United States)

    Simor, Fernando Winckler; Brum, Manoela Rogofski; Schmidt, Jaison Dairon Ebertz; Rieder, Rafael; De Marchi, Ana Carolina Bertoletti

    2016-10-04

    Gestural interaction systems are increasingly being used, mainly in games, expanding the idea of entertainment and providing experiences with the purpose of promoting better physical and/or mental health. Therefore, it is necessary to establish mechanisms for evaluating the usability of these interfaces, which make gestures the basis of interaction, to achieve a balance between functionality and ease of use. This study aims to present the results of a systematic review focused on usability evaluation methods for gesture-based games, considering devices with motion-sensing capability. We considered the usability methods used, the common interface issues, and the strategies adopted to build good gesture-based games. The research was centered on four electronic databases: IEEE, Association for Computing Machinery (ACM), Springer, and Science Direct from September 4 to 21, 2015. Within 1427 studies evaluated, 10 matched the eligibility criteria. As a requirement, we considered studies about gesture-based games, Kinect and/or Wii as devices, and the use of a usability method to evaluate the user interface. In the 10 studies found, there was no standardization in the methods because they considered diverse analysis variables. Heterogeneously, authors used different instruments to evaluate gesture-based interfaces and no default approach was proposed. Questionnaires were the most used instruments (70%, 7/10), followed by interviews (30%, 3/10), and observation and video recording (20%, 2/10). Moreover, 60% (6/10) of the studies used gesture-based serious games to evaluate the performance of elderly participants in rehabilitation tasks. This highlights the need for creating an evaluation protocol for older adults to provide a user-friendly interface according to the user's age and limitations. Through this study, we conclude this field is in need of a usability evaluation method for serious games, especially games for older adults, and that the definition of a methodology

  18. Deep Recurrent Model for Server Load and Performance Prediction in Data Center

    Directory of Open Access Journals (Sweden)

    Zheng Huang

    2017-01-01

    Full Text Available Recurrent neural network (RNN has been widely applied to many sequential tagging tasks such as natural language process (NLP and time series analysis, and it has been proved that RNN works well in those areas. In this paper, we propose using RNN with long short-term memory (LSTM units for server load and performance prediction. Classical methods for performance prediction focus on building relation between performance and time domain, which makes a lot of unrealistic hypotheses. Our model is built based on events (user requests, which is the root cause of server performance. We predict the performance of the servers using RNN-LSTM by analyzing the log of servers in data center which contains user’s access sequence. Previous work for workload prediction could not generate detailed simulated workload, which is useful in testing the working condition of servers. Our method provides a new way to reproduce user request sequence to solve this problem by using RNN-LSTM. Experiment result shows that our models get a good performance in generating load and predicting performance on the data set which has been logged in online service. We did experiments with nginx web server and mysql database server, and our methods can been easily applied to other servers in data center.

  19. Mastering Microsoft Windows Server 2008 R2

    CERN Document Server

    Minasi, Mark; Finn, Aidan

    2010-01-01

    The one book you absolutely need to get up and running with Windows Server 2008 R2. One of the world's leading Windows authorities and top-selling author Mark Minasi explores every nook and cranny of the latest version of Microsoft's flagship network operating system, Windows Server 2008 R2, giving you the most in-depth coverage in any book on the market.: Focuses on Windows Windows Server 2008 R2, the newest version of Microsoft's Windows' server line of operating system, and the ideal server for new Windows 7 clients; Author Mark Minasi is one of the world's leading Windows authorities and h

  20. CCTOP: a Consensus Constrained TOPology prediction web server.

    Science.gov (United States)

    Dobson, László; Reményi, István; Tusnády, Gábor E

    2015-07-01

    The Consensus Constrained TOPology prediction (CCTOP; http://cctop.enzim.ttk.mta.hu) server is a web-based application providing transmembrane topology prediction. In addition to utilizing 10 different state-of-the-art topology prediction methods, the CCTOP server incorporates topology information from existing experimental and computational sources available in the PDBTM, TOPDB and TOPDOM databases using the probabilistic framework of hidden Markov model. The server provides the option to precede the topology prediction with signal peptide prediction and transmembrane-globular protein discrimination. The initial result can be recalculated by (de)selecting any of the prediction methods or mapped experiments or by adding user specified constraints. CCTOP showed superior performance to existing approaches. The reliability of each prediction is also calculated, which correlates with the accuracy of the per protein topology prediction. The prediction results and the collected experimental information are visualized on the CCTOP home page and can be downloaded in XML format. Programmable access of the CCTOP server is also available, and an example of client-side script is provided. © The Author(s) 2015. Published by Oxford University Press on behalf of Nucleic Acids Research.

  1. Mastering Windows Server 2012 R2

    CERN Document Server

    Minasi, Mark; Booth, Christian; Butler, Robert; McCabe, John; Panek, Robert; Rice, Michael; Roth, Stefan

    2013-01-01

    Check out the new Hyper-V, find new and easier ways to remotely connect back into the office, or learn all about Storage Spaces-these are just a few of the features in Windows Server 2012 R2 that are explained in this updated edition from Windows authority Mark Minasi and a team of Windows Server experts led by Kevin Greene. This book gets you up to speed on all of the new features and functions of Windows Server, and includes real-world scenarios to put them in perspective. If you're a system administrator upgrading to, migrating to, or managing Windows Server 2012 R2, find what you need to

  2. Prevalence of Behavior Changing Strategies in Fitness Video Games: Theory-Based Content Analysis

    Science.gov (United States)

    Hatkevich, Claire

    2013-01-01

    Background Fitness video games are popular, but little is known about their content. Because many contain interactive tools that mimic behavioral strategies from weight loss intervention programs, it is possible that differences in content could affect player physical activity and/or weight outcomes. There is a need for a better understanding of what behavioral strategies are currently available in fitness games and how they are implemented. Objective The purpose of this study was to investigate the prevalence of evidence-based behavioral strategies across fitness video games available for home use. Games available for consoles that used camera-based controllers were also contrasted with games available for a console that used handheld motion controllers. Methods Fitness games (N=18) available for three home consoles were systematically identified and play-tested by 2 trained coders for at least 3 hours each. In cases of multiple games from one series, only the most recently released game was included. The Sony PlayStation 3 and Microsoft Xbox360 were the two camera-based consoles, and the Nintendo Wii was the handheld motion controller console. A coding list based on a taxonomy of behavioral strategies was used to begin coding. Codes were refined in an iterative process based on data found during play-testing. Results The most prevalent behavioral strategies were modeling (17/18), specific performance feedback (17/18), reinforcement (16/18), caloric expenditure feedback (15/18), and guided practice (15/18). All games included some kind of feedback on performance accuracy, exercise frequency, and/or fitness progress. Action planning (scheduling future workouts) was the least prevalent of the included strategies (4/18). Twelve games included some kind of social integration, with nine of them providing options for real-time multiplayer sessions. Only two games did not feature any kind of reward. Games for the camera-based consoles (mean 12.89, SD 2.71) included a

  3. Computer-based, Jeopardy™-like game in general chemistry for engineering majors

    Science.gov (United States)

    Ling, S. S.; Saffre, F.; Kadadha, M.; Gater, D. L.; Isakovic, A. F.

    2013-03-01

    We report on the design of Jeopardy™-like computer game for enhancement of learning of general chemistry for engineering majors. While we examine several parameters of student achievement and attitude, our primary concern is addressing the motivation of students, which tends to be low in a traditionally run chemistry lectures. The effect of the game-playing is tested by comparing paper-based game quiz, which constitutes a control group, and computer-based game quiz, constituting a treatment group. Computer-based game quizzes are Java™-based applications that students run once a week in the second part of the last lecture of the week. Overall effectiveness of the semester-long program is measured through pretest-postest conceptual testing of general chemistry. The objective of this research is to determine to what extent this ``gamification'' of the course delivery and course evaluation processes may be beneficial to the undergraduates' learning of science in general, and chemistry in particular. We present data addressing gender-specific difference in performance, as well as background (pre-college) level of general science and chemistry preparation. We outline the plan how to extend such approach to general physics courses and to modern science driven electives, and we offer live, in-lectures examples of our computer gaming experience. We acknowledge support from Khalifa University, Abu Dhabi

  4. PREFMD: a web server for protein structure refinement via molecular dynamics simulations.

    Science.gov (United States)

    Heo, Lim; Feig, Michael

    2018-03-15

    Refinement of protein structure models is a long-standing problem in structural bioinformatics. Molecular dynamics-based methods have emerged as an avenue to achieve consistent refinement. The PREFMD web server implements an optimized protocol based on the method successfully tested in CASP11. Validation with recent CASP refinement targets shows consistent and more significant improvement in global structure accuracy over other state-of-the-art servers. PREFMD is freely available as a web server at http://feiglab.org/prefmd. Scripts for running PREFMD as a stand-alone package are available at https://github.com/feiglab/prefmd.git. feig@msu.edu. Supplementary data are available at Bioinformatics online.

  5. Using Web Server Logs to Track Users through the Electronic Forest

    Science.gov (United States)

    Coombs, Karen A.

    2005-01-01

    This article analyzes server logs, providing helpful information in making decisions about Web-based services. The author indicates, as a result of analyzing server logs, several interesting things about the users' behavior were learned. The resulting findings are discussed in this article. Certain pages of the author's Web site, for instance, are…

  6. Dance-Based ExerGaming: User Experience Design Implications for Maximizing Health Benefits Based on Exercise Intensity and Perceived Enjoyment

    Science.gov (United States)

    Thin, Alasdair G.; Poole, Nicola

    Dance is a form of exercise that is considered to have widespread popular appeal and in particular to adolescent females. Dance-based body-movement controlled video games are a popular form of ExerGaming that is being adopted for use in school-based physical activity health promotion programs. The results of this study indicate that the game play mechanics and skill demands of the dance-based ExerGames would appear to have limited the subjects' level of physical exertion over the period of study. After training there was an increase in enjoyment rating for the Step Aerobics game which appears related to a perceptible improvement in game performance. It is therefore recommended that ExerGames should be designed with very low initial skill demands in order to maximize the user's level of exertion and to realize and reward progress, thereby helping to promote an enjoyable exercise experience and counterbalance any sense of exertional discomfort. Keywords: exercise; health promotion; exergaming; user experience; design; video game; enjoyment.

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

    Science.gov (United States)

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

    2013-01-01

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

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

    Science.gov (United States)

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

    2015-01-01

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

  9. Dynamic game balancing implementation using adaptive algorithm in mobile-based Safari Indonesia game

    Science.gov (United States)

    Yuniarti, Anny; Nata Wardanie, Novita; Kuswardayan, Imam

    2018-03-01

    In developing a game there is one method that should be applied to maintain the interest of players, namely dynamic game balancing. Dynamic game balancing is a process to match a player’s playing style with the behaviour, attributes, and game environment. This study applies dynamic game balancing using adaptive algorithm in scrolling shooter game type called Safari Indonesia which developed using Unity. The game of this type is portrayed by a fighter aircraft character trying to defend itself from insistent enemy attacks. This classic game is chosen to implement adaptive algorithms because it has quite complex attributes to be developed using dynamic game balancing. Tests conducted by distributing questionnaires to a number of players indicate that this method managed to reduce frustration and increase the pleasure factor in playing.

  10. EarthServer: Cross-Disciplinary Earth Science Through Data Cube Analytics

    Science.gov (United States)

    Baumann, P.; Rossi, A. P.

    2016-12-01

    The unprecedented increase of imagery, in-situ measurements, and simulation data produced by Earth (and Planetary) Science observations missions bears a rich, yet not leveraged potential for getting insights from integrating such diverse datasets and transform scientific questions into actual queries to data, formulated in a standardized way.The intercontinental EarthServer [1] initiative is demonstrating new directions for flexible, scalable Earth Science services based on innovative NoSQL technology. Researchers from Europe, the US and Australia have teamed up to rigorously implement the concept of the datacube. Such a datacube may have spatial and temporal dimensions (such as a satellite image time series) and may unite an unlimited number of scenes. Independently from whatever efficient data structuring a server network may perform internally, users (scientist, planners, decision makers) will always see just a few datacubes they can slice and dice.EarthServer has established client [2] and server technology for such spatio-temporal datacubes. The underlying scalable array engine, rasdaman [3,4], enables direct interaction, including 3-D visualization, common EO data processing, and general analytics. Services exclusively rely on the open OGC "Big Geo Data" standards suite, the Web Coverage Service (WCS). Conversely, EarthServer has shaped and advanced WCS based on the experience gained. The first phase of EarthServer has advanced scalable array database technology into 150+ TB services. Currently, Petabyte datacubes are being built for ad-hoc and cross-disciplinary querying, e.g. using climate, Earth observation and ocean data.We will present the EarthServer approach, its impact on OGC / ISO / INSPIRE standardization, and its platform technology, rasdaman.References: [1] Baumann, et al. (2015) DOI: 10.1080/17538947.2014.1003106 [2] Hogan, P., (2011) NASA World Wind, Proceedings of the 2nd International Conference on Computing for Geospatial Research

  11. Strategy2D: Turn-based Strategy Video Game Engine for Mobile Devices

    OpenAIRE

    Calvo Villazón, Javier

    2014-01-01

    Multi-platform video game engine for the development of turn-based strategy games for mobile devices. Developed in C++ within the Cocos2d-x framework, It provides a scalable and configurable tool for the creation of this type of games.

  12. Gamification and Game-Based Learning

    Science.gov (United States)

    Karagiorgas, Dimitrios N.; Niemann, Shari

    2017-01-01

    In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and…

  13. A tandem queue with delayed server release

    OpenAIRE

    Nawijn, W.M.

    1997-01-01

    We consider a tandem queue with two stations. The rst station is an s-server queue with Poisson arrivals and exponential service times. After terminating his service in the rst station, a customer enters the second station to require service at an exponential single server, while in the meantime he is blocking his server in station 1 until he completes service in station 2, whereupon the server in station 1 is released. An analysis of the generating function of the simultaneous probability di...

  14. Team Foundation Server 2013 customization

    CERN Document Server

    Beeming, Gordon

    2014-01-01

    This book utilizes a tutorial based approach, focused on the practical customization of key features of the Team Foundation Server for collaborative enterprise software projects.This practical guide is intended for those who want to extend TFS. This book is for intermediate users who have an understanding of TFS, and basic coding skills will be required for the more complex customizations.

  15. Acceptance of Game-Based Learning and Intrinsic Motivation as Predictors for Learning Success and Flow Experience

    Directory of Open Access Journals (Sweden)

    Manuel Ninaus

    2017-09-01

    Full Text Available There is accumulating evidence that engagement with digital math games can improve students’ learning. However, in what way individual variables critical to game-based learning influence students' learning success still needs to be explored. Therefore, the aim of this study was to investigate the influence of students’ acceptance of game-based learning (e.g., perceived usefulness of a game as a learning tool, perceived ease of use, as well as their intrinsic motivation for math (e.g., their math interest, self-efficacy and quality of playing experience on learning success in a game-based rational number training. Additionally, we investigated the influence of the former variables on quality of playing experience (operationalized as perceived flow. Results indicated that the game-based training was effective. Moreover, students’ learning success and their quality of playing experience were predicted by measures of acceptance of game-based learning and intrinsic motivation for math. These findings indicated that learning success in game-based learning approaches are driven by students’ acceptance of the game as a learning tool and content-specific intrinsic motivation. Therefore, the present work is of particular interest to researchers, developers, and practitioners working with game-based learning environments.

  16. Miniaturized Airborne Imaging Central Server System, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — The innovation is a miniaturized airborne imaging central server system (MAICSS). MAICSS is designed as a high-performance-computer-based electronic backend that...

  17. Miniaturized Airborne Imaging Central Server System, Phase II

    Data.gov (United States)

    National Aeronautics and Space Administration — The innovation is a miniaturized airborne imaging central server system (MAICSS). MAICSS is designed as a high-performance computer-based electronic backend that...

  18. Parallel Computing Using Web Servers and "Servlets".

    Science.gov (United States)

    Lo, Alfred; Bloor, Chris; Choi, Y. K.

    2000-01-01

    Describes parallel computing and presents inexpensive ways to implement a virtual parallel computer with multiple Web servers. Highlights include performance measurement of parallel systems; models for using Java and intranet technology including single server, multiple clients and multiple servers, single client; and a comparison of CGI (common…

  19. JAFA: a protein function annotation meta-server

    DEFF Research Database (Denmark)

    Friedberg, Iddo; Harder, Tim; Godzik, Adam

    2006-01-01

    Annotations, or JAFA server. JAFA queries several function prediction servers with a protein sequence and assembles the returned predictions in a legible, non-redundant format. In this manner, JAFA combines the predictions of several servers to provide a comprehensive view of what are the predicted functions...

  20. A polling model with an autonomous server

    NARCIS (Netherlands)

    de Haan, Roland; Boucherie, Richardus J.; van Ommeren, Jan C.W.

    Polling models are used as an analytical performance tool in several application areas. In these models, the focus often is on controlling the operation of the server as to optimize some performance measure. For several applications, controlling the server is not an issue as the server moves

  1. Computer Game-Based Learning: Perceptions and Experiences of Senior Chinese Adults

    Science.gov (United States)

    Wang, Feihong; Lockee, Barbara B.; Burton, John K.

    2012-01-01

    The purpose of this study was to investigate senior Chinese adults' potential acceptance of computer game-based learning (CGBL) by probing their perceptions of computer game play and their perceived impacts of game play on their learning of computer skills and life satisfaction. A total of 60 senior adults from a local senior adult learning center…

  2. Affect-Based Adaptation of an Applied Video Game for Educational Purposes

    Science.gov (United States)

    Bontchev, Boyan; Vassileva, Dessislava

    2017-01-01

    Purpose: This paper aims to clarify how affect-based adaptation can improve implicit recognition of playing style of individuals during game sessions. This study presents the "Rush for Gold" game using dynamic difficulty adjustment of tasks based on both player performance and affectation inferred through electrodermal activity and…

  3. A novel clustering algorithm based on quantum games

    International Nuclear Information System (INIS)

    Li Qiang; He Yan; Jiang Jingping

    2009-01-01

    Enormous successes have been made by quantum algorithms during the last decade. In this paper, we combine the quantum game with the problem of data clustering, and then develop a quantum-game-based clustering algorithm, in which data points in a dataset are considered as players who can make decisions and implement quantum strategies in quantum games. After each round of a quantum game, each player's expected payoff is calculated. Later, he uses a link-removing-and-rewiring (LRR) function to change his neighbors and adjust the strength of links connecting to them in order to maximize his payoff. Further, algorithms are discussed and analyzed in two cases of strategies, two payoff matrixes and two LRR functions. Consequently, the simulation results have demonstrated that data points in datasets are clustered reasonably and efficiently, and the clustering algorithms have fast rates of convergence. Moreover, the comparison with other algorithms also provides an indication of the effectiveness of the proposed approach.

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

    OpenAIRE

    Chengling Gou

    2006-01-01

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

  5. Computation Offloading for Frame-Based Real-Time Tasks under Given Server Response Time Guarantees

    Directory of Open Access Journals (Sweden)

    Anas S. M. Toma

    2014-11-01

    Full Text Available Computation offloading has been adopted to improve the performance of embedded systems by offloading the computation of some tasks, especially computation-intensive tasks, to servers or clouds. This paper explores computation offloading for real-time tasks in embedded systems, provided given response time guarantees from the servers, to decide which tasks should be offloaded to get the results in time. We consider frame-based real-time tasks with the same period and relative deadline. When the execution order of the tasks is given, the problem can be solved in linear time. However, when the execution order is not specified, we prove that the problem is NP-complete. We develop a pseudo-polynomial-time algorithm for deriving feasible schedules, if they exist.  An approximation scheme is also developed to trade the error made from the algorithm and the complexity. Our algorithms are extended to minimize the period/relative deadline of the tasks for performance maximization. The algorithms are evaluated with a case study for a surveillance system and synthesized benchmarks.

  6. A performance analysis of advanced I/O architectures for PC-based network file servers

    Science.gov (United States)

    Huynh, K. D.; Khoshgoftaar, T. M.

    1994-12-01

    In the personal computing and workstation environments, more and more I/O adapters are becoming complete functional subsystems that are intelligent enough to handle I/O operations on their own without much intervention from the host processor. The IBM Subsystem Control Block (SCB) architecture has been defined to enhance the potential of these intelligent adapters by defining services and conventions that deliver command information and data to and from the adapters. In recent years, a new storage architecture, the Redundant Array of Independent Disks (RAID), has been quickly gaining acceptance in the world of computing. In this paper, we would like to discuss critical system design issues that are important to the performance of a network file server. We then present a performance analysis of the SCB architecture and disk array technology in typical network file server environments based on personal computers (PCs). One of the key issues investigated in this paper is whether a disk array can outperform a group of disks (of same type, same data capacity, and same cost) operating independently, not in parallel as in a disk array.

  7. Passive Detection of Misbehaving Name Servers

    Science.gov (United States)

    2013-10-01

    name servers that changed IP address five or more times in a month. Solid red line indicates those servers possibly linked to pharmaceutical scams . 12...malicious and stated that fast-flux hosting “is considered one of the most serious threats to online activities today” [ICANN 2008, p. 2]. The...that time, apparently independent of filters on name-server flux, a large number of pharmaceutical scams1 were taken down. These scams apparently

  8. Video Game Discourses and Implications for Game-Based Education

    Science.gov (United States)

    Whitton, Nicola; Maclure, Maggie

    2017-01-01

    Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of…

  9. Web-based Quality Control Tool used to validate CERES products on a cluster of Linux servers

    Science.gov (United States)

    Chu, C.; Sun-Mack, S.; Heckert, E.; Chen, Y.; Mlynczak, P.; Mitrescu, C.; Doelling, D.

    2014-12-01

    There have been a few popular desktop tools used in the Earth Science community to validate science data. Because of the limitation on the capacity of desktop hardware such as disk space and CPUs, those softwares are not able to display large amount of data from files.This poster will talk about an in-house developed web-based software built on a cluster of Linux servers. That allows users to take advantage of a few Linux servers working in parallel to generate hundreds images in a short period of time. The poster will demonstrate:(1) The hardware and software architecture is used to provide high throughput of images. (2) The software structure that can incorporate new products and new requirement quickly. (3) The user interface about how users can manipulate the data and users can control how the images are displayed.

  10. An overview of game-based learning in building services engineering education

    Science.gov (United States)

    Alanne, Kari

    2016-03-01

    To ensure proper competence development and short graduation times for engineering students, it is essential that the study motivation is encouraged by new learning methods. In game-based learning, the learner's engagement is increased and learning is made meaningful by applying game-like features such as competition and rewarding through virtual promotions or achievement badges. In this paper, the state of the art of game-based learning in building services engineering education at university level is reviewed and discussed. A systematic literature review indicates that educational games have been reported in the field of related disciplines, such as mechanical and civil engineering. The development of system-level educational games that realistically simulate work life in building services engineering is still in its infancy. Novel rewarding practices and more comprehensive approaches entailing the state-of-the-art information tools such as building information modelling, geographic information systems, building management systems and augmented reality are needed in the future.

  11. Real Time Animation of Trees Based on BBSC in Computer Games

    Directory of Open Access Journals (Sweden)

    Xuefeng Ao

    2009-01-01

    Full Text Available That researchers in the field of computer games usually find it is difficult to simulate the motion of actual 3D model trees lies in the fact that the tree model itself has very complicated structure, and many sophisticated factors need to be considered during the simulation. Though there are some works on simulating 3D tree and its motion, few of them are used in computer games due to the high demand for real-time in computer games. In this paper, an approach of animating trees in computer games based on a novel tree model representation—Ball B-Spline Curves (BBSCs are proposed. By taking advantage of the good features of the BBSC-based model, physical simulation of the motion of leafless trees with wind blowing becomes easier and more efficient. The method can generate realistic 3D tree animation in real-time, which meets the high requirement for real time in computer games.

  12. Mastering Microsoft Windows Small Business Server 2008

    CERN Document Server

    Johnson, Steven

    2010-01-01

    A complete, winning approach to the number one small business solution. Do you have 75 or fewer users or devices on your small-business network? Find out how to integrate everything you need for your mini-enterprise with Microsoft's new Windows Server 2008 Small Business Server, a custom collection of server and management technologies designed to help small operations run smoothly without a giant IT department. This comprehensive guide shows you how to master all SBS components as well as handle integration with other Microsoft technologies.: Focuses on Windows Server 2008 Small Business Serv

  13. Microsoft Windows Server 2012 administration instant reference

    CERN Document Server

    Hester, Matthew

    2013-01-01

    Fast, accurate answers for common Windows Server questions Serving as a perfect companion to all Windows Server books, this reference provides you with quick and easily searchable solutions to day-to-day challenges of Microsoft's newest version of Windows Server. Using helpful design features such as thumb tabs, tables of contents, and special heading treatments, this resource boasts a smooth and seamless approach to finding information. Plus, quick-reference tables and lists provide additional on-the-spot answers. Covers such key topics as server roles and functionality, u

  14. MultiSETTER: web server for multiple RNA structure comparison.

    Science.gov (United States)

    Čech, Petr; Hoksza, David; Svozil, Daniel

    2015-08-12

    Understanding the architecture and function of RNA molecules requires methods for comparing and analyzing their tertiary and quaternary structures. While structural superposition of short RNAs is achievable in a reasonable time, large structures represent much bigger challenge. Therefore, we have developed a fast and accurate algorithm for RNA pairwise structure superposition called SETTER and implemented it in the SETTER web server. However, though biological relationships can be inferred by a pairwise structure alignment, key features preserved by evolution can be identified only from a multiple structure alignment. Thus, we extended the SETTER algorithm to the alignment of multiple RNA structures and developed the MultiSETTER algorithm. In this paper, we present the updated version of the SETTER web server that implements a user friendly interface to the MultiSETTER algorithm. The server accepts RNA structures either as the list of PDB IDs or as user-defined PDB files. After the superposition is computed, structures are visualized in 3D and several reports and statistics are generated. To the best of our knowledge, the MultiSETTER web server is the first publicly available tool for a multiple RNA structure alignment. The MultiSETTER server offers the visual inspection of an alignment in 3D space which may reveal structural and functional relationships not captured by other multiple alignment methods based either on a sequence or on secondary structure motifs.

  15. Design of SIP transformation server for efficient media negotiation

    Science.gov (United States)

    Pack, Sangheon; Paik, Eun Kyoung; Choi, Yanghee

    2001-07-01

    Voice over IP (VoIP) is one of the advanced services supported by the next generation mobile communication. VoIP should support various media formats and terminals existing together. This heterogeneous environment may prevent diverse users from establishing VoIP sessions among them. To solve the problem an efficient media negotiation mechanism is required. In this paper, we propose the efficient media negotiation architecture using the transformation server and the Intelligent Location Server (ILS). The transformation server is an extended Session Initiation Protocol (SIP) proxy server. It can modify an unacceptable session INVITE message into an acceptable one using the ILS. The ILS is a directory server based on the Lightweight Directory Access Protocol (LDAP) that keeps userí*s location information and available media information. The proposed architecture can eliminate an unnecessary response and re-INVITE messages of the standard SIP architecture. It takes only 1.5 round trip times to negotiate two different media types while the standard media negotiation mechanism takes 2.5 round trip times. The extra processing time in message handling is negligible in comparison to the reduced round trip time. The experimental results show that the session setup time in the proposed architecture is less than the setup time in the standard SIP. These results verify that the proposed media negotiation mechanism is more efficient in solving diversity problems.

  16. Triple-server blind quantum computation using entanglement swapping

    Science.gov (United States)

    Li, Qin; Chan, Wai Hong; Wu, Chunhui; Wen, Zhonghua

    2014-04-01

    Blind quantum computation allows a client who does not have enough quantum resources or technologies to achieve quantum computation on a remote quantum server such that the client's input, output, and algorithm remain unknown to the server. Up to now, single- and double-server blind quantum computation have been considered. In this work, we propose a triple-server blind computation protocol where the client can delegate quantum computation to three quantum servers by the use of entanglement swapping. Furthermore, the three quantum servers can communicate with each other and the client is almost classical since one does not require any quantum computational power, quantum memory, and the ability to prepare any quantum states and only needs to be capable of getting access to quantum channels.

  17. Using Game-Based Learning to Foster Critical Thinking in Student Discourse

    Science.gov (United States)

    Cicchino, Marc I.

    2015-01-01

    Previous research indicates the importance of student discourse in the construction of knowledge and the fostering of critical thinking skills, especially in the field of problem-based learning (PBL). Further, a growing body of research on game-based learning (GBL) draws parallels between playing certain types of games and the solving of…

  18. Computer game-based mathematics education : Embedded faded worked examples facilitate knowledge acquisition

    NARCIS (Netherlands)

    ter Vrugte, Judith; de Jong, Anthonius J.M.; Vandercruysse, Sylke; Wouters, Pieter; van Oostendorp, Herre; Elen, Jan

    This study addresses the added value of faded worked examples in a computer game-based learning environment. The faded worked examples were introduced to encourage active selection and processing of domain content in the game. The content of the game was proportional reasoning and participants were

  19. Learning and Motivational Processes When Students Design Curriculum-Based Digital Learning Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2015-01-01

    This design-based research (DBR) project has developed an overall gamified learning design (big Game) to facilitate the learning process for adult students by inviting them to be their own learning designers through designing digital learning games (small games) in cross-disciplinary subject...... matters. The DBR project has investigated and experimented with which elements, methods, and processes are important when aiming at creating a cognitive complex (Anderson and Krathwohl, 2001) and motivating learning process within a reusable game-based learning design. This project took place in a co......, or programming provide a rich context for learning, since the construction of artefacts, in this case learning games, enables reflection and new ways of thinking. The students learned from reflection and interaction with the tools alone as well as in collaboration with peers. After analysing the students...

  20. Exploring a Narrative Game-based Learning Platform as a Vehicle for Inclusion

    DEFF Research Database (Denmark)

    Gjedde, Lisa

    2015-01-01

    for all types of learners irrespective of their capabilities or their challenges. Within the framework of a research project in Denmark, learning designs were developed that incorporated the entire curriculum for grade 9-10 in a narrative, game-based framework and based on this, design models were...... the opportunity to develop and experience new roles in the classroom that allowed for greater activity, joy of learning and learning experiences. This paper will report on aspects and implications of this type of narrarive game-based design for inclusion in the class-room. keywords: narrative learning, game...

  1. RNAiFold: a web server for RNA inverse folding and molecular design.

    Science.gov (United States)

    Garcia-Martin, Juan Antonio; Clote, Peter; Dotu, Ivan

    2013-07-01

    Synthetic biology and nanotechnology are poised to make revolutionary contributions to the 21st century. In this article, we describe a new web server to support in silico RNA molecular design. Given an input target RNA secondary structure, together with optional constraints, such as requiring GC-content to lie within a certain range, requiring the number of strong (GC), weak (AU) and wobble (GU) base pairs to lie in a certain range, the RNAiFold web server determines one or more RNA sequences, whose minimum free-energy secondary structure is the target structure. RNAiFold provides access to two servers: RNA-CPdesign, which applies constraint programming, and RNA-LNSdesign, which applies the large neighborhood search heuristic; hence, it is suitable for larger input structures. Both servers can also solve the RNA inverse hybridization problem, i.e. given a representation of the desired hybridization structure, RNAiFold returns two sequences, whose minimum free-energy hybridization is the input target structure. The web server is publicly accessible at http://bioinformatics.bc.edu/clotelab/RNAiFold, which provides access to two specialized servers: RNA-CPdesign and RNA-LNSdesign. Source code for the underlying algorithms, implemented in COMET and supported on linux, can be downloaded at the server website.

  2. HPEPDOCK: a web server for blind peptide-protein docking based on a hierarchical algorithm.

    Science.gov (United States)

    Zhou, Pei; Jin, Bowen; Li, Hao; Huang, Sheng-You

    2018-05-09

    Protein-peptide interactions are crucial in many cellular functions. Therefore, determining the structure of protein-peptide complexes is important for understanding the molecular mechanism of related biological processes and developing peptide drugs. HPEPDOCK is a novel web server for blind protein-peptide docking through a hierarchical algorithm. Instead of running lengthy simulations to refine peptide conformations, HPEPDOCK considers the peptide flexibility through an ensemble of peptide conformations generated by our MODPEP program. For blind global peptide docking, HPEPDOCK obtained a success rate of 33.3% in binding mode prediction on a benchmark of 57 unbound cases when the top 10 models were considered, compared to 21.1% for pepATTRACT server. HPEPDOCK also performed well in docking against homology models and obtained a success rate of 29.8% within top 10 predictions. For local peptide docking, HPEPDOCK achieved a high success rate of 72.6% on a benchmark of 62 unbound cases within top 10 predictions, compared to 45.2% for HADDOCK peptide protocol. Our HPEPDOCK server is computationally efficient and consumed an average of 29.8 mins for a global peptide docking job and 14.2 mins for a local peptide docking job. The HPEPDOCK web server is available at http://huanglab.phys.hust.edu.cn/hpepdock/.

  3. Interval-valued intuitionistic fuzzy matrix games based on Archimedean t-conorm and t-norm

    Science.gov (United States)

    Xia, Meimei

    2018-04-01

    Fuzzy game theory has been applied in many decision-making problems. The matrix game with interval-valued intuitionistic fuzzy numbers (IVIFNs) is investigated based on Archimedean t-conorm and t-norm. The existing matrix games with IVIFNs are all based on Algebraic t-conorm and t-norm, which are special cases of Archimedean t-conorm and t-norm. In this paper, the intuitionistic fuzzy aggregation operators based on Archimedean t-conorm and t-norm are employed to aggregate the payoffs of players. To derive the solution of the matrix game with IVIFNs, several mathematical programming models are developed based on Archimedean t-conorm and t-norm. The proposed models can be transformed into a pair of primal-dual linear programming models, based on which, the solution of the matrix game with IVIFNs is obtained. It is proved that the theorems being valid in the exiting matrix game with IVIFNs are still true when the general aggregation operator is used in the proposed matrix game with IVIFNs. The proposed method is an extension of the existing ones and can provide more choices for players. An example is given to illustrate the validity and the applicability of the proposed method.

  4. Design of graphic and animation in game interface based on cultural ...

    African Journals Online (AJOL)

    Design of graphic and animation in game interface based on cultural value: verification. ... Abstract. No Abstract. Keywords: game interface; cultural value; hofstede; prototype; eye tracker ... AJOL African Journals Online. HOW TO USE AJOL.

  5. Innovative Research on the Development of Game-based Tourism Information Services Using Component-based Software Engineering

    Directory of Open Access Journals (Sweden)

    Wei-Hsin Huang

    2018-02-01

    Full Text Available In recent years, a number of studies have been conducted exploring the potential of digital tour guides, that is, multimedia components (e.g., 2D graphic, 3D models, and sound effects that can be integrated into digital storytelling with location-based services. This study uses component-based software engineering to develop the content of game-based tourism information services. The results of this study are combined with 3D VR/AR technology to implement the digital 2D/3D interactive tour guide and show all the attractions’ information on a service platform for the gamification of cultural tourism. Nine kinds of game templates have been built in the component module. Five locations have completed indoor or external 3D VR real scenes and provide online visitors with a virtual tour of the indoor or outdoor attractions. The AR interactive work has three logos. The interactive digital guide includes animated tour guides, interactive guided tours, directions and interactive guides. Based on the usage analysis of the component databases built by this study, VR game types are suited to object-oriented game templates, such as the puzzle game template and the treasure hunt game template. Background music is the database component required for each game. The icons and cue tones are the most commonly used components in 2D graphics and sound effects, but the icons are gathered in different directions to approximate the shape of the component to be consistent. This study built a vivid story of a scene tour for online visitors to enhance the interactive digital guide. However, the developer can rapidly build new digital guides by rearranging the components of the modules to shorten the development time by taking advantage of the usage frequency of various databases that have been built by this study to effectively continue to build and expand the database components. Therefore, more game-based digital tour guides can be created to make better defined high

  6. EarthServer - 3D Visualization on the Web

    Science.gov (United States)

    Wagner, Sebastian; Herzig, Pasquale; Bockholt, Ulrich; Jung, Yvonne; Behr, Johannes

    2013-04-01

    EarthServer (www.earthserver.eu), funded by the European Commission under its Seventh Framework Program, is a project to enable the management, access and exploration of massive, multi-dimensional datasets using Open GeoSpatial Consortium (OGC) query and processing language standards like WCS 2.0 and WCPS. To this end, a server/client architecture designed to handle Petabyte/Exabyte volumes of multi-dimensional data is being developed and deployed. As an important part of the EarthServer project, six Lighthouse Applications, major scientific data exploitation initiatives, are being established to make cross-domain, Earth Sciences related data repositories available in an open and unified manner, as service endpoints based on solutions and infrastructure developed within the project. Clients technology developed and deployed in EarthServer ranges from mobile and web clients to immersive virtual reality systems, all designed to interact with a physically and logically distributed server infrastructure using exclusively OGC standards. In this contribution, we would like to present our work on a web-based 3D visualization and interaction client for Earth Sciences data using only technology found in standard web browsers without requiring the user to install plugins or addons. Additionally, we are able to run the earth data visualization client on a wide range of different platforms with very different soft- and hardware requirements such as smart phones (e.g. iOS, Android), different desktop systems etc. High-quality, hardware-accelerated visualization of 3D and 4D content in standard web browsers can be realized now and we believe it will become more and more common to use this fast, lightweight and ubiquitous platform to provide insights into big datasets without requiring the user to set up a specialized client first. With that in mind, we will also point out some of the limitations we encountered using current web technologies. Underlying the EarthServer web client

  7. PANNZER2: a rapid functional annotation web server.

    Science.gov (United States)

    Törönen, Petri; Medlar, Alan; Holm, Liisa

    2018-05-08

    The unprecedented growth of high-throughput sequencing has led to an ever-widening annotation gap in protein databases. While computational prediction methods are available to make up the shortfall, a majority of public web servers are hindered by practical limitations and poor performance. Here, we introduce PANNZER2 (Protein ANNotation with Z-scoRE), a fast functional annotation web server that provides both Gene Ontology (GO) annotations and free text description predictions. PANNZER2 uses SANSparallel to perform high-performance homology searches, making bulk annotation based on sequence similarity practical. PANNZER2 can output GO annotations from multiple scoring functions, enabling users to see which predictions are robust across predictors. Finally, PANNZER2 predictions scored within the top 10 methods for molecular function and biological process in the CAFA2 NK-full benchmark. The PANNZER2 web server is updated on a monthly schedule and is accessible at http://ekhidna2.biocenter.helsinki.fi/sanspanz/. The source code is available under the GNU Public Licence v3.

  8. Game-Based Assessments: A Promising Way to Create Idiographic Perspectives

    Science.gov (United States)

    Walker, A. Adrienne; Engelhard, George, Jr.

    2014-01-01

    "Game-Based Assessments: A Promising Way to Create Idiographic Perspectives" (Adrienne Walker and George Englehard) comments on: "How Task Features Impact Evidence from Assessments Embedded in Simulations and Games" by Russell G. Almond, Yoon Jeon Kim, Gertrudes Velasquez, and Valerie J. Shute. Here, Walker and Englehard write…

  9. A Prototype SSVEP Based Real Time BCI Gaming System.

    Science.gov (United States)

    Martišius, Ignas; Damaševičius, Robertas

    2016-01-01

    Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. An online target shooting game, implemented in the OpenViBE environment, has been used for user feedback. The system utilizes wave atom transform for feature extraction, achieving an average accuracy of 78.2% using linear discriminant analysis classifier, 79.3% using support vector machine classifier with a linear kernel, and 80.5% using a support vector machine classifier with a radial basis function kernel.

  10. A Prototype SSVEP Based Real Time BCI Gaming System

    Directory of Open Access Journals (Sweden)

    Ignas Martišius

    2016-01-01

    Full Text Available Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. An online target shooting game, implemented in the OpenViBE environment, has been used for user feedback. The system utilizes wave atom transform for feature extraction, achieving an average accuracy of 78.2% using linear discriminant analysis classifier, 79.3% using support vector machine classifier with a linear kernel, and 80.5% using a support vector machine classifier with a radial basis function kernel.

  11. Effect of video server topology on contingency capacity requirements

    Science.gov (United States)

    Kienzle, Martin G.; Dan, Asit; Sitaram, Dinkar; Tetzlaff, William H.

    1996-03-01

    Video servers need to assign a fixed set of resources to each video stream in order to guarantee on-time delivery of the video data. If a server has insufficient resources to guarantee the delivery, it must reject the stream request rather than slowing down all existing streams. Large scale video servers are being built as clusters of smaller components, so as to be economical, scalable, and highly available. This paper uses a blocking model developed for telephone systems to evaluate video server cluster topologies. The goal is to achieve high utilization of the components and low per-stream cost combined with low blocking probability and high user satisfaction. The analysis shows substantial economies of scale achieved by larger server images. Simple distributed server architectures can result in partitioning of resources with low achievable resource utilization. By comparing achievable resource utilization of partitioned and monolithic servers, we quantify the cost of partitioning. Next, we present an architecture for a distributed server system that avoids resource partitioning and results in highly efficient server clusters. Finally, we show how, in these server clusters, further optimizations can be achieved through caching and batching of video streams.

  12. RANCANG BANGUN PERANGKAT LUNAK MANAJEMEN DATABASE SQL SERVER BERBASIS WEB

    Directory of Open Access Journals (Sweden)

    Muchammad Husni

    2005-01-01

    Full Text Available Normal 0 false false false IN X-NONE X-NONE MicrosoftInternetExplorer4 Microsoft SQL Server merupakan aplikasi desktop database server yang bersifat client/server, karena memiliki komponen client, yang  berfungsi menampilkan dan memanipulasi data; serta komponen server yang berfungsi menyimpan, memanggil, dan mengamankan database. Operasi-operasi manajemen semua server database dalam jaringan dilakukan administrator database dengan menggunakan tool administratif utama SQL Server yang bernama Enterprise Manager. Hal ini mengakibatkan administrator database hanya bisa  melakukan operasi-operasi tersebut di komputer yang telah diinstalasi Microsoft SQL Server. Pada penelitian ini, dirancang suatu aplikasi berbasis web dengan menggunakan ASP.Net untuk melakukan pengaturan database server. Aplikasi ini menggunakan ADO.NET yang memanfaatkan Transact-SQL dan stored procedure pada server untuk melakukan operasi-operasi manajemen database pada suatu server database SQL, dan menampilkannya ke dalam web. Administrator database bisa menjalankan aplikasi berbasis web tersebut dari komputer mana saja pada jaringan dan melakukan koneksi ke server database SQL dengan menggunakan web browser. Dengan demikian memudahkan administrator melakukan tugasnya tanpa harus menggunakan komputer server.   Kata Kunci : Transact-SQL, ASP.Net, ADO.NET, SQL Server

  13. JPIP proxy server with prefetching strategies based on user-navigation model and semantic map

    OpenAIRE

    Monteagudo Pereira, José Lino

    2013-01-01

    The efficient transmission of large resolution images and, in particular, the interactive transmission of images in a client-server scenario, is an important aspect for many applications. Among the current image compression standards, JPEG2000 excels for its interactive transmission capabilities. In general, three mechanisms are employed to optimize the transmission of images when using the JPEG2000 Interactive Protocol (JPIP): 1) packet re-sequencing at the server; 2) prefetching at the clie...

  14. Adaptive Advice in Learning With a Computer-Based Knowledge Management Simulation Game

    NARCIS (Netherlands)

    Leemkuil, Hendrik H.; de Jong, Anthonius J.M.

    2012-01-01

    Despite the long tradition of game-based learning, there are still many unanswered questions regarding the instructional design of educational games. An important issue is the support that learners can be given in a game to enhance their learning. One recommended type of support is “advice,” which

  15. Securing SQL Server Protecting Your Database from Attackers

    CERN Document Server

    Cherry, Denny

    2012-01-01

    Written by Denny Cherry, a Microsoft MVP for the SQL Server product, a Microsoft Certified Master for SQL Server 2008, and one of the biggest names in SQL Server today, Securing SQL Server, Second Edition explores the potential attack vectors someone can use to break into your SQL Server database as well as how to protect your database from these attacks. In this book, you will learn how to properly secure your database from both internal and external threats using best practices and specific tricks the author uses in his role as an independent consultant while working on some of the largest

  16. Securing SQL server protecting your database from attackers

    CERN Document Server

    Cherry, Denny

    2015-01-01

    SQL server is the most widely-used database platform in the world, and a large percentage of these databases are not properly secured, exposing sensitive customer and business data to attack. In Securing SQL Server, Third Edition, you will learn about the potential attack vectors that can be used to break into SQL server databases as well as how to protect databases from these attacks. In this book, Denny Cherry - a Microsoft SQL MVP and one of the biggest names in SQL server - will teach you how to properly secure an SQL server database from internal and external threats using best practic

  17. LDAP: a web server for lncRNA-disease association prediction.

    Science.gov (United States)

    Lan, Wei; Li, Min; Zhao, Kaijie; Liu, Jin; Wu, Fang-Xiang; Pan, Yi; Wang, Jianxin

    2017-02-01

    Increasing evidences have demonstrated that long noncoding RNAs (lncRNAs) play important roles in many human diseases. Therefore, predicting novel lncRNA-disease associations would contribute to dissect the complex mechanisms of disease pathogenesis. Some computational methods have been developed to infer lncRNA-disease associations. However, most of these methods infer lncRNA-disease associations only based on single data resource. In this paper, we propose a new computational method to predict lncRNA-disease associations by integrating multiple biological data resources. Then, we implement this method as a web server for lncRNA-disease association prediction (LDAP). The input of the LDAP server is the lncRNA sequence. The LDAP predicts potential lncRNA-disease associations by using a bagging SVM classifier based on lncRNA similarity and disease similarity. The web server is available at http://bioinformatics.csu.edu.cn/ldap jxwang@mail.csu.edu.cn. Supplementary data are available at Bioinformatics online.

  18. Rough Set Theory Based Fuzzy TOPSIS on Serious Game Design Evaluation Framework

    Directory of Open Access Journals (Sweden)

    Chung-Ho Su

    2013-01-01

    Full Text Available This study presents a hybrid methodology for solving the serious game design evaluation in which evaluation criteria are based on meaningful learning, ARCS motivation, cognitive load, and flow theory (MACF by rough set theory (RST and experts’ selection. The purpose of this study tends to develop an evaluation model with RST based fuzzy Delphi-AHP-TOPSIS for MACF characteristics. Fuzzy Delphi method is utilized for selecting the evaluation criteria, Fuzzy AHP is used for analyzing the criteria structure and determining the evaluation weight of criteria, and Fuzzy TOPSIS is applied to determine the sequence of the evaluations. A real case is also used for evaluating the selection of MACF criteria design for four serious games, and both the practice and evaluation of the case could be explained. The results show that the playfulness (C24, skills (C22, attention (C11, and personalized (C35 are determined as the four most important criteria in the MACF selection process. And evaluation results of case study point out that Game 1 has the best score overall (Game 1 > Game 3 > Game 2 > Game 4. Finally, proposed evaluation framework tends to evaluate the effectiveness and the feasibility of the evaluation model and provide design criteria for relevant multimedia game design educators.

  19. EarthServer: a Summary of Achievements in Technology, Services, and Standards

    Science.gov (United States)

    Baumann, Peter

    2015-04-01

    Big Data in the Earth sciences, the Tera- to Exabyte archives, mostly are made up from coverage data, according to ISO and OGC defined as the digital representation of some space-time varying phenomenon. Common examples include 1-D sensor timeseries, 2-D remote sensing imagery, 3D x/y/t image timese ries and x/y/z geology data, and 4-D x/y/z/t atmosphere and ocean data. Analytics on such data requires on-demand processing of sometimes significant complexity, such as getting the Fourier transform of satellite images. As network bandwidth limits prohibit transfer of such Big Data it is indispensable to devise protocols allowing clients to task flexible and fast processing on the server. The transatlantic EarthServer initiative, running from 2011 through 2014, has united 11 partners to establish Big Earth Data Analytics. A key ingredient has been flexibility for users to ask whatever they want, not impeded and complicated by system internals. The EarthServer answer to this is to use high-level, standards-based query languages which unify data and metadata search in a simple, yet powerful way. A second key ingredient is scalability. Without any doubt, scalability ultimately can only be achieved through parallelization. In the past, parallelizing cod e has been done at compile time and usually with manual intervention. The EarthServer approach is to perform a samentic-based dynamic distribution of queries fragments based on networks optimization and further criteria. The EarthServer platform is comprised by rasdaman, the pioneer and leading Array DBMS built for any-size multi-dimensional raster data being extended with support for irregular grids and general meshes; in-situ retrieval (evaluation of database queries on existing archive structures, avoiding data import and, hence, duplication); the aforementioned distributed query processing. Additionally, Web clients for multi-dimensional data visualization are being established. Client/server interfaces are strictly

  20. Server farms with setup costs

    NARCIS (Netherlands)

    Gandhi, A.; Harchol-Balter, M.; Adan, I.J.B.F.

    2010-01-01

    In this paper we consider server farms with a setup cost. This model is common in manufacturing systems and data centers, where there is a cost to turn servers on. Setup costs always take the form of a time delay, and sometimes there is additionally a power penalty, as in the case of data centers.

  1. TBI server: a web server for predicting ion effects in RNA folding.

    Science.gov (United States)

    Zhu, Yuhong; He, Zhaojian; Chen, Shi-Jie

    2015-01-01

    Metal ions play a critical role in the stabilization of RNA structures. Therefore, accurate prediction of the ion effects in RNA folding can have a far-reaching impact on our understanding of RNA structure and function. Multivalent ions, especially Mg²⁺, are essential for RNA tertiary structure formation. These ions can possibly become strongly correlated in the close vicinity of RNA surface. Most of the currently available software packages, which have widespread success in predicting ion effects in biomolecular systems, however, do not explicitly account for the ion correlation effect. Therefore, it is important to develop a software package/web server for the prediction of ion electrostatics in RNA folding by including ion correlation effects. The TBI web server http://rna.physics.missouri.edu/tbi_index.html provides predictions for the total electrostatic free energy, the different free energy components, and the mean number and the most probable distributions of the bound ions. A novel feature of the TBI server is its ability to account for ion correlation and ion distribution fluctuation effects. By accounting for the ion correlation and fluctuation effects, the TBI server is a unique online tool for computing ion-mediated electrostatic properties for given RNA structures. The results can provide important data for in-depth analysis for ion effects in RNA folding including the ion-dependence of folding stability, ion uptake in the folding process, and the interplay between the different energetic components.

  2. TBI server: a web server for predicting ion effects in RNA folding.

    Directory of Open Access Journals (Sweden)

    Yuhong Zhu

    Full Text Available Metal ions play a critical role in the stabilization of RNA structures. Therefore, accurate prediction of the ion effects in RNA folding can have a far-reaching impact on our understanding of RNA structure and function. Multivalent ions, especially Mg²⁺, are essential for RNA tertiary structure formation. These ions can possibly become strongly correlated in the close vicinity of RNA surface. Most of the currently available software packages, which have widespread success in predicting ion effects in biomolecular systems, however, do not explicitly account for the ion correlation effect. Therefore, it is important to develop a software package/web server for the prediction of ion electrostatics in RNA folding by including ion correlation effects.The TBI web server http://rna.physics.missouri.edu/tbi_index.html provides predictions for the total electrostatic free energy, the different free energy components, and the mean number and the most probable distributions of the bound ions. A novel feature of the TBI server is its ability to account for ion correlation and ion distribution fluctuation effects.By accounting for the ion correlation and fluctuation effects, the TBI server is a unique online tool for computing ion-mediated electrostatic properties for given RNA structures. The results can provide important data for in-depth analysis for ion effects in RNA folding including the ion-dependence of folding stability, ion uptake in the folding process, and the interplay between the different energetic components.

  3. Cultivating Critical Game Makers in Digital Game-Based Learning: Learning from the Arts

    Science.gov (United States)

    Denham, André R.; Guyotte, Kelly W.

    2018-01-01

    Digital games have the potential of being a transformative tool for applying constructionist principles to learning within formal and informal learning settings. Unfortunately, most recent attention has focused on instructionist games. Connected gaming provides a tantalizing alternative approach by calling for the development of games that are…

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

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

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

  5. Cooperative Game Study of Airlines Based on Flight Frequency Optimization

    Directory of Open Access Journals (Sweden)

    Wanming Liu

    2014-01-01

    Full Text Available By applying the game theory, the relationship between airline ticket price and optimal flight frequency is analyzed. The paper establishes the payoff matrix of the flight frequency in noncooperation scenario and flight frequency optimization model in cooperation scenario. The airline alliance profit distribution is converted into profit distribution game based on the cooperation game theory. The profit distribution game is proved to be convex, and there exists an optimal distribution strategy. The results show that joining the airline alliance can increase airline whole profit, the change of negotiated prices and cost is beneficial to profit distribution of large airlines, and the distribution result is in accordance with aviation development.

  6. A web server for analysis, comparison and prediction of protein ligand binding sites.

    Science.gov (United States)

    Singh, Harinder; Srivastava, Hemant Kumar; Raghava, Gajendra P S

    2016-03-25

    One of the major challenges in the field of system biology is to understand the interaction between a wide range of proteins and ligands. In the past, methods have been developed for predicting binding sites in a protein for a limited number of ligands. In order to address this problem, we developed a web server named 'LPIcom' to facilitate users in understanding protein-ligand interaction. Analysis, comparison and prediction modules are available in the "LPIcom' server to predict protein-ligand interacting residues for 824 ligands. Each ligand must have at least 30 protein binding sites in PDB. Analysis module of the server can identify residues preferred in interaction and binding motif for a given ligand; for example residues glycine, lysine and arginine are preferred in ATP binding sites. Comparison module of the server allows comparing protein-binding sites of multiple ligands to understand the similarity between ligands based on their binding site. This module indicates that ATP, ADP and GTP ligands are in the same cluster and thus their binding sites or interacting residues exhibit a high level of similarity. Propensity-based prediction module has been developed for predicting ligand-interacting residues in a protein for more than 800 ligands. In addition, a number of web-based tools have been integrated to facilitate users in creating web logo and two-sample between ligand interacting and non-interacting residues. In summary, this manuscript presents a web-server for analysis of ligand interacting residue. This server is available for public use from URL http://crdd.osdd.net/raghava/lpicom .

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

    Science.gov (United States)

    Alaswad, Zina; Nadolny, Larysa

    2015-01-01

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

  8. Development of a Personal Digital Assistant (PDA) based client/server NICU patient data and charting system.

    Science.gov (United States)

    Carroll, A E; Saluja, S; Tarczy-Hornoch, P

    2001-01-01

    Personal Digital Assistants (PDAs) offer clinicians the ability to enter and manage critical information at the point of care. Although PDAs have always been designed to be intuitive and easy to use, recent advances in technology have made them even more accessible. The ability to link data on a PDA (client) to a central database (server) allows for near-unlimited potential in developing point of care applications and systems for patient data management. Although many stand-alone systems exist for PDAs, none are designed to work in an integrated client/server environment. This paper describes the design, software and hardware selection, and preliminary testing of a PDA based patient data and charting system for use in the University of Washington Neonatal Intensive Care Unit (NICU). This system will be the subject of a subsequent study to determine its impact on patient outcomes and clinician efficiency.

  9. Performance of the WeNMR CS-Rosetta3 web server in CASD-NMR.

    Science.gov (United States)

    van der Schot, Gijs; Bonvin, Alexandre M J J

    2015-08-01

    We present here the performance of the WeNMR CS-Rosetta3 web server in CASD-NMR, the critical assessment of automated structure determination by NMR. The CS-Rosetta server uses only chemical shifts for structure prediction, in combination, when available, with a post-scoring procedure based on unassigned NOE lists (Huang et al. in J Am Chem Soc 127:1665-1674, 2005b, doi: 10.1021/ja047109h). We compare the original submissions using a previous version of the server based on Rosetta version 2.6 with recalculated targets using the new R3FP fragment picker for fragment selection and implementing a new annotation of prediction reliability (van der Schot et al. in J Biomol NMR 57:27-35, 2013, doi: 10.1007/s10858-013-9762-6), both implemented in the CS-Rosetta3 WeNMR server. In this second round of CASD-NMR, the WeNMR CS-Rosetta server has demonstrated a much better performance than in the first round since only converged targets were submitted. Further, recalculation of all CASD-NMR targets using the new version of the server demonstrates that our new annotation of prediction quality is giving reliable results. Predictions annotated as weak are often found to provide useful models, but only for a fraction of the sequence, and should therefore only be used with caution.

  10. MCTBI: a web server for predicting metal ion effects in RNA structures.

    Science.gov (United States)

    Sun, Li-Zhen; Zhang, Jing-Xiang; Chen, Shi-Jie

    2017-08-01

    Metal ions play critical roles in RNA structure and function. However, web servers and software packages for predicting ion effects in RNA structures are notably scarce. Furthermore, the existing web servers and software packages mainly neglect ion correlation and fluctuation effects, which are potentially important for RNAs. We here report a new web server, the MCTBI server (http://rna.physics.missouri.edu/MCTBI), for the prediction of ion effects for RNA structures. This server is based on the recently developed MCTBI, a model that can account for ion correlation and fluctuation effects for nucleic acid structures and can provide improved predictions for the effects of metal ions, especially for multivalent ions such as Mg 2+ effects, as shown by extensive theory-experiment test results. The MCTBI web server predicts metal ion binding fractions, the most probable bound ion distribution, the electrostatic free energy of the system, and the free energy components. The results provide mechanistic insights into the role of metal ions in RNA structure formation and folding stability, which is important for understanding RNA functions and the rational design of RNA structures. © 2017 Sun et al.; Published by Cold Spring Harbor Laboratory Press for the RNA Society.

  11. Empirical evidence of the game-based learning advantages for online students persistence

    OpenAIRE

    A. Imbellone; G. Marinensi; C.M. Medaglia

    2015-01-01

    The paper presents the empirical results obtained from a study conducted on a game-based online course that took place in 2014 with 47 participants. The study evidenced the benefits of the learning games mechanics on learners’ willingness to continue the course. Assuming the interest for the subject of the course as a fundamental condition for student persistence within the course, it is shown how it can be significantly enhanced by the presence of both ludic and narrative game-based elements.

  12. Experiences from Implementing a Mobile Multiplayer Real-Time Game for Wireless Networks with High Latency

    Directory of Open Access Journals (Sweden)

    Alf Inge Wang

    2009-01-01

    Full Text Available This paper describes results and experiences from designing, implementing, and testing a multiplayer real-time game over mobile networks with high latency. The paper reports on network latency and bandwidth measurements from playing the game live over GPRS, EDGE, UMTS, and WLAN using the TCP and the UDP protocols. These measurements describe the practical constraints of various wireless networks and protocols when used for mobile multiplayer game purposes. Further, the paper reports on experiences from implementing various approaches to minimize issues related to high latency. Specifically, the paper focuses on a discussion about how much of the game should run locally on the client versus on the server to minimize the load on the mobile device and obtain sufficient consistency in the game. The game was designed to reveal all kinds of implementation issues of mobile network multiplayer games. The goal of the game is for a player to push other players around and into traps where they loose their lives. The game relies heavily on collision detection between the players and game objects. The paper presents experiences from experimenting with various approaches that can be used to handle such collisions, and highlights the advantages and disadvantages of the various approaches.

  13. Innovative Educational Scenarios in Game Based Teaching and Learning

    Directory of Open Access Journals (Sweden)

    Ion Smeureanu

    2017-08-01

    Full Text Available The didactical game can be considered part of an educational scenario in teaching and learning. This article aims to show how fundamental concepts from the economicmathematical modeling area can be visualized, how to organize knowledge in coherent scenarios, presented in an educational game manner, to gain the attention and influence students' spirit of competition. At the same time, benefitting from the 3D visualizations, the graphical interfaces for navigating in multidimensional spaces or projections are defined and thus imagination used for mental models construction is stimulated and human intuition is capitalized in the process of knowledge discovery, assisted by computer with analytic algorithms type. Exploration becomes a game feature and can be pursued both numerically and visually. 3D environments give realism to visualizations that are found in games, facilitating realimaginary relationship throughout the game and enhancing learning motivation. The innovative character of teaching is given by the method in which the teacher creates his own educational scenario by considering specific learning objectives, age particularities of students, time and space-related resources, the technical requirements of the game and the evaluation method. The paper makes several references to such projects, developed by the authors and implemented in working with students. Game based on demonstration (using simulation, modelling or visualization coordinates users to obtain relevant information; the multiple representations of knowledge are so used and compared through a multitude of examples.

  14. Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes

    Science.gov (United States)

    Woo, Jeng-Chung

    2014-01-01

    Traditional multimedia learning is primarily based on the cognitive load concept of information processing theory. Recent digital game-based learning (DGBL) studies have focused on exploring content support for learning motivation and related game characteristics. Motivation, volition, and performance (MVP) theory indicates that cognitive load and…

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

    Science.gov (United States)

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

    2016-01-01

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

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

    Science.gov (United States)

    Daubenfeld, Thorsten; Zenker, Dietmar

    2015-01-01

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

  17. Subsurface Scattering-Based Object Rendering Techniques for Real-Time Smartphone Games

    Directory of Open Access Journals (Sweden)

    Won-Sun Lee

    2014-01-01

    Full Text Available Subsurface scattering that simulates the path of a light through the material in a scene is one of the advanced rendering techniques in the field of computer graphics society. Since it takes a number of long operations, it cannot be easily implemented in real-time smartphone games. In this paper, we propose a subsurface scattering-based object rendering technique that is optimized for smartphone games. We employ our subsurface scattering method that is utilized for a real-time smartphone game. And an example game is designed to validate how the proposed method can be operated seamlessly in real time. Finally, we show the comparison results between bidirectional reflectance distribution function, bidirectional scattering distribution function, and our proposed subsurface scattering method on a smartphone game.

  18. [The therapeutic drug monitoring network server of tacrolimus for Chinese renal transplant patients].

    Science.gov (United States)

    Deng, Chen-Hui; Zhang, Guan-Min; Bi, Shan-Shan; Zhou, Tian-Yan; Lu, Wei

    2011-07-01

    This study is to develop a therapeutic drug monitoring (TDM) network server of tacrolimus for Chinese renal transplant patients, which can facilitate doctor to manage patients' information and provide three levels of predictions. Database management system MySQL was employed to build and manage the database of patients and doctors' information, and hypertext mark-up language (HTML) and Java server pages (JSP) technology were employed to construct network server for database management. Based on the population pharmacokinetic model of tacrolimus for Chinese renal transplant patients, above program languages were used to construct the population prediction and subpopulation prediction modules. Based on Bayesian principle and maximization of the posterior probability function, an objective function was established, and minimized by an optimization algorithm to estimate patient's individual pharmacokinetic parameters. It is proved that the network server has the basic functions for database management and three levels of prediction to aid doctor to optimize the regimen of tacrolimus for Chinese renal transplant patients.

  19. Empirical evidence of the game-based learning advantages for online students persistence

    Directory of Open Access Journals (Sweden)

    A. Imbellone

    2015-07-01

    Full Text Available The paper presents the empirical results obtained from a study conducted on a game-based online course that took place in 2014 with 47 participants. The study evidenced the benefits of the learning games mechanics on learners’ willingness to continue the course. Assuming the interest for the subject of the course as a fundamental condition for student persistence within the course, it is shown how it can be significantly enhanced by the presence of both ludic and narrative game-based elements.

  20. Game based learning for 21st century transferable skills: challenges and opportunities

    NARCIS (Netherlands)

    Bellotti, Francesco; Bottino, Rosa Maria; Nadolski, Rob; Fernández Manjón, Baltasar

    2012-01-01

    Bellotti, F., Bottino, R. M., Nadolski, R. J., & Fernández Manjón, B. (2012, 4-6 July). Game based learning for 21st century transferable skills: challenges and opportunities. Presentation at the Workshop Game based learning for 21st century transferable skills: challenges and opportunities, 12th

  1. Exploring Elementary-School Students' Engagement Patterns in a Game-Based Learning Environment

    Science.gov (United States)

    Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse

    2015-01-01

    Unlike most research, which has primarily examined the players' interest in or attitude toward game-based learning through questionnaires, the purpose of this empirical study is to explore students' engagement patterns by qualitative observation and sequential analysis to visualize and better understand their game-based learning process. We…

  2. Movement-based Sports Video Games: Investigating Motivation and Gaming Experience

    NARCIS (Netherlands)

    Reidsma, Dennis; Reidsma, D.; Pasch, Marco; Bianchi-Berthouze, Nadia; Nijholt, A.; Nijholt, Antinus; van Dijk, Elisabeth M.A.G.

    2009-01-01

    Video game consoles that enable gamers to use active body movements are becoming increasingly popular. Yet, little is known about the influence of movement on how gamers experience such games. This study takes an exploratory approach, using different data collection methods. A theory about the

  3. The PETfold and PETcofold web servers for intra- and intermolecular structures of multiple RNA sequences

    DEFF Research Database (Denmark)

    Seemann, Ernst Stefan; Menzel, Karl Peter; Backofen, Rolf

    2011-01-01

    gene. We present web servers to analyze multiple RNA sequences for common RNA structure and for RNA interaction sites. The web servers are based on the recent PET (Probabilistic Evolutionary and Thermodynamic) models PETfold and PETcofold, but add user friendly features ranging from a graphical layer...... to interactive usage of the predictors. Additionally, the web servers provide direct access to annotated RNA alignments, such as the Rfam 10.0 database and multiple alignments of 16 vertebrate genomes with human. The web servers are freely available at: http://rth.dk/resources/petfold/...

  4. What Do Stroke Patients Look for in Game-Based Rehabilitation: A Survey Study.

    Science.gov (United States)

    Hung, Ya-Xuan; Huang, Pei-Chen; Chen, Kuan-Ta; Chu, Woei-Chyn

    2016-03-01

    Stroke is one of the most common causes of physical disability, and early, intensive, and repetitive rehabilitation exercises are crucial to the recovery of stroke survivors. Unfortunately, research shows that only one third of stroke patients actually perform recommended exercises at home, because of the repetitive and mundane nature of conventional rehabilitation exercises. Thus, to motivate stroke survivors to engage in monotonous rehabilitation is a significant issue in the therapy process. Game-based rehabilitation systems have the potential to encourage patients continuing rehabilitation exercises at home. However, these systems are still rarely adopted at patients' places. Discovering and eliminating the obstacles in promoting game-based rehabilitation at home is therefore essential. For this purpose, we conducted a study to collect and analyze the opinions and expectations of stroke patients and clinical therapists. The study is composed of 2 parts: Rehab-preference survey - interviews to both patients and therapists to understand the current practices, challenges, and expectations on game-based rehabilitation systems; and Rehab-compatibility survey - a gaming experiment with therapists to elaborate what commercial games are compatible with rehabilitation. The study is conducted with 30 outpatients with stroke and 19 occupational therapists from 2 rehabilitation centers in Taiwan. Our surveys show that game-based rehabilitation systems can turn the rehabilitation exercises more appealing and provide personalized motivation for various stroke patients. Patients prefer to perform rehabilitation exercises with more diverse and fun games, and need cost-effective rehabilitation systems, which are often built on commodity hardware. Our study also sheds light on incorporating the existing design-for-fun games into rehabilitation system. We envision the results are helpful in developing a platform which enables rehab-compatible (i.e., existing, appropriately

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

    OpenAIRE

    Chengling Gou

    2006-01-01

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

  6. Conceptual modeling for simulation-based serious gaming

    NARCIS (Netherlands)

    van der Zee, D.J.; Holkenborg, Bart; Robinson, Stewart

    2012-01-01

    In recent years many simulation-based serious games have been developed for supporting (future) managers in operations management decision making. They illustrate the high potential of using discrete event simulation for pedagogical purposes. Unfortunately, this potential does not seem to go

  7. Design of an Electronic Healthcare Record Server Based on Part 1 of ISO EN 13606

    Directory of Open Access Journals (Sweden)

    Tony Austin

    2011-01-01

    Full Text Available ISO EN 13606 is a newly approved standard at European and ISO levels for the meaningful exchange of clinical information between systems. Although conceived as an inter-operability standard to which existing electronic health record (EHR systems will transform legacy data, the requirements met and architectural approach reflected in this standard also make it a good candidate for the internal architecture of an EHR server. The authors have built such a server for the storage of healthcare records and demonstrated that it is possible to use ISO EN 13606 part 1 as the basis of an internal system architecture. The development of the system and some of the applications of the server are described in this paper. It is the first known operational implementation of the standard as an EHR system.

  8. Performance of the WeNMR CS-Rosetta3 web server in CASD-NMR

    NARCIS (Netherlands)

    Van Der Schot, Gijs; Bonvin, Alexandre M J J

    We present here the performance of the WeNMR CS-Rosetta3 web server in CASD-NMR, the critical assessment of automated structure determination by NMR. The CS-Rosetta server uses only chemical shifts for structure prediction, in combination, when available, with a post-scoring procedure based on

  9. USING WIKIS AS A SUPPORT AND ASSESSMENT TOOL IN COLLABORATIVE DIGITAL GAME-BASED LEARNING ENVIRONMENTS

    Directory of Open Access Journals (Sweden)

    Yavuz SAMUR

    2011-04-01

    Full Text Available In computer-supported collaborative learning (CSCL environments, there are many researches done on collaborative learning activities; however, in game-based learning environments, more research and literature on collaborative learning activities are required. Actually, both game-based learning environments and wikis enable us to use new chances for learning, especially in collaborative learning activities. Therefore, in this paper, related literature on wikis and how game & instructional designers can leverage from wikis in game-based learning settings for enhancing students’ collaborative learning activities are examined. Based on the reviewed literature, two main suggestions are given in this paper with their underlying reasons. First, using wikis as a support tool for enhancing collaboration in digital game-based learning (DGBL environments, and second using wikis as an assessment tool in DGBL are suggested.

  10. Visual complexity, player experience, performance and physical exertion in motion-based games for older adults

    OpenAIRE

    Smeddinck, Jan D.; Gerling, Kathrin M.; Tiemkeo, Saranat

    2013-01-01

    Motion-based video games can have a variety of benefits for the players and are increasingly applied in physical therapy, rehabilitation and prevention for older adults. However, little is known about how this audience experiences playing such games, how the player experience affects the way older adults interact with motion-based games, and how this can relate to therapy goals. In our work, we decompose the player experience of older adults engaging with motion-based games, focusing on the e...

  11. Web server's reliability improvements using recurrent neural networks

    DEFF Research Database (Denmark)

    Madsen, Henrik; Albu, Rǎzvan-Daniel; Felea, Ioan

    2012-01-01

    In this paper we describe an interesting approach to error prediction illustrated by experimental results. The application consists of monitoring the activity for the web servers in order to collect the specific data. Predicting an error with severe consequences for the performance of a server (t...... usage, network usage and memory usage. We collect different data sets from monitoring the web server's activity and for each one we predict the server's reliability with the proposed recurrent neural network. © 2012 Taylor & Francis Group...

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

    International Nuclear Information System (INIS)

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

    2005-01-01

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

  13. Freiburg RNA Tools: a web server integrating INTARNA, EXPARNA and LOCARNA.

    Science.gov (United States)

    Smith, Cameron; Heyne, Steffen; Richter, Andreas S; Will, Sebastian; Backofen, Rolf

    2010-07-01

    The Freiburg RNA tools web server integrates three tools for the advanced analysis of RNA in a common web-based user interface. The tools IntaRNA, ExpaRNA and LocARNA support the prediction of RNA-RNA interaction, exact RNA matching and alignment of RNA, respectively. The Freiburg RNA tools web server and the software packages of the stand-alone tools are freely accessible at http://rna.informatik.uni-freiburg.de.

  14. Worldwide telemedicine services based on distributed multimedia electronic patient records by using the second generation Web server hyperwave.

    Science.gov (United States)

    Quade, G; Novotny, J; Burde, B; May, F; Beck, L E; Goldschmidt, A

    1999-01-01

    A distributed multimedia electronic patient record (EPR) is a central component of a medicine-telematics application that supports physicians working in rural areas of South America, and offers medical services to scientists in Antarctica. A Hyperwave server is used to maintain the patient record. As opposed to common web servers--and as a second generation web server--Hyperwave provides the capability of holding documents in a distributed web space without the problem of broken links. This enables physicians to browse through a patient's record by using a standard browser even if the patient's record is distributed over several servers. The patient record is basically implemented on the "Good European Health Record" (GEHR) architecture.

  15. LifeChanger: A Pilot Study of a Game-Based Curriculum for Sexuality Education.

    Science.gov (United States)

    Gilliam, Melissa; Jagoda, Patrick; Heathcock, Stephen; Orzalli, Sarah; Saper, Carolyn; Dudley, Jessyca; Wilson, Claire

    2016-04-01

    To assess the feasibility and acceptability of a game-based sexuality education curriculum. Curriculum evaluation used descriptive statistics, observation, and qualitative and quantitative data collection. The study was conducted in eighth grade classrooms in Chicago, Illinois. Students from 3 eighth grade classrooms from a school using a game-based curriculum. The intervention had 11 modules and used an ecological model informed by the extant literature. The intervention was developed by the Game Changer Chicago Design Lab and featured a card game designed with youth participation. The study outcomes of interest included learning, feasibility, and acceptability of the curriculum. Students highly rated frank conversation via "Ask the Doctor" sessions and role-playing. Students raised concerns about the breadth of activities, preferring to explore fewer topics in greater depth. A game-based curriculum was feasible, yet students placed the highest value on frank discussion about sexuality. Copyright © 2016 North American Society for Pediatric and Adolescent Gynecology. Published by Elsevier Inc. All rights reserved.

  16. CentroidFold: a web server for RNA secondary structure prediction

    OpenAIRE

    Sato, Kengo; Hamada, Michiaki; Asai, Kiyoshi; Mituyama, Toutai

    2009-01-01

    The CentroidFold web server (http://www.ncrna.org/centroidfold/) is a web application for RNA secondary structure prediction powered by one of the most accurate prediction engine. The server accepts two kinds of sequence data: a single RNA sequence and a multiple alignment of RNA sequences. It responses with a prediction result shown as a popular base-pair notation and a graph representation. PDF version of the graph representation is also available. For a multiple alignment sequence, the ser...

  17. Deep assessment: an exploratory study of game-based, multimodal learning in Epidemic

    Directory of Open Access Journals (Sweden)

    Jennifer Jenson

    2016-03-01

    Full Text Available n this study, we examine what and how intermediate age students learned from playing in a health-focused game-based digital learning environment, Epidemic. Epidemic is a playful interactive environment designed to deliver factual knowledge, invite critical understanding, and encourage effective self-care practices in dealing with viral contagious diseases, using a social networking interface to integrate both serious games and game-like multimodal design projects. Epidemic invites a playful approach to its deadly serious core concern – communicable disease – in order to see what happens when students are encouraged to critically approach information from multiple or contradictory perspectives. To identify what participants learned while interacting within Epidemic, we deployed two instructional and assessment models, noting the differences each instructional approach could potentially make, and what approach to assessment might help us evaluate game-based learning. We found that each approach provided importantly different perspectives on what and how students learned, and on the very meaning of student success. Recognizing that traditional assessment tools based in print-cultural literacy may prove increasingly ill-suited for assessing emergent multimodal literacies in game-based learning environments, this study seeks to contribute to a growing body of work on the development of novel assessments for learning.

  18. Windows Terminal Servers Orchestration

    Science.gov (United States)

    Bukowiec, Sebastian; Gaspar, Ricardo; Smith, Tim

    2017-10-01

    Windows Terminal Servers provide application gateways for various parts of the CERN accelerator complex, used by hundreds of CERN users every day. The combination of new tools such as Puppet, HAProxy and Microsoft System Center suite enable automation of provisioning workflows to provide a terminal server infrastructure that can scale up and down in an automated manner. The orchestration does not only reduce the time and effort necessary to deploy new instances, but also facilitates operations such as patching, analysis and recreation of compromised nodes as well as catering for workload peaks.

  19. The RNAsnp web server

    DEFF Research Database (Denmark)

    Radhakrishnan, Sabarinathan; Tafer, Hakim; Seemann, Ernst Stefan

    2013-01-01

    , are derived from extensive pre-computed tables of distributions of substitution effects as a function of gene length and GC content. Here, we present a web service that not only provides an interface for RNAsnp but also features a graphical output representation. In addition, the web server is connected...... to a local mirror of the UCSC genome browser database that enables the users to select the genomic sequences for analysis and visualize the results directly in the UCSC genome browser. The RNAsnp web server is freely available at: http://rth.dk/resources/rnasnp/....

  20. Performance of the WeNMR CS-Rosetta3 web server in CASD-NMR

    Energy Technology Data Exchange (ETDEWEB)

    Schot, Gijs van der [Uppsala University, Laboratory of Molecular Biophysics, Department of Cell and Molecular Biology (Sweden); Bonvin, Alexandre M. J. J., E-mail: a.m.j.j.bonvin@uu.nl [Utrecht University, Faculty of Science – Chemistry, Bijvoet Center for Biomolecular Research (Netherlands)

    2015-08-15

    We present here the performance of the WeNMR CS-Rosetta3 web server in CASD-NMR, the critical assessment of automated structure determination by NMR. The CS-Rosetta server uses only chemical shifts for structure prediction, in combination, when available, with a post-scoring procedure based on unassigned NOE lists (Huang et al. in J Am Chem Soc 127:1665–1674, 2005b, doi: 10.1021/ja047109h 10.1021/ja047109h ). We compare the original submissions using a previous version of the server based on Rosetta version 2.6 with recalculated targets using the new R3FP fragment picker for fragment selection and implementing a new annotation of prediction reliability (van der Schot et al. in J Biomol NMR 57:27–35, 2013, doi: 10.1007/s10858-013-9762-6 10.1007/s10858-013-9762-6 ), both implemented in the CS-Rosetta3 WeNMR server. In this second round of CASD-NMR, the WeNMR CS-Rosetta server has demonstrated a much better performance than in the first round since only converged targets were submitted. Further, recalculation of all CASD-NMR targets using the new version of the server demonstrates that our new annotation of prediction quality is giving reliable results. Predictions annotated as weak are often found to provide useful models, but only for a fraction of the sequence, and should therefore only be used with caution.

  1. Performance of the WeNMR CS-Rosetta3 web server in CASD-NMR

    International Nuclear Information System (INIS)

    Schot, Gijs van der; Bonvin, Alexandre M. J. J.

    2015-01-01

    We present here the performance of the WeNMR CS-Rosetta3 web server in CASD-NMR, the critical assessment of automated structure determination by NMR. The CS-Rosetta server uses only chemical shifts for structure prediction, in combination, when available, with a post-scoring procedure based on unassigned NOE lists (Huang et al. in J Am Chem Soc 127:1665–1674, 2005b, doi: 10.1021/ja047109h 10.1021/ja047109h ). We compare the original submissions using a previous version of the server based on Rosetta version 2.6 with recalculated targets using the new R3FP fragment picker for fragment selection and implementing a new annotation of prediction reliability (van der Schot et al. in J Biomol NMR 57:27–35, 2013, doi: 10.1007/s10858-013-9762-6 10.1007/s10858-013-9762-6 ), both implemented in the CS-Rosetta3 WeNMR server. In this second round of CASD-NMR, the WeNMR CS-Rosetta server has demonstrated a much better performance than in the first round since only converged targets were submitted. Further, recalculation of all CASD-NMR targets using the new version of the server demonstrates that our new annotation of prediction quality is giving reliable results. Predictions annotated as weak are often found to provide useful models, but only for a fraction of the sequence, and should therefore only be used with caution

  2. Performance enhancement of a web-based picture archiving and communication system using commercial off-the-shelf server clusters.

    Science.gov (United States)

    Liu, Yan-Lin; Shih, Cheng-Ting; Chang, Yuan-Jen; Chang, Shu-Jun; Wu, Jay

    2014-01-01

    The rapid development of picture archiving and communication systems (PACSs) thoroughly changes the way of medical informatics communication and management. However, as the scale of a hospital's operations increases, the large amount of digital images transferred in the network inevitably decreases system efficiency. In this study, a server cluster consisting of two server nodes was constructed. Network load balancing (NLB), distributed file system (DFS), and structured query language (SQL) duplication services were installed. A total of 1 to 16 workstations were used to transfer computed radiography (CR), computed tomography (CT), and magnetic resonance (MR) images simultaneously to simulate the clinical situation. The average transmission rate (ATR) was analyzed between the cluster and noncluster servers. In the download scenario, the ATRs of CR, CT, and MR images increased by 44.3%, 56.6%, and 100.9%, respectively, when using the server cluster, whereas the ATRs increased by 23.0%, 39.2%, and 24.9% in the upload scenario. In the mix scenario, the transmission performance increased by 45.2% when using eight computer units. The fault tolerance mechanisms of the server cluster maintained the system availability and image integrity. The server cluster can improve the transmission efficiency while maintaining high reliability and continuous availability in a healthcare environment.

  3. Performance Enhancement of a Web-Based Picture Archiving and Communication System Using Commercial Off-the-Shelf Server Clusters

    Directory of Open Access Journals (Sweden)

    Yan-Lin Liu

    2014-01-01

    Full Text Available The rapid development of picture archiving and communication systems (PACSs thoroughly changes the way of medical informatics communication and management. However, as the scale of a hospital’s operations increases, the large amount of digital images transferred in the network inevitably decreases system efficiency. In this study, a server cluster consisting of two server nodes was constructed. Network load balancing (NLB, distributed file system (DFS, and structured query language (SQL duplication services were installed. A total of 1 to 16 workstations were used to transfer computed radiography (CR, computed tomography (CT, and magnetic resonance (MR images simultaneously to simulate the clinical situation. The average transmission rate (ATR was analyzed between the cluster and noncluster servers. In the download scenario, the ATRs of CR, CT, and MR images increased by 44.3%, 56.6%, and 100.9%, respectively, when using the server cluster, whereas the ATRs increased by 23.0%, 39.2%, and 24.9% in the upload scenario. In the mix scenario, the transmission performance increased by 45.2% when using eight computer units. The fault tolerance mechanisms of the server cluster maintained the system availability and image integrity. The server cluster can improve the transmission efficiency while maintaining high reliability and continuous availability in a healthcare environment.

  4. A Guideline for Game Development-Based Learning: A Literature Review

    Directory of Open Access Journals (Sweden)

    Bian Wu

    2012-01-01

    Full Text Available This study aims at reviewing the published scientific literature on the topics of a game development-based learning (GDBL method using game development frameworks (GDFs with the perspective of (a summarizing a guideline for using GDBL in a curriculum, (b identifying relevant features of GDFs, and (c presenting a synthesis of impact factors with empirical evidence on the educational effectiveness of the GDBL method. After systematically going through the available literature on the topic, 34 relevant articles were selected for the final study. We analyzed the articles from three perspectives: (1 pedagogical context and teaching process, (2 selection of GDFs, and (3 evaluation of the GDBL method. The findings from the 34 articles suggest that GDFs have many potential benefits as an aid to teach computer science, software engineering, art design, and other fields and that such GDFs combined with the motivation from games can improve the students’ knowledge, skills, attitudes, and behaviors in contrast to the traditional classroom teaching. Furthermore, based on the results of the literature review, we extract a guideline of how to apply the GDBL method in education. The empirical evidence of current findings gives a positive overall picture and can provide a useful reference to educators, practitioners, and researchers in the area of game-based learning.

  5. The Stag Hunt Game: An Example of an Excel-Based Probabilistic Game

    Science.gov (United States)

    Bridge, Dave

    2016-01-01

    With so many role-playing simulations already in the political science education literature, the recent repeated calls for new games is both timely and appropriate. This article answers and extends those calls by advocating the creation of probabilistic games using Microsoft Excel. I introduce the example of the Stag Hunt Game--a short, effective,…

  6. Harnessing user generated multimedia content in the creation of collaborative classification structures and retrieval learning games

    Science.gov (United States)

    Borchert, Otto Jerome

    This paper describes a software tool to assist groups of people in the classification and identification of real world objects called the Classification, Identification, and Retrieval-based Collaborative Learning Environment (CIRCLE). A thorough literature review identified current pedagogical theories that were synthesized into a series of five tasks: gathering, elaboration, classification, identification, and reinforcement through game play. This approach is detailed as part of an included peer reviewed paper. Motivation is increased through the use of formative and summative gamification; getting points completing important portions of the tasks and playing retrieval learning based games, respectively, which is also included as a peer-reviewed conference proceedings paper. Collaboration is integrated into the experience through specific tasks and communication mediums. Implementation focused on a REST-based client-server architecture. The client is a series of web-based interfaces to complete each of the tasks, support formal classroom interaction through faculty accounts and student tracking, and a module for peers to help each other. The server, developed using an in-house JavaMOO platform, stores relevant project data and serves data through a series of messages implemented as a JavaScript Object Notation Application Programming Interface (JSON API). Through a series of two beta tests and two experiments, it was discovered the second, elaboration, task requires considerable support. While students were able to properly suggest experiments and make observations, the subtask involving cleaning the data for use in CIRCLE required extra support. When supplied with more structured data, students were enthusiastic about the classification and identification tasks, showing marked improvement in usability scores and in open ended survey responses. CIRCLE tracks a variety of educationally relevant variables, facilitating support for instructors and researchers. Future

  7. Game based learning for computer science education

    NARCIS (Netherlands)

    Schmitz, Birgit; Czauderna, André; Klemke, Roland; Specht, Marcus

    2011-01-01

    Schmitz, B., Czauderna, A., Klemke, R., & Specht, M. (2011). Game based learning for computer science education. In G. van der Veer, P. B. Sloep, & M. van Eekelen (Eds.), Computer Science Education Research Conference (CSERC '11) (pp. 81-86). Heerlen, The Netherlands: Open Universiteit.

  8. The Playground Game: Inquiry‐Based Learning About Research Methods and Statistics

    NARCIS (Netherlands)

    Westera, Wim; Slootmaker, Aad; Kurvers, Hub

    2014-01-01

    The Playground Game is a web-based game that was developed for teaching research methods and statistics to nursing and social sciences students in higher education and vocational training. The complexity and abstract nature of research methods and statistics poses many challenges for students. The

  9. Web-based access to near real-time and archived high-density time-series data: cyber infrastructure challenges & developments in the open-source Waveform Server

    Science.gov (United States)

    Reyes, J. C.; Vernon, F. L.; Newman, R. L.; Steidl, J. H.

    2010-12-01

    The Waveform Server is an interactive web-based interface to multi-station, multi-sensor and multi-channel high-density time-series data stored in Center for Seismic Studies (CSS) 3.0 schema relational databases (Newman et al., 2009). In the last twelve months, based on expanded specifications and current user feedback, both the server-side infrastructure and client-side interface have been extensively rewritten. The Python Twisted server-side code-base has been fundamentally modified to now present waveform data stored in cluster-based databases using a multi-threaded architecture, in addition to supporting the pre-existing single database model. This allows interactive web-based access to high-density (broadband @ 40Hz to strong motion @ 200Hz) waveform data that can span multiple years; the common lifetime of broadband seismic networks. The client-side interface expands on it's use of simple JSON-based AJAX queries to now incorporate a variety of User Interface (UI) improvements including standardized calendars for defining time ranges, applying on-the-fly data calibration to display SI-unit data, and increased rendering speed. This presentation will outline the various cyber infrastructure challenges we have faced while developing this application, the use-cases currently in existence, and the limitations of web-based application development.

  10. 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.

  11. Lenovo acquires IBM's x86 low-end server business

    Directory of Open Access Journals (Sweden)

    Singh Pal Netra

    2015-01-01

    Full Text Available This paper presents an analysis of the key events, impacts and issues of Lenovo buying IBM's x86 low-end server business. The analysis include (i approval of the deal by regulatory bodies in the United States, Canada, India and China, (ii security concerns of US government departments, (iii pricing of the deals, (iv possible impact on IBM in future, and (v possibilities of Lenovo making it repeat of acquiring ThinkPad business of IBM. The paper presents analysis of qualitative and time series quantitative data. The qualitative data are mainly consists of different events before and after the acquisition of x86 server IBM business by Lenovo. The quantitative data are analyzed with respect to growth parameters of overall server business and Lenovo server business. Research paper also attempts to find out answer to specific 9 research questions with respect to impact on eco-systems of IBM and Lenovo. Based on analysis, it is inferred that IBM is not able to manage its traditional & well accepted products business in the face of fierce competition & low demand but Lenovo will manage. The deal was a financial necessity for IBM and strategic expansion in to new markets strategy for Lenovo.

  12. An efficient biometric and password-based remote user authentication using smart card for Telecare Medical Information Systems in multi-server environment.

    Science.gov (United States)

    Maitra, Tanmoy; Giri, Debasis

    2014-12-01

    The medical organizations have introduced Telecare Medical Information System (TMIS) to provide a reliable facility by which a patient who is unable to go to a doctor in critical or urgent period, can communicate to a doctor through a medical server via internet from home. An authentication mechanism is needed in TMIS to hide the secret information of both parties, namely a server and a patient. Recent research includes patient's biometric information as well as password to design a remote user authentication scheme that enhances the security level. In a single server environment, one server is responsible for providing services to all the authorized remote patients. However, the problem arises if a patient wishes to access several branch servers, he/she needs to register to the branch servers individually. In 2014, Chuang and Chen proposed an remote user authentication scheme for multi-server environment. In this paper, we have shown that in their scheme, an non-register adversary can successfully logged-in into the system as a valid patient. To resist the weaknesses, we have proposed an authentication scheme for TMIS in multi-server environment where the patients can register to a root telecare server called registration center (RC) in one time to get services from all the telecare branch servers through their registered smart card. Security analysis and comparison shows that our proposed scheme provides better security with low computational and communication cost.

  13. Server-based enterprise collaboration software improves safety and quality in high-volume PET/CT practice.

    Science.gov (United States)

    McDonald, James E; Kessler, Marcus M; Hightower, Jeremy L; Henry, Susan D; Deloney, Linda A

    2013-12-01

    With increasing volumes of complex imaging cases and rising economic pressure on physician staffing, timely reporting will become progressively challenging. Current and planned iterations of PACS and electronic medical record systems do not offer workflow management tools to coordinate delivery of imaging interpretations with the needs of the patient and ordering physician. The adoption of a server-based enterprise collaboration software system by our Division of Nuclear Medicine has significantly improved our efficiency and quality of service.

  14. Game-Based Practice versus Traditional Practice in Computer-Based Writing Strategy Training: Effects on Motivation and Achievement

    Science.gov (United States)

    Proske, Antje; Roscoe, Rod D.; McNamara, Danielle S.

    2014-01-01

    Achieving sustained student engagement with practice in computer-based writing strategy training can be a challenge. One potential solution is to foster engagement by embedding practice in educational games; yet there is currently little research comparing the effectiveness of game-based practice versus more traditional forms of practice. In this…

  15. Server-Aided Two-Party Computation with Simultaneous Corruption

    DEFF Research Database (Denmark)

    Cascudo Pueyo, Ignacio; Damgård, Ivan Bjerre; Ranellucci, Samuel

    We consider secure two-party computation in the client-server model where there are two adversaries that operate separately but simultaneously, each of them corrupting one of the parties and a restricted subset of servers that they interact with. We model security via the local universal composab......We consider secure two-party computation in the client-server model where there are two adversaries that operate separately but simultaneously, each of them corrupting one of the parties and a restricted subset of servers that they interact with. We model security via the local universal...

  16. Playable One-Switch Video Games for Children with Severe Motor Disabilities Based on GNomon

    Directory of Open Access Journals (Sweden)

    Sebastián Aced López

    2015-12-01

    Full Text Available Being able to play games in early years is very important for the development of children. Even though, children with physical disabilities encounter several obstacles that exclude them from engaging in many popular games. In particular, children with severe motor disabilities that rely on one-switch interfaces for accessing electronic devices find dynamic video games completely unplayable. In this paper we present the development and evaluation of GNomon: a framework, based on the NOMON interaction modality, that enables the creation of dynamic one-switch games for children with severe motor disabilities. The framework was designed following a series of guidelines elicited in close collaboration with a team of speech therapists, physiotherapists and psychologists from one of the Local Health Agencies in Turin, Italy. Likewise, three mini games were developed for testing the playability of GNomon-based games. Finally, we conducted a series of trials with 8 children with severe motor disabilities assisted by the health agency, in which we found that all of them enjoyed playing the GNomon- based mini games and that 7 of them were able to interact and play autonomously.

  17. Cluster Server IPTV dengan Penjadwalan Algoritma Round Robin

    Directory of Open Access Journals (Sweden)

    Didik Aribowo

    2016-03-01

    Full Text Available Perkembangan teknologi informasi yang pesat, otomatis seiring juga dengan meningkatnya para pengguna yang terhubung pada jaringan internet. Berawal dari sebuah single server yang selalu mendapatkan request dari banyak user, perlahan tapi pasti akan terjadi overload dan crash sehingga berdampak pada request yang tidak dapat dilayani oleh single server. Desain arsitektur cluster dapat dibangun dengan menggunakan konsep network load balancing yang memungkinkan proses pengolahan data di share ke dalam beberapa komputer. Dalam penelitian ini menggunakan algoritma penjadwalan round robin sebagai solusi alternatif mengatasi permasalah overload data pada server yang dapat mempengaruhi kinerja sistem IPTV. Untuk  jumlah request yang digunakan dalam penelitian ini adalah 5000, 15000, 25000, dan 50000 request. Dengan metode tersebut, maka performansi algoritma penjawalan dapat diamati dengan menekankan pada parameter sebagai berikut, yaitu throughput, respon time, reply connection, dan error connection sehingga didapatkan algoritma penjadwalan terbaik dalam rangka optimalisasi cluster server IPTV. Secara otomatis dalam proses load balancing mampu mengurangi beban kerja setiap server sehingga tidak ada server yang overload dan memungkinkan server  menggunakan bandwidth  yang tersedia secara lebih efektif serta menyediakan akses yang cepat ke web browser yang dihosting. Implementasi webserver cluster dengan skema load balancing dapat memberikan alvalaibilitas sistem yang tetap terjaga dan skalabilitas yang cukup untuk dapat tetap melayani setiap request dari pengguna

  18. Cluster based on sequence comparison of homologous proteins of 95 organism species - Gclust Server | LSDB Archive [Life Science Database Archive metadata

    Lifescience Database Archive (English)

    Full Text Available List Contact us Gclust Server Cluster based on sequence comparison of homologous proteins of 95 organism spe...cies Data detail Data name Cluster based on sequence comparison of homologous proteins of 95 organism specie...istory of This Database Site Policy | Contact Us Cluster based on sequence compariso

  19. AMMOS2: a web server for protein–ligand–water complexes refinement via molecular mechanics

    Science.gov (United States)

    Labbé, Céline M.; Pencheva, Tania; Jereva, Dessislava; Desvillechabrol, Dimitri; Becot, Jérôme; Villoutreix, Bruno O.; Pajeva, Ilza

    2017-01-01

    Abstract AMMOS2 is an interactive web server for efficient computational refinement of protein–small organic molecule complexes. The AMMOS2 protocol employs atomic-level energy minimization of a large number of experimental or modeled protein–ligand complexes. The web server is based on the previously developed standalone software AMMOS (Automatic Molecular Mechanics Optimization for in silico Screening). AMMOS utilizes the physics-based force field AMMP sp4 and performs optimization of protein–ligand interactions at five levels of flexibility of the protein receptor. The new version 2 of AMMOS implemented in the AMMOS2 web server allows the users to include explicit water molecules and individual metal ions in the protein–ligand complexes during minimization. The web server provides comprehensive analysis of computed energies and interactive visualization of refined protein–ligand complexes. The ligands are ranked by the minimized binding energies allowing the users to perform additional analysis for drug discovery or chemical biology projects. The web server has been extensively tested on 21 diverse protein–ligand complexes. AMMOS2 minimization shows consistent improvement over the initial complex structures in terms of minimized protein–ligand binding energies and water positions optimization. The AMMOS2 web server is freely available without any registration requirement at the URL: http://drugmod.rpbs.univ-paris-diderot.fr/ammosHome.php. PMID:28486703

  20. BPhyOG: An interactive server for genome-wide inference of bacterial phylogenies based on overlapping genes

    Directory of Open Access Journals (Sweden)

    Lin Kui

    2007-07-01

    Full Text Available Abstract Background Overlapping genes (OGs in bacterial genomes are pairs of adjacent genes of which the coding sequences overlap partly or entirely. With the rapid accumulation of sequence data, many OGs in bacterial genomes have now been identified. Indeed, these might prove a consistent feature across all microbial genomes. Our previous work suggests that OGs can be considered as robust markers at the whole genome level for the construction of phylogenies. An online, interactive web server for inferring phylogenies is needed for biologists to analyze phylogenetic relationships among a set of bacterial genomes of interest. Description BPhyOG is an online interactive server for reconstructing the phylogenies of completely sequenced bacterial genomes on the basis of their shared overlapping genes. It provides two tree-reconstruction methods: Neighbor Joining (NJ and Unweighted Pair-Group Method using Arithmetic averages (UPGMA. Users can apply the desired method to generate phylogenetic trees, which are based on an evolutionary distance matrix for the selected genomes. The distance between two genomes is defined by the normalized number of their shared OG pairs. BPhyOG also allows users to browse the OGs that were used to infer the phylogenetic relationships. It provides detailed annotation for each OG pair and the features of the component genes through hyperlinks. Users can also retrieve each of the homologous OG pairs that have been determined among 177 genomes. It is a useful tool for analyzing the tree of life and overlapping genes from a genomic standpoint. Conclusion BPhyOG is a useful interactive web server for genome-wide inference of any potential evolutionary relationship among the genomes selected by users. It currently includes 177 completely sequenced bacterial genomes containing 79,855 OG pairs, the annotation and homologous OG pairs of which are integrated comprehensively. The reliability of phylogenies complemented by

  1. Game System for Rehabilitation Based on Kinect is Effective for Mental Retardation

    Directory of Open Access Journals (Sweden)

    Fu Ying

    2015-01-01

    Full Text Available Kinect has already been widely used in the area of retardation, and this study is to evaluate whether the Game System for Rehabilitation based on Kinect is effective for children with mental retardation. The subjects in this paper are 112 children with mental retardation in Zhejiang province of China. The Game System for Rehabilitation based on Kinect was applied to assist the rehabilitation of children. Before the training, the Pediatric Evaluation of Disability Inventory (PEDI was used to evaluate abilities of children, including self-care, mobility, and social function. And after having been trained for a month, the abilities of these children were evaluated again by PEDI. The results in this paper is that, after the application of Game System for Rehabilitation based on Kinect, the PEDI score of children is significantly higher than the score before training. And it can be concluded that the Game System for Rehabilitation based on Kinect can significantly improve self-care, mobility, and social function of children with MR.

  2. Robot Games for Elderly

    DEFF Research Database (Denmark)

    Hansen, Søren Tranberg

    2011-01-01

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

  3. AnswerTree – a hyperplace-based game for collaborative mobile learning

    OpenAIRE

    Moore, Adam; Goulding, James; Brown, Elizabeth; Swan, Jerry

    2009-01-01

    In this paper we present AnswerTree, a collaborative mobile location-based educational game designed to teach 8-12 year olds about trees and wildlife within the University of Nottingham campus. The activity is designed around collecting virtual cards (similar in nature to the popular Top TrumpsTM games) containing graphics and information about notable trees. Each player begins by collecting one card from a game location, but then he or she can only collect further cards by answering question...

  4. Channels Coordination Game Model Based on Result Fairness Preference and Reciprocal Fairness Preference: A Behavior Game Forecasting and Analysis Method

    OpenAIRE

    Ding, Chuan; Wang, Kaihong; Huang, Xiaoying

    2014-01-01

    In a distribution channel, channel members are not always self-interested, but altruistic in some conditions. Based on this assumption, this paper adopts a behavior game method to analyze and forecast channel members’ decision behavior based on result fairness preference and reciprocal fairness preference by embedding a fair preference theory in channel research of coordination. The behavior game forecasts that a channel can achieve coordination if channel members consider behavior elemen...

  5. iScreen: world's first cloud-computing web server for virtual screening and de novo drug design based on TCM database@Taiwan.

    Science.gov (United States)

    Tsai, Tsung-Ying; Chang, Kai-Wei; Chen, Calvin Yu-Chian

    2011-06-01

    The rapidly advancing researches on traditional Chinese medicine (TCM) have greatly intrigued pharmaceutical industries worldwide. To take initiative in the next generation of drug development, we constructed a cloud-computing system for TCM intelligent screening system (iScreen) based on TCM Database@Taiwan. iScreen is compacted web server for TCM docking and followed by customized de novo drug design. We further implemented a protein preparation tool that both extract protein of interest from a raw input file and estimate the size of ligand bind site. In addition, iScreen is designed in user-friendly graphic interface for users who have less experience with the command line systems. For customized docking, multiple docking services, including standard, in-water, pH environment, and flexible docking modes are implemented. Users can download first 200 TCM compounds of best docking results. For TCM de novo drug design, iScreen provides multiple molecular descriptors for a user's interest. iScreen is the world's first web server that employs world's largest TCM database for virtual screening and de novo drug design. We believe our web server can lead TCM research to a new era of drug development. The TCM docking and screening server is available at http://iScreen.cmu.edu.tw/.

  6. iScreen: world's first cloud-computing web server for virtual screening and de novo drug design based on TCM database@Taiwan

    Science.gov (United States)

    Tsai, Tsung-Ying; Chang, Kai-Wei; Chen, Calvin Yu-Chian

    2011-06-01

    The rapidly advancing researches on traditional Chinese medicine (TCM) have greatly intrigued pharmaceutical industries worldwide. To take initiative in the next generation of drug development, we constructed a cloud-computing system for TCM intelligent screening system (iScreen) based on TCM Database@Taiwan. iScreen is compacted web server for TCM docking and followed by customized de novo drug design. We further implemented a protein preparation tool that both extract protein of interest from a raw input file and estimate the size of ligand bind site. In addition, iScreen is designed in user-friendly graphic interface for users who have less experience with the command line systems. For customized docking, multiple docking services, including standard, in-water, pH environment, and flexible docking modes are implemented. Users can download first 200 TCM compounds of best docking results. For TCM de novo drug design, iScreen provides multiple molecular descriptors for a user's interest. iScreen is the world's first web server that employs world's largest TCM database for virtual screening and de novo drug design. We believe our web server can lead TCM research to a new era of drug development. The TCM docking and screening server is available at http://iScreen.cmu.edu.tw/.

  7. Real-Time Robust Adaptive Modeling and Scheduling for an Electronic Commerce Server

    Science.gov (United States)

    Du, Bing; Ruan, Chun

    With the increasing importance and pervasiveness of Internet services, it is becoming a challenge for the proliferation of electronic commerce services to provide performance guarantees under extreme overload. This paper describes a real-time optimization modeling and scheduling approach for performance guarantee of electronic commerce servers. We show that an electronic commerce server may be simulated as a multi-tank system. A robust adaptive server model is subject to unknown additive load disturbances and uncertain model matching. Overload control techniques are based on adaptive admission control to achieve timing guarantees. We evaluate the performance of the model using a complex simulation that is subjected to varying model parameters and massive overload.

  8. Exploring Teacher Use of an Online Forum to Develop Game-Based Learning Literacy

    Science.gov (United States)

    Barany, Amanda; Shah, Mamta; Foster, Aroutis

    2017-01-01

    Game-based learning researchers have emphasized the importance of teachers' game literacy and knowledge of pedagogical approaches involved in successfully adopting an instructional approach (Bell and Gresalfi, 2017). In this paper, we describe findings from an online resource that teachers used to generate a repository of games for use both during…

  9. DelPhiPKa web server: predicting pKa of proteins, RNAs and DNAs.

    Science.gov (United States)

    Wang, Lin; Zhang, Min; Alexov, Emil

    2016-02-15

    A new pKa prediction web server is released, which implements DelPhi Gaussian dielectric function to calculate electrostatic potentials generated by charges of biomolecules. Topology parameters are extended to include atomic information of nucleotides of RNA and DNA, which extends the capability of pKa calculations beyond proteins. The web server allows the end-user to protonate the biomolecule at particular pH based on calculated pKa values and provides the downloadable file in PQR format. Several tests are performed to benchmark the accuracy and speed of the protocol. The web server follows a client-server architecture built on PHP and HTML and utilizes DelPhiPKa program. The computation is performed on the Palmetto supercomputer cluster and results/download links are given back to the end-user via http protocol. The web server takes advantage of MPI parallel implementation in DelPhiPKa and can run a single job on up to 24 CPUs. The DelPhiPKa web server is available at http://compbio.clemson.edu/pka_webserver. © The Author 2015. Published by Oxford University Press. All rights reserved. For Permissions, please e-mail: journals.permissions@oup.com.

  10. Game theory

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

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

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

    Directory of Open Access Journals (Sweden)

    Mia Angeline

    2016-01-01

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

  12. Feasibility of an Exoskeleton-Based Interactive Video Game System for Upper Extremity Burn Contractures.

    Science.gov (United States)

    Schneider, Jeffrey C; Ozsecen, Muzaffer Y; Muraoka, Nicholas K; Mancinelli, Chiara; Della Croce, Ugo; Ryan, Colleen M; Bonato, Paolo

    2016-05-01

    Burn contractures are common and difficult to treat. Measuring continuous joint motion would inform the assessment of contracture interventions; however, it is not standard clinical practice. This study examines use of an interactive gaming system to measure continuous joint motion data. To assess the usability of an exoskeleton-based interactive gaming system in the rehabilitation of upper extremity burn contractures. Feasibility study. Eight subjects with a history of burn injury and upper extremity contractures were recruited from the outpatient clinic of a regional inpatient rehabilitation facility. Subjects used an exoskeleton-based interactive gaming system to play 4 different video games. Continuous joint motion data were collected at the shoulder and elbow during game play. Visual analog scale for engagement, difficulty and comfort. Angular range of motion by subject, joint, and game. The study population had an age of 43 ± 16 (mean ± standard deviation) years and total body surface area burned range of 10%-90%. Subjects reported satisfactory levels of enjoyment, comfort, and difficulty. Continuous joint motion data demonstrated variable characteristics by subject, plane of motion, and game. This study demonstrates the feasibility of use of an exoskeleton-based interactive gaming system in the burn population. Future studies are needed that examine the efficacy of tailoring interactive video games to the specific joint impairments of burn survivors. Copyright © 2016 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.

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

    Directory of Open Access Journals (Sweden)

    Tobias Jordine

    2015-01-01

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

  14. BEBAN JARINGAN SAAT MENGAKSES EMAIL DARI BEBERAPA MAIL SERVER

    Directory of Open Access Journals (Sweden)

    Husni Thamrin

    2017-01-01

    Full Text Available Expensive internet facilities require prudent in its use both as a source of information and communication media. This paper discusses observations of the perceived burden of network bandwidth when accessing some of the mail server using a webmail application. Mail server in question consists of three commercial server and 2 non-commercial server. Data when it download home page, while logged in, open the email, and during idle logout recorded with sniffer Wireshark. Observations in various situations and scenarios indicate that access Yahoo email gives the network load is very high while the SquirrelMail gives the network load is very low than 5 other mail servers. For an institution, use a local mail server (institutional is highly recommended in the context of banddwidth savings.

  15. Distributed control system for demand response by servers

    Science.gov (United States)

    Hall, Joseph Edward

    Within the broad topical designation of smart grid, research in demand response, or demand-side management, focuses on investigating possibilities for electrically powered devices to adapt their power consumption patterns to better match generation and more efficiently integrate intermittent renewable energy sources, especially wind. Devices such as battery chargers, heating and cooling systems, and computers can be controlled to change the time, duration, and magnitude of their power consumption while still meeting workload constraints such as deadlines and rate of throughput. This thesis presents a system by which a computer server, or multiple servers in a data center, can estimate the power imbalance on the electrical grid and use that information to dynamically change the power consumption as a service to the grid. Implementation on a testbed demonstrates the system with a hypothetical but realistic usage case scenario of an online video streaming service in which there are workloads with deadlines (high-priority) and workloads without deadlines (low-priority). The testbed is implemented with real servers, estimates the power imbalance from the grid frequency with real-time measurements of the live outlet, and uses a distributed, real-time algorithm to dynamically adjust the power consumption of the servers based on the frequency estimate and the throughput of video transcoder workloads. Analysis of the system explains and justifies multiple design choices, compares the significance of the system in relation to similar publications in the literature, and explores the potential impact of the system.

  16. Education Game of Multiplying Based on Horizontal Method of HTML 5 and Android

    Directory of Open Access Journals (Sweden)

    Michael Yoseph Ricky

    2015-09-01

    Full Text Available Over the years, technology is growing rapidly followed by the development of game and its variations. Now, game is easily found on a mobile device. Moreover, game on mobile device can also be used as an excellent medium for learning or often referred as educational game because the nature of educational game is practical, easy to carry anywhere, and tends to be fun. This research was to create a mobile game application for learning with Horizontal method based on HTML 5 and Phonegap and to introduce the method as a method of mathematical multiplication process. This research used the Scrum method for program development. The results obtained showed that the game in this study is considered attractive and received a positive response from the player. Player also found it helpful to know the patterns of mathematics through the multiplication ofnumbers in this game. So through this game the player can perform mathematical multiplication calculations quickly.

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

    OpenAIRE

    Yan, Jingjing

    2010-01-01

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

  18. Validation of a Video-based Game-Understanding Test Procedure in Badminton.

    Science.gov (United States)

    Blomqvist, Minna T.; Luhtanen, Pekka; Laakso, Lauri; Keskinen, Esko

    2000-01-01

    Reports the development and validation of video-based game-understanding tests in badminton for elementary and secondary students. The tests included different sequences that simulated actual game situations. Players had to solve tactical problems by selecting appropriate solutions and arguments for their decisions. Results suggest that the test…

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

    Science.gov (United States)

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

    2011-01-01

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

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

    Science.gov (United States)

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

    2017-01-01

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

  1. Locating Nearby Copies of Replicated Internet Servers

    National Research Council Canada - National Science Library

    Guyton, James D; Schwartz, Michael F

    1995-01-01

    In this paper we consider the problem of choosing among a collection of replicated servers focusing on the question of how to make choices that segregate client/server traffic according to network topology...

  2. Benchmark of Client and Server-Side Catchment Delineation Approaches on Web-Based Systems

    Science.gov (United States)

    Demir, I.; Sermet, M. Y.; Sit, M. A.

    2016-12-01

    Recent advances in internet and cyberinfrastructure technologies have provided the capability to acquire large scale spatial data from various gauges and sensor networks. The collection of environmental data increased demand for applications which are capable of managing and processing large-scale and high-resolution data sets. With the amount and resolution of data sets provided, one of the challenging tasks for organizing and customizing hydrological data sets is delineation of watersheds on demand. Watershed delineation is a process for creating a boundary that represents the contributing area for a specific control point or water outlet, with intent of characterization and analysis of portions of a study area. Although many GIS tools and software for watershed analysis are available on desktop systems, there is a need for web-based and client-side techniques for creating a dynamic and interactive environment for exploring hydrological data. In this project, we demonstrated several watershed delineation techniques on the web with various techniques implemented on the client-side using JavaScript and WebGL, and on the server-side using Python and C++. We also developed a client-side GPGPU (General Purpose Graphical Processing Unit) algorithm to analyze high-resolution terrain data for watershed delineation which allows parallelization using GPU. The web-based real-time analysis of watershed segmentation can be helpful for decision-makers and interested stakeholders while eliminating the need of installing complex software packages and dealing with large-scale data sets. Utilization of the client-side hardware resources also eliminates the need of servers due its crowdsourcing nature. Our goal for future work is to improve other hydrologic analysis methods such as rain flow tracking by adapting presented approaches.

  3. GeoServer beginner's guide

    CERN Document Server

    Youngblood, Brian

    2013-01-01

    Step-by-step instructions are included and the needs of a beginner are totally satisfied by the book. The book consists of plenty of examples with accompanying screenshots and code for an easy learning curve. You are a web developer with knowledge of server side scripting, and have experience with installing applications on the server. You have a desire to want more than Google maps, by offering dynamically built maps on your site with your latest geospatial data stored in MySQL, PostGIS, MsSQL or Oracle. If this is the case, this book is meant for you.

  4. Server hardware trends

    CERN Multimedia

    CERN. Geneva

    2014-01-01

    This talk will cover the status of the current and upcoming offers on server platforms, focusing mainly on the processing and storage parts. Alternative solutions like Open Compute (OCP) will be quickly covered.

  5. On-line single server dial-a-ride problems

    NARCIS (Netherlands)

    Feuerstein, E.; Stougie, L.

    1998-01-01

    In this paper results on the dial-a-ride problem with a single server are presented. Requests for rides consist of two points in a metric space, a source and a destination. A ride has to be made by the server from the source to the destination. The server travels at unit speed in the metric space

  6. Action video games and improved attentional control: Disentangling selection- and response-based processes.

    Science.gov (United States)

    Chisholm, Joseph D; Kingstone, Alan

    2015-10-01

    Research has demonstrated that experience with action video games is associated with improvements in a host of cognitive tasks. Evidence from paradigms that assess aspects of attention has suggested that action video game players (AVGPs) possess greater control over the allocation of attentional resources than do non-video-game players (NVGPs). Using a compound search task that teased apart selection- and response-based processes (Duncan, 1985), we required participants to perform an oculomotor capture task in which they made saccades to a uniquely colored target (selection-based process) and then produced a manual directional response based on information within the target (response-based process). We replicated the finding that AVGPs are less susceptible to attentional distraction and, critically, revealed that AVGPs outperform NVGPs on both selection-based and response-based processes. These results not only are consistent with the improved-attentional-control account of AVGP benefits, but they suggest that the benefit of action video game playing extends across the full breadth of attention-mediated stimulus-response processes that impact human performance.

  7. WEB-server for search of a periodicity in amino acid and nucleotide sequences

    Science.gov (United States)

    E Frenkel, F.; Skryabin, K. G.; Korotkov, E. V.

    2017-12-01

    A new web server (http://victoria.biengi.ac.ru/splinter/login.php) was designed and developed to search for periodicity in nucleotide and amino acid sequences. The web server operation is based upon a new mathematical method of searching for multiple alignments, which is founded on the position weight matrices optimization, as well as on implementation of the two-dimensional dynamic programming. This approach allows the construction of multiple alignments of the indistinctly similar amino acid and nucleotide sequences that accumulated more than 1.5 substitutions per a single amino acid or a nucleotide without performing the sequences paired comparisons. The article examines the principles of the web server operation and two examples of studying amino acid and nucleotide sequences, as well as information that could be obtained using the web server.

  8. Personalized Pseudonyms for Servers in the Cloud

    OpenAIRE

    Xiao Qiuyu; Reiter Michael K.; Zhang Yinqian

    2017-01-01

    A considerable and growing fraction of servers, especially of web servers, is hosted in compute clouds. In this paper we opportunistically leverage this trend to improve privacy of clients from network attackers residing between the clients and the cloud: We design a system that can be deployed by the cloud operator to prevent a network adversary from determining which of the cloud’s tenant servers a client is accessing. The core innovation in our design is a PoPSiCl (pronounced “popsicle”), ...

  9. PONDEROSA-C/S: client–server based software package for automated protein 3D structure determination

    OpenAIRE

    Lee, Woonghee; Stark, Jaime L.; Markley, John L.

    2014-01-01

    Peak-picking Of Noe Data Enabled by Restriction Of Shift Assignments-Client Server (PONDEROSA-C/S) builds on the original PONDEROSA software (Lee et al. in Bioinformatics 27:1727–1728. doi:10.1093/bioinformatics/btr200, 2011) and includes improved features for structure calculation and refinement. PONDEROSA-C/S consists of three programs: Ponderosa Server, Ponderosa Client, and Ponderosa Analyzer. PONDEROSA-C/S takes as input the protein sequence, a list of assigned chemical shifts, and nucle...

  10. Securing SQL Server Protecting Your Database from Attackers

    CERN Document Server

    Cherry, Denny

    2011-01-01

    There is a lot at stake for administrators taking care of servers, since they house sensitive data like credit cards, social security numbers, medical records, and much more. In Securing SQL Server you will learn about the potential attack vectors that can be used to break into your SQL Server database, and how to protect yourself from these attacks. Written by a Microsoft SQL Server MVP, you will learn how to properly secure your database, from both internal and external threats. Best practices and specific tricks employed by the author will also be revealed. Learn expert techniques to protec

  11. Equilibrium: An Investigative Game Based On Biomedical Evidences Of Crimes

    Directory of Open Access Journals (Sweden)

    W. L. Santos

    2009-05-01

    Full Text Available Investigation and laboratory analyses are the major working areas of graduates from Biomedicine. Studying and recognizing medical symptoms, developing and interpreti ng clinical exams are some of the desired routines of these young students to their future professional lives. Recent TV series about hospitals daily work and challenges, criminal investigations and modern techniques of scientists from intelligence agencies bring out fantasies of job (impossibilities. But also, it creates a desire for more study so as to reach the characters brilliance. Based on these interests, we prepared a game based on the classic Scotland Yard®game, which is developed over the resolv ing of crimes. In our version of the game, which was called Equilibrium, the clues hidden on specific sites of the game board are not the common ones, but clinical results or objects that can be related to the medical cause of the death. One can also reach the laboratory on the board and get specific exams to help solving the mystery. The game was developed after a whole semester of Basic Biochemistry classes and was used by the professor as a method of testing students learnings.Developing this showed ho w much the ludic activities can enhance students’ experience with biochemistry and its relation to physiology, pathology and other areas. This game was presented to a Biomedicine class and a board ofbiochemistry teachers of our college. All the spectatorsacknowledged the usefulness of this tool to the teaching -learning process in medical biochemistry.

  12. Design and realization of multithread CAMAC communication server software based on Winsock

    International Nuclear Information System (INIS)

    Zhang Xia

    2002-01-01

    The author describes the CAMAC communication server software which applies Winsock and multithread techniques. The design method of the whole software is given. The realization of network communication service and the synchronization problem of multithread are introduced in detail

  13. A Game Theory Based Solution for Security Challenges in CRNs

    Science.gov (United States)

    Poonam; Nagpal, Chander Kumar

    2018-03-01

    Cognitive radio networks (CRNs) are being envisioned to drive the next generation Ad hoc wireless networks due to their ability to provide communications resilience in continuously changing environments through the use of dynamic spectrum access. Conventionally CRNs are dependent upon the information gathered by other secondary users to ensure the accuracy of spectrum sensing making them vulnerable to security attacks leading to the need of security mechanisms like cryptography and trust. However, a typical cryptography based solution is not a viable security solution for CRNs owing to their limited resources. Effectiveness of trust based approaches has always been, in question, due to credibility of secondary trust resources. Game theory with its ability to optimize in an environment of conflicting interests can be quite a suitable tool to manage an ad hoc network in the presence of autonomous selfish/malevolent/malicious and attacker nodes. The literature contains several theoretical proposals for augmenting game theory in the ad hoc networks without explicit/detailed implementation. This paper implements a game theory based solution in MATLAB-2015 to secure the CRN environment and compares the obtained results with the traditional approaches of trust and cryptography. The simulation result indicates that as the time progresses the game theory performs much better with higher throughput, lower jitter and better identification of selfish/malicious nodes.

  14. The Effect of Computer Game-Based Learning on FL Vocabulary Transferability

    Science.gov (United States)

    Franciosi, Stephan J.

    2017-01-01

    In theory, computer game-based learning can support several vocabulary learning affordances that have been identified in the foreign language learning research. In the observable evidence, learning with computer games has been shown to improve performance on vocabulary recall tests. However, while simple recall can be a sign of learning,…

  15. Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses.

    Science.gov (United States)

    Simons, Monique; de Vet, Emely; Chinapaw, Mai Jm; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-04-04

    Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games-active games-seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; Pgames (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; Pgame engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P7 h/wk. Active gaming is most strongly (negatively) associated with attitude with respect to non-active games, followed by observed active game behavior of brothers and sisters and attitude with respect to active gaming (positive associations). On the other hand, non-active gaming is most strongly associated with observed non-active game behavior of friends, habit strength regarding gaming and attitude toward non-active gaming (positive associations). Habit strength was a correlate of both active and non-active gaming

  16. Web Server Configuration for an Academic Intranet

    National Research Council Canada - National Science Library

    Baltzis, Stamatios

    2000-01-01

    .... One of the factors that boosted this ability was the evolution of the Web Servers. Using the web server technology man can be connected and exchange information with the most remote places all over the...

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

    Science.gov (United States)

    2014-02-01

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

  18. Learning and Motivational Processes When Students Design Curriculum‐Based Digital Learning Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2016-01-01

    This design‐based research (DBR) project has developed an overall gamified learning design (big Game) to facilitate the learning process for adult students by inviting them to be their own learning designers through designing digital learning games (small games) in cross‐disciplinary subject...... matters. The DBR project has investigated and experimented with which elements, methods, and processes are important when aiming at creating a cognitive complex (Anderson and Krathwohl, 2001) and motivating learning process within a reusable game‐based learning design. This project took place in a co......, or programming provide a rich context for learning, since the construction of artefacts, in this case learning games, enables reflection and new ways of thinking. The students learned from reflection and interaction with the tools alone as well as in collaboration with peers. After analysing the students...

  19. Graphic Design Of “Green Mission” Education Game Using Software Based On Vector

    Directory of Open Access Journals (Sweden)

    Nur Yanti

    2018-01-01

    Full Text Available Educational game is a digital game in its design using the elements of education and in it support teaching and learning by using technology that is interactive media. Generally an educational game has a fun look, an easy-to-use menu, as well as color combinations that are used that are GUI-based (Graphic User Interface so as to create appeal to users. Because it is undeniable that the human brain tends to more quickly capture learning through visual images rather than writings. Therefore, graphic design of an educational game becomes one of the important points. Software applications become one of the solutions in making game design, one of which is a vector-based software applications. There are various software that can be used in accordance with the function and usefulness of each. But in general the way the software works almost same.

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

    Science.gov (United States)

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

    2015-07-01

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

  1. Tandem queue with server slow-down

    NARCIS (Netherlands)

    Miretskiy, D.I.; Scheinhardt, W.R.W.; Mandjes, M.R.H.

    2007-01-01

    We study how rare events happen in the standard two-node tandem Jackson queue and in a generalization, the socalled slow-down network, see [2]. In the latter model the service rate of the first server depends on the number of jobs in the second queue: the first server slows down if the amount of

  2. Environment server. Digital field information archival technology

    International Nuclear Information System (INIS)

    Kita, Nobuyuki; Kita, Yasuyo; Yang, Hai-quan

    2002-01-01

    For the safety operation of nuclear power plants, it is important to store various information about plants for a long period and visualize those stored information as desired. The system called Environment Server is developed for realizing it. In this paper, the general concepts of Environment Server is explained and its partial implementation for archiving the image information gathered by inspection mobile robots into virtual world and visualizing them is described. An extension of Environment Server for supporting attention sharing is also briefly introduced. (author)

  3. Gaming the Schools. Didaktische Szenarien des Digital Game Based Learning

    Directory of Open Access Journals (Sweden)

    Konstantin Mitgutsch

    2009-12-01

    government funded research project studying the use of commercial computer games in schools. This includes the scientific analysis of the experience of teachers as well as students during the pilot projects. The results of this study indicate the need of a new media pedagogical professionalization of teachers with respect to the didactic challenges of computer game based formal education.

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

    African Journals Online (AJOL)

    pc

    2018-03-05

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

  5. Game-Based Learning in Science Education: A Review of Relevant Research

    Science.gov (United States)

    Li, Ming-Chaun; Tsai, Chin-Chung

    2013-01-01

    The purpose of this study is to review empirical research articles regarding game-based science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified through the Web of Science and SCOPUS databases. A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and…

  6. Personal, Social, and Game-Related Correlates of Active and Non-Active Gaming Among Dutch Gaming Adolescents: Survey-Based Multivariable, Multilevel Logistic Regression Analyses

    Science.gov (United States)

    de Vet, Emely; Chinapaw, Mai JM; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-01-01

    Background Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games—active games—seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. Objective The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. Methods A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Results Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; Pgames (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; Pgame engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P7 h/wk. Active gaming is most strongly (negatively) associated with attitude with respect to non-active games, followed by observed active game behavior of brothers and sisters and attitude with respect to active gaming (positive associations). On the other hand, non-active gaming is most strongly associated with observed non-active game behavior of friends, habit strength regarding gaming and attitude toward non-active gaming (positive associations). Habit strength was a

  7. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

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

  8. Implementasi Cluster Server pada Raspberry Pi dengan Menggunakan Metode Load Balancing

    Directory of Open Access Journals (Sweden)

    Ridho Habi Putra

    2016-06-01

    Full Text Available Server merupakan bagian penting dalam sebuah layanan didalam jaringan komputer. Peran server dapat menentukan kualitas baik buruknya dari layanan tersebut. Kegagalan dari sebuah server bisa disebabkan oleh beberapa faktor diantaranya kerusakan perangkat keras, sistem jaringan serta aliran listrik. Salah satu solusi untuk mengatasi kegagalan server dalam suatu jaringan komputer adalah dengan melakukan clustering server.  Tujuan dari penelitian ini adalah untuk mengukur kemampuan Raspberry Pi (Raspi digunakan sebagai web server. Raspberry Pi yang digunakan menggunakan Raspberry Pi 2 Model B dengan menggunakan processor ARM Cortex-A7 berjalan pada frekuensi 900MHz dengan memiliki RAM 1GB. Sistem operasi yang digunakan pada Raspberry Pi adalah Linux Debian Wheezy. Konsep penelitian ini menggunakan empat buah perangkat Raspberry Pi dimana dua Raspi digunakan sebagai web server dan dua Raspi lainnya digunakan sebagai penyeimbang beban (Load Balancer serta database server. Metode yang digunakan dalam pembangunan cluster server ini menggunakan metode load balancing, dimana beban server bekerja secara merata di masing-masing node. Pengujian yang diterapkan dengan melakukan perbandingan kinerja dari Raspbery Pi yang menangani lalu lintas data secara tunggal tanpa menggunakan load balancer serta pengujian Raspberry Pi dengan menggunakan load balancer sebagai beban penyeimbang antara anggota cluster server.

  9. Game mechanics engine

    OpenAIRE

    Magnusson, Lars V

    2011-01-01

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

  10. AMMOS2: a web server for protein-ligand-water complexes refinement via molecular mechanics.

    Science.gov (United States)

    Labbé, Céline M; Pencheva, Tania; Jereva, Dessislava; Desvillechabrol, Dimitri; Becot, Jérôme; Villoutreix, Bruno O; Pajeva, Ilza; Miteva, Maria A

    2017-07-03

    AMMOS2 is an interactive web server for efficient computational refinement of protein-small organic molecule complexes. The AMMOS2 protocol employs atomic-level energy minimization of a large number of experimental or modeled protein-ligand complexes. The web server is based on the previously developed standalone software AMMOS (Automatic Molecular Mechanics Optimization for in silico Screening). AMMOS utilizes the physics-based force field AMMP sp4 and performs optimization of protein-ligand interactions at five levels of flexibility of the protein receptor. The new version 2 of AMMOS implemented in the AMMOS2 web server allows the users to include explicit water molecules and individual metal ions in the protein-ligand complexes during minimization. The web server provides comprehensive analysis of computed energies and interactive visualization of refined protein-ligand complexes. The ligands are ranked by the minimized binding energies allowing the users to perform additional analysis for drug discovery or chemical biology projects. The web server has been extensively tested on 21 diverse protein-ligand complexes. AMMOS2 minimization shows consistent improvement over the initial complex structures in terms of minimized protein-ligand binding energies and water positions optimization. The AMMOS2 web server is freely available without any registration requirement at the URL: http://drugmod.rpbs.univ-paris-diderot.fr/ammosHome.php. © The Author(s) 2017. Published by Oxford University Press on behalf of Nucleic Acids Research.

  11. Energy-Reduction Offloading Technique for Streaming Media Servers

    Directory of Open Access Journals (Sweden)

    Yeongpil Cho

    2016-01-01

    Full Text Available Recent growth in popularity of mobile video services raises a demand for one of the most popular and convenient methods of delivering multimedia data, video streaming. However, heterogeneity of currently existing mobile devices involves an issue of separate video transcoding for each type of mobile devices such as smartphones, tablet PCs, and smart TVs. As a result additional burden comes to media servers, which pretranscode multimedia data for number of clients. Regarding even higher increase of video data in the Internet in the future, the problem of media servers overload is impending. To struggle against the problem an offloading method is introduced in this paper. By the use of SorTube offloading framework video transcoding process is shifted from the centralized media server to the local offloading server. Thus, clients can receive personally customized video stream; meanwhile the overload of centralized servers is reduced.

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

    Science.gov (United States)

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

    2016-02-01

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

  13. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

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

  14. The Development of Mobile Server for Language Courses

    OpenAIRE

    Tokumoto, Hiroko; Yoshida, Mitsunobu

    2009-01-01

    The aim of this paper is to introduce the conceptual design of the mobile server software "MY Server" for language teaching drafted by Tokumoto. It is to report how this software is designed and adopted effectively to Japanese language teaching. Most of the current server systems for education require facilities in a big scale including high-spec server machines, professional administrators, which naturally result in big budget projects that individual teachers or small size schools canno...

  15. Study on Conversion Between Momentum and Contrarian Based on Fractal Game

    Science.gov (United States)

    Wu, Xu; Song, Guanghui; Deng, Yan; Xu, Lin

    2015-06-01

    Based on the fractal game which is performed by the majority and the minority, the fractal market theory (FMT) is employed to describe the features of investors' decision-making. Accordingly, the process of fractal games is formed in order to analyze the statistical features of conversion between momentum and contrarian. The result shows that among three fractal game mechanisms, the statistical feature of simulated return rate series is much more similar to log returns on actual series. In addition, the conversion between momentum and contrarian is also extremely similar to real situation, which can reflect the effectiveness of using fractal game in analyzing the conversion between momentum and contrarian. Moreover, it also provides decision-making reference which helps investors develop effective investment strategy.

  16. Getting started with SQL Server 2014 administration

    CERN Document Server

    Ellis, Gethyn

    2014-01-01

    This is an easytofollow handson tutorial that includes real world examples of SQL Server 2014's new features. Each chapter is explained in a stepbystep manner which guides you to implement the new technology.If you want to create an highly efficient database server then this book is for you. This book is for database professionals and system administrators who want to use the added features of SQL Server 2014 to create a hybrid environment, which is both highly available and allows you to get the best performance from your databases.

  17. Models and games

    NARCIS (Netherlands)

    Väänänen, J.

    2011-01-01

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

  18. Low-cost workbench client / server cores for remote experiments in electronics

    OpenAIRE

    José M. M. Ferreira; Americo Dias; Paulo Sousa; Zorica Nedic; Jan Machotka; Ozdemir Gol; Andrew Nafalski

    2010-01-01

    This paper offers an open-source solution to implement low-cost workbenches serving a wide range of remote experiments in electronics. The proposed solution comprises 1) a small (9,65 x 6,1 cm) Linux server board; 2) a server core supporting two TCP/IP communication channels, and general purpose I/O pin drivers to interface the remote experiment hardware; and 3) a client core based on a multi-tab user interface supporting text file management to exchange experiment scripts / status informatio...

  19. How competition and heterogeneous collaboration interact in prevocational game-based mathematics education

    NARCIS (Netherlands)

    ter Vrugte, Judith; de Jong, Anthonius J.M.; Vandercruysse, Sylke; Wouters, Pieter; van Oostendorp, Herre; Elen, Jan

    2015-01-01

    The present study addresses the effectiveness of an educational mathematics game for improving proportional reasoning in students from prevocational education. Though in theory game-based learning is promising, research shows that results are ambiguous and that we should look into ways to support

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

    Science.gov (United States)

    Patton, Ryan M.

    2013-01-01

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

  1. Game Theory and Risk-Based Levee System Design

    Science.gov (United States)

    Hui, R.; Lund, J. R.; Madani, K.

    2014-12-01

    Risk-based analysis has been developed for optimal levee design for economic efficiency. Along many rivers, two levees on opposite riverbanks act as a simple levee system. Being rational and self-interested, land owners on each river bank would tend to independently optimize their levees with risk-based analysis, resulting in a Pareto-inefficient levee system design from the social planner's perspective. Game theory is applied in this study to analyze decision making process in a simple levee system in which the land owners on each river bank develop their design strategies using risk-based economic optimization. For each land owner, the annual expected total cost includes expected annual damage cost and annualized construction cost. The non-cooperative Nash equilibrium is identified and compared to the social planner's optimal distribution of flood risk and damage cost throughout the system which results in the minimum total flood cost for the system. The social planner's optimal solution is not feasible without appropriate level of compensation for the transferred flood risk to guarantee and improve conditions for all parties. Therefore, cooperative game theory is then employed to develop an economically optimal design that can be implemented in practice. By examining the game in the reversible and irreversible decision making modes, the cost of decision making myopia is calculated to underline the significance of considering the externalities and evolution path of dynamic water resource problems for optimal decision making.

  2. The Interaction Effects of Working Memory Capacity, Gaming Expertise, and Scaffolding Design on Attention and Comprehension in Digital Game Based Learning

    Science.gov (United States)

    Lee, Yu-Hao

    2013-01-01

    Educational digital games are often complex problem-solving experiences that can facilitate systematic comprehension. However, empirical studies of digital game based learning (DGBL) have found mixed results regarding DGBL's effect in improving comprehension. While learners generally enjoyed the DGBL learning experience, they often failed to…

  3. Engaging Students with a Mobile Game-Based Learning System in University Education

    Directory of Open Access Journals (Sweden)

    Alexander Bartel

    2014-10-01

    Full Text Available In this contribution we present a game-based learning concept which is based on mobile devices. It focuses a joyful stabilization of knowledge and the engagement of students using the Gamification approach and its game mechanics. Previous findings how to promote students’ motivation are adapted in the mobile context and discussed. A pre-evaluation of the prototype is described with its findings.

  4. Locating Hidden Servers

    National Research Council Canada - National Science Library

    Oeverlier, Lasse; Syverson, Paul F

    2006-01-01

    .... Announced properties include server resistance to distributed DoS. Both the EFF and Reporters Without Borders have issued guides that describe using hidden services via Tor to protect the safety of dissidents as well as to resist censorship...

  5. Ensemble method: Community detection based on game theory

    Science.gov (United States)

    Zhang, Xia; Xia, Zhengyou; Xu, Shengwu; Wang, J. D.

    2014-08-01

    Timely and cost-effective analytics over social network has emerged as a key ingredient for success in many businesses and government endeavors. Community detection is an active research area of relevance to analyze online social network. The problem of selecting a particular community detection algorithm is crucial if the aim is to unveil the community structure of a network. The choice of a given methodology could affect the outcome of the experiments because different algorithms have different advantages and depend on tuning specific parameters. In this paper, we propose a community division model based on the notion of game theory, which can combine advantages of previous algorithms effectively to get a better community classification result. By making experiments on some standard dataset, it verifies that our community detection model based on game theory is valid and better.

  6. Twelve tips for maximizing the effectiveness of game-based learning.

    Science.gov (United States)

    Pitt, Michael B; Borman-Shoap, Emily C; Eppich, Walter J

    2015-01-01

    Game-based learning (GBL) in medical education is emerging as a valid alternative to traditional teaching methods. Well-designed GBL sessions use non-threatening competition to capitalize on heightened learner arousal, allowing for high-level engagement and dynamic group discussion. While many templates for specific educational games have been published, little has been written on strategies for educators to create their own or how to use them with maximal effectiveness. These 12 tips provide specific recommendations for the successful design and implementation of GBL sessions in medical education based on a review of the literature and insight from experienced designers.

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

    Directory of Open Access Journals (Sweden)

    A. Aremu

    2016-08-01

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

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

    Science.gov (United States)

    Foster, Aroutis; Shah, Mamta

    2015-01-01

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

  9. 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.

  10. The use of ambient audio to increase safety and immersion in location-based games

    Science.gov (United States)

    Kurczak, John Jason

    The purpose of this thesis is to propose an alternative type of interface for mobile software being used while walking or running. Our work addresses the problem of visual user interfaces for mobile software be- ing potentially unsafe for pedestrians, and not being very immersive when used for location-based games. In addition, location-based games and applications can be dif- ficult to develop when directly interfacing with the sensors used to track the user's location. These problems need to be addressed because portable computing devices are be- coming a popular tool for navigation, playing games, and accessing the internet while walking. This poses a safety problem for mobile users, who may be paying too much attention to their device to notice and react to hazards in their environment. The difficulty of developing location-based games and other location-aware applications may significantly hinder the prevalence of applications that explore new interaction techniques for ubiquitous computing. We created the TREC toolkit to address the issues with tracking sensors while developing location-based games and applications. We have developed functional location-based applications with TREC to demonstrate the amount of work that can be saved by using this toolkit. In order to have a safer and more immersive alternative to visual interfaces, we have developed ambient audio interfaces for use with mobile applications. Ambient audio uses continuous streams of sound over headphones to present information to mobile users without distracting them from walking safely. In order to test the effectiveness of ambient audio, we ran a study to compare ambient audio with handheld visual interfaces in a location-based game. We compared players' ability to safely navigate the environment, their sense of immersion in the game, and their performance at the in-game tasks. We found that ambient audio was able to significantly increase players' safety and sense of immersion compared to a

  11. Energy-efficient server management; Energieeffizientes Servermanagement

    Energy Technology Data Exchange (ETDEWEB)

    Sauter, B.

    2003-07-01

    This final report for the Swiss Federal Office of Energy (SFOE) presents the results of a project that aimed to develop an automatic shut-down system for the servers used in typical electronic data processing installations to be found in small and medium-sized enterprises. The purpose of shutting down these computers - the saving of energy - is discussed. The development of a shutdown unit on the basis of a web-server that automatically shuts down the servers connected to it and then interrupts their power supply is described. The functions of the unit, including pre-set times for switching on and off, remote operation via the Internet and its interaction with clients connected to it are discussed. Examples of the system's user interface are presented.

  12. Paying for Express Checkout: Competition and Price Discrimination in Multi-Server Queuing Systems

    Science.gov (United States)

    Deck, Cary; Kimbrough, Erik O.; Mongrain, Steeve

    2014-01-01

    We model competition between two firms selling identical goods to customers who arrive in the market stochastically. Shoppers choose where to purchase based upon both price and the time cost associated with waiting for service. One seller provides two separate queues, each with its own server, while the other seller has a single queue and server. We explore the market impact of the multi-server seller engaging in waiting cost-based-price discrimination by charging a premium for express checkout. Specifically, we analyze this situation computationally and through the use of controlled laboratory experiments. We find that this form of price discrimination is harmful to sellers and beneficial to consumers. When the two-queue seller offers express checkout for impatient customers, the single queue seller focuses on the patient shoppers thereby driving down prices and profits while increasing consumer surplus. PMID:24667809

  13. Paying for express checkout: competition and price discrimination in multi-server queuing systems.

    Directory of Open Access Journals (Sweden)

    Cary Deck

    Full Text Available We model competition between two firms selling identical goods to customers who arrive in the market stochastically. Shoppers choose where to purchase based upon both price and the time cost associated with waiting for service. One seller provides two separate queues, each with its own server, while the other seller has a single queue and server. We explore the market impact of the multi-server seller engaging in waiting cost-based-price discrimination by charging a premium for express checkout. Specifically, we analyze this situation computationally and through the use of controlled laboratory experiments. We find that this form of price discrimination is harmful to sellers and beneficial to consumers. When the two-queue seller offers express checkout for impatient customers, the single queue seller focuses on the patient shoppers thereby driving down prices and profits while increasing consumer surplus.

  14. A Powerful, Cost Effective, Web Based Engineering Solution Supporting Conjunction Detection and Visual Analysis

    Science.gov (United States)

    Novak, Daniel M.; Biamonti, Davide; Gross, Jeremy; Milnes, Martin

    2013-08-01

    An innovative and visually appealing tool is presented for efficient all-vs-all conjunction analysis on a large catalogue of objects. The conjunction detection uses a nearest neighbour search algorithm, based on spatial binning and identification of pairs of objects in adjacent bins. This results in the fastest all vs all filtering the authors are aware of. The tool is constructed on a server-client architecture, where the server broadcasts to the client the conjunction data and ephemerides, while the client supports the user interface through a modern browser, without plug-in. In order to make the tool flexible and maintainable, Java software technologies were used on the server side, including Spring, Camel, ActiveMQ and CometD. The user interface and visualisation are based on the latest web technologies: HTML5, WebGL, THREE.js. Importance has been given on the ergonomics and visual appeal of the software. In fact certain design concepts have been borrowed from the gaming industry.

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

    Science.gov (United States)

    Martinez-Hernandez, Kermin Joel

    2010-01-01

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

  16. CTserver: A Computational Thermodynamics Server for the Geoscience Community

    Science.gov (United States)

    Kress, V. C.; Ghiorso, M. S.

    2006-12-01

    The CTserver platform is an Internet-based computational resource that provides on-demand services in Computational Thermodynamics (CT) to a diverse geoscience user base. This NSF-supported resource can be accessed at ctserver.ofm-research.org. The CTserver infrastructure leverages a high-quality and rigorously tested software library of routines for computing equilibrium phase assemblages and for evaluating internally consistent thermodynamic properties of materials, e.g. mineral solid solutions and a variety of geological fluids, including magmas. Thermodynamic models are currently available for 167 phases. Recent additions include Duan, Møller and Weare's model for supercritical C-O-H-S, extended to include SO2 and S2 species, and an entirely new associated solution model for O-S-Fe-Ni sulfide liquids. This software library is accessed via the CORBA Internet protocol for client-server communication. CORBA provides a standardized, object-oriented, language and platform independent, fast, low-bandwidth interface to phase property modules running on the server cluster. Network transport, language translation and resource allocation are handled by the CORBA interface. Users access server functionality in two principal ways. Clients written as browser- based Java applets may be downloaded which provide specific functionality such as retrieval of thermodynamic properties of phases, computation of phase equilibria for systems of specified composition, or modeling the evolution of these systems along some particular reaction path. This level of user interaction requires minimal programming effort and is ideal for classroom use. A more universal and flexible mode of CTserver access involves making remote procedure calls from user programs directly to the server public interface. The CTserver infrastructure relieves the user of the burden of implementing and testing the often complex thermodynamic models of real liquids and solids. A pilot application of this distributed

  17. Water simulation for cell based sandbox games

    OpenAIRE

    Lundell, Christian

    2014-01-01

    This thesis work presents a new algorithm for simulating fluid based on the Navier-Stokes equations. The algorithm is designed for cell based sandbox games where interactivity and performance are the main priorities. The algorithm enforces mass conservation conservatively instead of enforcing a divergence free velocity field. A global scale pressure model that simulates hydrostatic pressure is used where the pressure propagates between neighboring cells. A prefix sum algorithm is used to only...

  18. Incorporating Gaming in Software Engineering Projects: Case of RMU Monopoly

    Directory of Open Access Journals (Sweden)

    Sushil Acharya

    2009-02-01

    Full Text Available A major challenge in engineering education is retaining student interest in the engineering discipline. Active student involvement in engineering projects is one way of retaining student interest. Such involvement can only be realized if project inception comes entirely from the student. This paper presents a software game, RMU Monopoly, developed as a project requirement for a software engineering course and describes the challenges and gains of implementing such a project. The RMU Monopoly was proposed by three junior software engineering students. The game is a multi-platform software program that allows up to eight players and implements the rules of the Monopoly board game. To ensure agility the game was developed using the spiral software development model. The Software Requirements Specification (SRS document was finalized through an iterative procedure. Standard Unified Modeling Language (UML diagrams were used for product design. A Risk Mitigation, Monitoring, and Management Plan (RMMM was developed to ensure proactive risk management. Gantt chart, weekly progress meetings and weekly scrum meetings were used to track project progress. C# and Sub- Version were used in a client-server architecture to develop the software. The project was successful in retaining student interest in the software engineering discipline

  19. Gender and Cultural Differences in Game-Based Learning Experiences

    Science.gov (United States)

    Lukosch, Heide; Kurapati, Shalini; Groen, Daan; Verbraeck, Alexander

    2017-01-01

    Games have been successfully used in educational settings for many years. Still, it is not known in detail which factors influence the use and effectiveness of educational games. The game environment, its technology, and other game mechanics are factors directly linked to the game itself. The player's experience with the subject of the game and/or…

  20. Pro SQL Server 2012 relational database design and implementation

    CERN Document Server

    Davidson, Louis

    2012-01-01

    Learn effective and scalable database design techniques in a SQL Server environment. Pro SQL Server 2012 Relational Database Design and Implementation covers everything from design logic that business users will understand, all the way to the physical implementation of design in a SQL Server database. Grounded in best practices and a solid understanding of the underlying theory, Louis Davidson shows how to "get it right" in SQL Server database design and lay a solid groundwork for the future use of valuable business data. Gives a solid foundation in best practices and relational theory Covers