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Sample records for shooting game program

  1. 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.

  2. 2D flight shooting game design and implementation

    Institute of Scientific and Technical Information of China (English)

    Luo Yunqing

    2016-01-01

    The game, which is already one of the most popular entertainment, brings us a lot of fun.A lot of big games are great (plot, graphics, sound effects, etc.), but it takes time. So a simple, playable game is also very popular.This game is in Windows 7, with Visual Studio 2013 as the editor, in c + + as the scripting language, and a flying shooter game designed by the Unity3D game engine. Mainly implements a simple flight shooting, recruit, UI text display function, but not too much pains in the interface and the picture and sound effects, can realize the basic function of the game, and game for hardware requirement is not high also, entertainment and games also is beter. It's a casual game that is simple and fun to play, and it's a great way to bring happiness to people.

  3. C# game programming cookbook for Unity 3D

    CERN Document Server

    Murray, Jeff W

    2014-01-01

    Making Games the Modular Way Important Programming ConceptsBuilding the Core Game Framework Controllers and Managers Building the Core Framework ScriptsPlayer Structure Game-Specific Player Controller Dealing with Input Player Manager User Data ManagerRecipes: Common Components Introduction The Timer Class Spawn ScriptsSet Gravity Pretend Friction-Friction Simulation to Prevent Slipping Around Cameras Input Scripts Automatic Self-Destruction Script Automatic Object SpinnerScene Manager Building Player Movement ControllersShoot 'Em Up Spaceship Humanoid Character Wheeled Vehicle Weapon Systems

  4. PERBANDINGAN JUMP SHOOT DENGAN AWALAN DAN TANPA AWALAN TERHADAP PENINGKATAN KETEPATAN SHOOTING DALAM PERMAINAN BOLABASKET

    OpenAIRE

    I Gusti Ngurah Agung Cahya Prananta; N. Adiputra; I P G Adiatmika

    2015-01-01

    The effectiveness of  jump-shoot technique step jump shoot and still jump shoot in a game is still questionable,  because many different assumptions arise. One opinion stated that step jump shoot was more effective and the other stated that and still jump shoot was more efective. Therefore it is necessary to do research on the analysis of the results of step jump shoot and and still jump shoot to improve the accuracy of shooting in a basketball. The experimental research had been conducted on...

  5. Game programming gems

    CERN Document Server

    DeLoura, Mark

    2000-01-01

    For the countless tasks involved in creating a game engine there are an equal number of possible solutions. But instead of spending hours and hours trying to develop your own answers, now you can find out how the pros do it! Game Programming Gems is a hands-on, comprehensive resource packed with a variety of game programming algorithms written by experts from the game industry and edited by Mark DeLoura, former software engineering lead for Nintendo of America, Inc. and now the newly appointed editor-in-chief of Game Developer magazine. From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, mutliple layer Internet gaming, to music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. Game Programming Gems is written in a style accessible to individuals with a range of expertise levels. All of the source code for each algorithm is included and can be used by advanced programmers immediately. For aspir...

  6. PERBANDINGAN JUMP SHOOT DENGAN AWALAN DAN TANPA AWALAN TERHADAP PENINGKATAN KETEPATAN SHOOTING DALAM PERMAINAN BOLABASKET

    Directory of Open Access Journals (Sweden)

    I Gusti Ngurah Agung Cahya Prananta

    2015-01-01

    Full Text Available The effectiveness of  jump-shoot technique step jump shoot and still jump shoot in a game is still questionable,  because many different assumptions arise. One opinion stated that step jump shoot was more effective and the other stated that and still jump shoot was more efective. Therefore it is necessary to do research on the analysis of the results of step jump shoot and and still jump shoot to improve the accuracy of shooting in a basketball. The experimental research had been conducted on 20samples of people whowere selected randomly from the men's basketball club of the Faculty of Physical Educationand Health of Teacher Training Institute PGRI Bali. Samples were divided into two groups each  consisting of 10 people. Group I was given training step  jump shoot four sets of 10 reps  and Group II training still jump shoot four sets of 10 reps. The data before and after treatment were tested by SPSS computer program. The data were normally distributed and homogeneous so further tested using pairedt-test to compare the average values?? before and after training between each group, while the independent t-test was used to determine differences in mean values?? between the two groups. Paired t-test resulted the obtained data were significantly increased in both treatment groups p=0,001 in Group I and p=0,000 in Group II (p <0.05. Results of independent t-test found that both groups before training did not differ significantly p=0,926 (p>0.05 and after training both groups equally improve the accuracy of shooting because p=0,133 (p>0.05. It was concluded that botht raining improved the shooting accuracy and there was no difference between the effect of step jumps hoot and still jump shoot toward the shooting accuracy. It was suggested to improve the shooting accuracy in basketball used step jump shoot training and still jump shoot training four sets of 10 reps with a training frequency of 4 times a week for 6 weeks

  7. [Lecture Games] Python programming game

    OpenAIRE

    Johnsen, Andreas Lyngstad; Ushakov, Georgy

    2011-01-01

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

  8. Deer forests, game shooting and landed estates in the South West of Ireland, 1840 - 1970

    OpenAIRE

    Ryan, John M. (Sean)

    2001-01-01

    This thesis is concentrated on the historical aspects of the elitist field sports of deer stalking and game shooting, as practiced by four Irish landed ascendancy families in the south west of Ireland. Four great estates were selected for study. Two of these were, by Irish standards, very large: the Kenmare estate of over 136,000 acres in the ownership of the Roman Catholic Earls of Kenmare, and the Herbert estate of over 44,000 acres in the ownership of the Protestant Herbert family. The oth...

  9. LÖVE for Lua game programming

    CERN Document Server

    Mishra, Brij Bhushan

    2013-01-01

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

  10. Source-pathway-receptor investigation of the fate of trace elements derived from shotgun pellets discharged in terrestrial ecosystems managed for game shooting

    International Nuclear Information System (INIS)

    Sneddon, Jennifer; Clemente, Rafael; Riby, Philip; Lepp, Nicholas W.

    2009-01-01

    Spent shotgun pellets may contaminate terrestrial ecosystems. We examined the fate of elements originating from shotgun pellets in pasture and woodland ecosystems. Two source-receptor pathways: i) soil-soil pore water-plant and ii) whole earthworm/worm gut contents - washed and unwashed small mammal hair were investigated. Concentrations of Pb and associated contaminants were higher in soils from shot areas than controls. Arsenic and lead concentrations were positively correlated in soils, soil pore water and associated biota. Element concentrations in biota were below statutory levels in all locations. Bioavailability of lead to small mammals, based on concentrations in washed body hair was low. Lead movement from soil water to higher trophic levels was minor compared to lead adsorbed onto body surfaces. Lead was concentrated in earthworm gut and some plants. Results indicate that managed game shooting presents minimal risk in terms of element transfer to soils and their associated biota. - Source-receptor pathway analysis of a managed game shooting site showed no environmental risk of trace element transfer.

  11. Source-pathway-receptor investigation of the fate of trace elements derived from shotgun pellets discharged in terrestrial ecosystems managed for game shooting

    Energy Technology Data Exchange (ETDEWEB)

    Sneddon, Jennifer [School of Natural Sciences and Psychology, Liverpool John Moores University, Byrom Street, Liverpool L3 3AF (United Kingdom); Clemente, Rafael, E-mail: rclemente@cebas.csic.e [School of Natural Sciences and Psychology, Liverpool John Moores University, Byrom Street, Liverpool L3 3AF (United Kingdom); Riby, Philip [School of Pharmacy and Chemistry, Liverpool John Moores University, Liverpool L3 3AF (United Kingdom); Lepp, Nicholas W., E-mail: n.w.lepp@ljmu.ac.u [School of Natural Sciences and Psychology, Liverpool John Moores University, Byrom Street, Liverpool L3 3AF (United Kingdom)

    2009-10-15

    Spent shotgun pellets may contaminate terrestrial ecosystems. We examined the fate of elements originating from shotgun pellets in pasture and woodland ecosystems. Two source-receptor pathways: i) soil-soil pore water-plant and ii) whole earthworm/worm gut contents - washed and unwashed small mammal hair were investigated. Concentrations of Pb and associated contaminants were higher in soils from shot areas than controls. Arsenic and lead concentrations were positively correlated in soils, soil pore water and associated biota. Element concentrations in biota were below statutory levels in all locations. Bioavailability of lead to small mammals, based on concentrations in washed body hair was low. Lead movement from soil water to higher trophic levels was minor compared to lead adsorbed onto body surfaces. Lead was concentrated in earthworm gut and some plants. Results indicate that managed game shooting presents minimal risk in terms of element transfer to soils and their associated biota. - Source-receptor pathway analysis of a managed game shooting site showed no environmental risk of trace element transfer.

  12. Interactive game programming with Python (CodeSkulptor)

    OpenAIRE

    Ajayi, Richard Olugbenga

    2014-01-01

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

  13. Real-time visual effects for game programming

    CERN Document Server

    Kim, Chang-Hun; Kim, Soo-Kyun; Kang, Shin-Jin

    2015-01-01

    This book introduces the latest visual effects (VFX) techniques that can be applied to game programming. The usefulness of the physicality-based VFX techniques, such as water, fire, smoke, and wind, has been proven through active involvement and utilization in movies and images. However, they have yet to be extensively applied in the game industry, due to the high technical barriers. Readers of this book can learn not only the theories about the latest VFX techniques, but also the methodology of game programming, step by step. The practical VFX processing techniques introduced in this book will provide very helpful information to game programmers. Due to the lack of instructional books about VFX-related game programming, the demand for knowledge regarding these high-tech VFXs might be very high.

  14. Using Game Mechanics to Measure What Students Learn from Programming Games

    Science.gov (United States)

    Denner, Jill; Werner, Linda; Campe, Shannon; Ortiz, Eloy

    2014-01-01

    Despite the growing popularity of teaching children to program games, little is known about the benefits for learning. In this article, the authors propose that game mechanics can be used as a window into how the children are thinking and describe a strategy for using them to analyze students' games. The study involved sixty 10-14 year old…

  15. Computer Programming Games and Gender Oriented Cultural Forms

    Science.gov (United States)

    AlSulaiman, Sarah Abdulmalik

    I present the design and evaluation of two games designed to help elementary and middle school students learn computer programming concepts. The first game was designed to be "gender neutral", aligning with might be described as a consensus opinion on best practices for computational learning environments. The second game, based on the cultural form of dress up dolls was deliberately designed to appeal to females. I recruited 70 participants in an international two-phase study to investigate the relationship between games, gender, attitudes towards computer programming, and learning. My findings suggest that while the two games were equally effective in terms of learning outcomes, I saw differences in motivation between players of the two games. Specifically, participants who reported a preference for female- oriented games were more motivated to learn about computer programming when they played a game that they perceived as designed for females. In addition, I describe how the two games seemed to encourage different types of social activity between players in a classroom setting. Based on these results, I reflect on the strategy of exclusively designing games and activities as "gender neutral", and suggest that employing cultural forms, including gendered ones, may help create a more productive experience for learners.

  16. Towards a Serious Game to Help Students Learn Computer Programming

    Directory of Open Access Journals (Sweden)

    Mathieu Muratet

    2009-01-01

    Full Text Available Video games are part of our culture like TV, movies, and books. We believe that this kind of software can be used to increase students' interest in computer science. Video games with other goals than entertainment, serious games, are present, today, in several fields such as education, government, health, defence, industry, civil security, and science. This paper presents a study around a serious game dedicated to strengthening programming skills. Real-Time Strategy, which is a popular game genre, seems to be the most suitable kind of game to support such a serious game. From programming teaching features to video game characteristics, we define a teaching organisation to experiment if a serious game can be adapted to learn programming.

  17. HTML5 game programming with enchant.js

    CERN Document Server

    Shimizu, Ryo; Fushimi, Ryohei; Tanaka, Ryo; Kratzer, Kevin; McInnis, Brandon; Inc, enchantjs

    2013-01-01

    Official book from the developers of enchant.js. Enchant.js is open source, so there is no barrier for entry. Provides aspiring game developers with a tool to program fully-fledged games quickly and easily. Teaches the basics of HTML5 and JavaScript, invaluable tools for budding programmers. Shares invaluable tips from professional game developers for creating compelling game design and content.

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

    Science.gov (United States)

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

    2011-01-01

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

  19. Game Programming Course - Creative Design and Development

    Directory of Open Access Journals (Sweden)

    Jaak Henno

    2008-10-01

    Full Text Available Rapid developments of the Electronic Entertainment - computer and video games, virtual environments, the "Games 3.0" revolution - influences also courses about Games and Virtual Environments. In the following is discussed the course “Games and Virtual Environments” presented in the fall 2007 term in Tallinn University of Technology; the main emphasis of the course was not on programming technology, but on understanding games as a special form of communication and exploring specific features of this form.

  20. Learning game AI programming with Lua

    CERN Document Server

    Young, David

    2014-01-01

    If you are a game developer or a general programmer who wishes to focus on programming systems and techniques to build your game AI without creating low-level interfaces in a game engine, then this book is for you. Knowledge of C++ will come in handy to debug the entirety of the AI sandbox and expand on the features present within the book, but it is not required.

  1. “Boom, Headshot!”: Effect of violent video game play and controller type on firing aim and accuracy

    NARCIS (Netherlands)

    Whitaker, J.L.; Bushman, B.J.

    2014-01-01

    Video games are excellent training tools. Some writers have called violent video games “murder simulators.” Can violent games “train” a person to shoot a gun? There are theoretical reasons to believe they can. Participants (N = 151) played a violent shooting game with humanoid targets that rewarded

  2. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played

    OpenAIRE

    Kim, Jun Won; Han, Doug Hyun; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-01-01

    Objective Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Methods Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), an...

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

    African Journals Online (AJOL)

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

  4. A Study on the Game Programming Education Based on Educational Game Engine at School

    Science.gov (United States)

    Jeon, Jongho; Kim, Kwanwoong; Jung, Soonyoung

    2012-01-01

    It is believed that the game programming education at school should be conducted in consideration of an individual student's ability, an elementary programmer. Language to be used in the programming education also need to be associated with the ones that are actually used in the game industry. Lately, many researches on the educational programming…

  5. Older adults' engagement with a video game training program.

    Science.gov (United States)

    Belchior, Patrícia; Marsiske, Michael; Sisco, Shannon; Yam, Anna; Mann, William

    2012-12-19

    The current study investigated older adults' level of engagement with a video game training program. Engagement was measured using the concept of Flow (Csikszentmihalyi, 1975). Forty-five older adults were randomized to receive practice with an action game ( Medal of Honor ), a puzzle-like game ( Tetris ), or a gold-standard Useful Field of View (UFOV) training program. Both Medal of Honor and Tetris participants reported significantly higher Flow ratings at the conclusion, relative to the onset of training. Participants are more engaged in games that can be adjusted to their skill levels and that provide incremental levels of difficulty. This finding was consistent with the Flow theory (Csikszentmihalyi, 1975).

  6. "School Shooter" Web Video Game Raises Concerns

    Science.gov (United States)

    Rhen, Brad

    2011-01-01

    A new video game in which the player stalks and shoots fellow students and teachers in school settings is drawing fire from school district officials. "School Shooter: North American Tour 2012" is a first-person game that allows the player to move around a school and collect points by killing defenseless students and teachers. The game,…

  7. Children's Perspectives in a Game Programming Discourse

    Science.gov (United States)

    Tholander, Jakob

    2005-01-01

    In the Playground project, we applied a constructionist learning perspective in order to build a computational learning environment in which children could design and build their own video games. In this paper, we present results from a study where children were given semi-structured programming tasks in an adventure game designed to investigate…

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

    African Journals Online (AJOL)

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

  9. Effect of opponent type on moral emotions and responses to video game play.

    Science.gov (United States)

    Lin, Shu-Fang

    2011-11-01

    This study suggests that fighting against different types of opponents in video games (e.g., human opponents vs. monster opponents) may lead to different emotional responses and moral judgments toward game characters. Based on Bandura's moral disengagement theory, this study proposes that shooting at monster opponents makes game players feel less guilty and judge the player-controlled character as more morally justified. An experiment was conducted in which participants played shooting games with either human opponents or monster opponents. The results show that when playing against monster opponents, participants felt both less ashamed and less guilty, reported enjoying the game more, and judged their character as more justified than participants who played against human opponents.

  10. Teaching CS1 with Python GUI Game Programming

    Science.gov (United States)

    Wang, Hong

    2010-06-01

    Python is becoming a popular programming language in teaching freshman programming courses. The author designed a sequence of game programming labs using Pygame to further help engage students and to improve their programming skills. The class survey showed that the adoption of Pygame is successful.

  11. 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…

  12. Teaching Game Programming using Video Tutorials

    DEFF Research Database (Denmark)

    Majgaard, Gunver

    . & Squire K. (2004). Design-Based Research: Putting a Stake in the Ground. Journal of Learning Sciences Vol. 13-1. Lave, J., & Wenger, E. (1991). Situated Learning: Legitimate Peripheral Participation, Cambridge: Cambridge Univ. Majgaard, G. (2014). Teaching Design of Emerging Embodied Technologies......Background. What are the learning potentials of using online video tutorials as educational tools in game programming of Mixed Reality? The paper reports on the first experiences of teaching third semester engineering students design of Mixed Reality using online step-by-step programming video...... production makes video tutorials a promising alternative to paper tutorials. Software and game engine companies such as Unity has already switched to video and other online materials as the primary medium for their tutorials. It is often hard to find up to date thoroughly worked through textbooks on new...

  13. Capability and opportunity in hot shooting performance: Evidence from top-scoring NBA leaders.

    Science.gov (United States)

    Chang, Shun-Chuan

    2018-01-01

    In basketball games, whenever players successfully shoot in streaks, they are expected to demonstrate heightened performance for a stretch of time. Streak shooting in basketball has been debated for more than three decades, but most studies have provided little significant statistical evidence and have labeled random subjective judgments the "hot hand fallacy." To obtain a broader perspective of the hot hand phenomenon and its accompanying influences on the court, this study uses field goal records and optical tracking data from the official NBA database for the entire 2015-2016 season to analyze top-scoring leaders' shooting performances. We first reflect on the meaning of "hot hand" and the "Matthew effect" in actual basketball competition. Second, this study employs statistical models to integrate three different shooting perspectives (field goal percentage, points scored, and attempts). This study's findings shed new light not only on the existence or nonexistence of streaks, but on the roles of capability and opportunity in NBA hot shooting. Furthermore, we show how hot shooting performances resulting from capability and opportunity lead to actual differences for teams.

  14. Capability and opportunity in hot shooting performance: Evidence from top-scoring NBA leaders.

    Directory of Open Access Journals (Sweden)

    Shun-Chuan Chang

    Full Text Available In basketball games, whenever players successfully shoot in streaks, they are expected to demonstrate heightened performance for a stretch of time. Streak shooting in basketball has been debated for more than three decades, but most studies have provided little significant statistical evidence and have labeled random subjective judgments the "hot hand fallacy." To obtain a broader perspective of the hot hand phenomenon and its accompanying influences on the court, this study uses field goal records and optical tracking data from the official NBA database for the entire 2015-2016 season to analyze top-scoring leaders' shooting performances. We first reflect on the meaning of "hot hand" and the "Matthew effect" in actual basketball competition. Second, this study employs statistical models to integrate three different shooting perspectives (field goal percentage, points scored, and attempts. This study's findings shed new light not only on the existence or nonexistence of streaks, but on the roles of capability and opportunity in NBA hot shooting. Furthermore, we show how hot shooting performances resulting from capability and opportunity lead to actual differences for teams.

  15. Mathematical programming and game theory for decision making

    CERN Document Server

    Bapat, R B; Das, A K; Parthasarathy, T

    2008-01-01

    This edited book presents recent developments and state-of-the-art review in various areas of mathematical programming and game theory. It is a peer-reviewed research monograph under the ISI Platinum Jubilee Series on Statistical Science and Interdisciplinary Research. This volume provides a panoramic view of theory and the applications of the methods of mathematical programming to problems in statistics, finance, games and electrical networks. It also provides an important as well as timely overview of research trends and focuses on the exciting areas like support vector machines, bilevel pro

  16. The Effects of Game Strategy and Preference-Matching on Flow Experience and Programming Performance in Game-Based Learning

    Science.gov (United States)

    Wang, Li-Chun; Chen, Ming-Puu

    2010-01-01

    Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…

  17. iOS game development : Mobile game development with Swift programming language and SceneKit framework

    OpenAIRE

    Koskenseppä, Juuso

    2016-01-01

    The purpose of the thesis was to create an iOS game that could be deemed complete enough, so it could be published in Apple’s App Store. This meant fulfilling different guide-lines specified by Apple. The project was carried out by using Apple’s new Swift programming language and SceneKit framework, with an intention to see how they work for iOS game development. The immaturity of Swift programming language led to several code rewrites, every time a newer Swift version was released. T...

  18. 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.

  19. GPU based numerical simulation of core shooting process

    Directory of Open Access Journals (Sweden)

    Yi-zhong Zhang

    2017-11-01

    Full Text Available Core shooting process is the most widely used technique to make sand cores and it plays an important role in the quality of sand cores. Although numerical simulation can hopefully optimize the core shooting process, research on numerical simulation of the core shooting process is very limited. Based on a two-fluid model (TFM and a kinetic-friction constitutive correlation, a program for 3D numerical simulation of the core shooting process has been developed and achieved good agreements with in-situ experiments. To match the needs of engineering applications, a graphics processing unit (GPU has also been used to improve the calculation efficiency. The parallel algorithm based on the Compute Unified Device Architecture (CUDA platform can significantly decrease computing time by multi-threaded GPU. In this work, the program accelerated by CUDA parallelization method was developed and the accuracy of the calculations was ensured by comparing with in-situ experimental results photographed by a high-speed camera. The design and optimization of the parallel algorithm were discussed. The simulation result of a sand core test-piece indicated the improvement of the calculation efficiency by GPU. The developed program has also been validated by in-situ experiments with a transparent core-box, a high-speed camera, and a pressure measuring system. The computing time of the parallel program was reduced by nearly 95% while the simulation result was still quite consistent with experimental data. The GPU parallelization method can successfully solve the problem of low computational efficiency of the 3D sand shooting simulation program, and thus the developed GPU program is appropriate for engineering applications.

  20. Capability and opportunity in hot shooting performance: Evidence from top-scoring NBA leaders

    Science.gov (United States)

    2018-01-01

    In basketball games, whenever players successfully shoot in streaks, they are expected to demonstrate heightened performance for a stretch of time. Streak shooting in basketball has been debated for more than three decades, but most studies have provided little significant statistical evidence and have labeled random subjective judgments the “hot hand fallacy.” To obtain a broader perspective of the hot hand phenomenon and its accompanying influences on the court, this study uses field goal records and optical tracking data from the official NBA database for the entire 2015–2016 season to analyze top-scoring leaders’ shooting performances. We first reflect on the meaning of “hot hand” and the “Matthew effect” in actual basketball competition. Second, this study employs statistical models to integrate three different shooting perspectives (field goal percentage, points scored, and attempts). This study’s findings shed new light not only on the existence or nonexistence of streaks, but on the roles of capability and opportunity in NBA hot shooting. Furthermore, we show how hot shooting performances resulting from capability and opportunity lead to actual differences for teams. PMID:29432458

  1. Video game playing as a risk factor in adolescence?

    OpenAIRE

    Lysý, Jan

    2013-01-01

    Diploma thesis "Video game playing as a risk factor in adolescence?" deals with actuality of risks for children and youth linked to video games. This topic is currently intensively disscused because of cases of high school shootings. There are concerns that violence in video games is connected to rising of children and youth violence. Another risks refered to video games are addiction and obesity. This diploma thesis deals with these risk too. Goal of this thesis is find out if these risks ar...

  2. Positive Emotions Associated with "Counter-Strike" Game Playing.

    Science.gov (United States)

    Shin, Mirim; Heard, Rob; Suo, Chao; Chow, Chin Moi

    2012-10-01

    Digital game playing engages people for long periods of time. The pleasure offered by digital games may explain the players' consumption of this activity. Games may elicit both positive and negative emotions, which can be measured by encephalography (EEG). The EEG alpha asymmetry index (AI) is different in positive and negative emotions and so may be used to distinguish positive from negative emotions that occur during gaming. We hypothesized that the "Counter-Strike" (CS) game (Valve Software, Bellevue, WA) is pleasurable and demonstrable with a positive EEG AI. Twelve male participants ages 18-30 years underwent EEG recordings continuously during and postgame. EEG was also recorded pregame for control conditions of baseline (sitting on a chair staring at a blank wall), movement (moving fingers on the computer keyboard with a blank screen), sound (listening to the sound of the CS game with a blank screen), and screen (watching the CS game without playing). Self-ratings of emotional responses were completed at pre-, during, and postgame. A significant decrease in the EEG AI was observed under the screen condition compared with baseline, whereas an increase was observed postgame compared with the screen condition. The participants demonstrated a positive EEG AI following the "shoot" events (shoot opponents) and negative emotions after the "being shot" events. Subjective ratings of emotional response indicated happiness during and postgame, but anger and arousal were reported only during the game. The overall results are consistent with the hypothesis that predominantly positive emotional reactions are elicited from playing the CS game and concur with positive subjective ratings of happiness. Future studies may explore the relationship of game pleasure and obsessive game play.

  3. Symbolic Game Semantics for Model Checking Program Families

    OpenAIRE

    Dimovski, Aleksandar

    2016-01-01

    Program families can produce a (potentially huge) number of related programs from a common code base. Many such programs are safety critical. However, most verification techniques are designed to work on the level of single programs, and thus are too costly to apply to the entire program family. In this paper, we propose an efficient game semantics based approach for verifying open program families, i.e. program families with free (undefined) identifiers. We use symbolic representation of alg...

  4. 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...

  5. Development of a Career-Oriented Instructional Design Model for Game Programming

    Science.gov (United States)

    Wu, Penn Pinlung

    2012-01-01

    This dissertation proposal begins with a discussion about how the education of game programmers was not meeting the needs of the game industry. With this problem identified, this study proceeded to verify the existence of disparities of current game programming curricula. The findings from the literature review were able to: (a) justify the need…

  6. Improving student understanding in web programming material through multimedia adventure games

    Science.gov (United States)

    Fitriasari, N. S.; Ashiddiqi, M. F.; Nurdin, E. A.

    2018-05-01

    This study aims to make multimedia adventure games and find out the improvement of learners’ understanding after being given treatment of using multimedia adventure game in learning Web Programming. Participants of this study are students of class X (ten) in one of the Vocational Schools (SMK) in Indonesia. The material of web programming is a material that difficult enough to be understood by the participant therefore needed tools to facilitate the participants to understand the material. Solutions offered in this study is by using multimedia adventures game. Multimedia has been created using Construct2 and measured understood with method Non-equivalent Control Group Design. Pre-test and post-test has given to learners who received treatment using the multimedia adventure showed increase in understanding web programming material.

  7. Problematic Gaming Behavior Among Finnish Junior High School Students: Relation to Socio-Demographics and Gaming Behavior Characteristics.

    Science.gov (United States)

    Männikkö, Niko; Ruotsalainen, Heidi; Demetrovics, Zsolt; Lopez-Fernandez, Olatz; Myllymäki, Laura; Miettunen, Jouko; Kääriäinen, Maria

    2017-09-14

    Multiplatform digital media use and gaming have been increased in recent years. The aim of this study was to examine associations between sociodemographics and digital gaming behavior characteristics (i.e., gaming time, medium, and genres) with problematic gaming behavior in adolescents. A convenience sample of Finnish junior high school students (n = 560; mean age 14 years, ranging from 12 to 16 years) participated in the cross-sectional survey, of which, 83% (n = 465) reported having played digital games regularly. Sociodemographic data, different forms of digital media use, gaming behavior characteristics and problematic gaming behavior was assessed. Study participants spent on average one hour per day playing digital games; casual games (23.9%), shooting games (19.8%), and sport games (12.9%), were the most popular games among participants. By using regression analysis, a blended family structure and gaming time related positively to problematic gaming behavior. Preferences for game genres such as solo, Massively Multiplayer Online Role-Playing and strategy-management games were also positively associated with problematic use of digital games. These findings provide knowledge that can be utilized in the prevention of the possible negative consequences of digital gaming.

  8. Effects of a pediatric weight management program with and without active video games a randomized trial.

    Science.gov (United States)

    Trost, Stewart G; Sundal, Deborah; Foster, Gary D; Lent, Michelle R; Vojta, Deneen

    2014-05-01

    Active video games may offer an effective strategy to increase physical activity in overweight and obese children. However, the specific effects of active gaming when delivered within the context of a pediatric weight management program are unknown. To evaluate the effects of active video gaming on physical activity and weight loss in children participating in an evidence-based weight management program delivered in the community. Group-randomized clinical trial conducted during a 16-week period in YMCAs and schools located in Massachusetts, Rhode Island, and Texas. Seventy-five overweight or obese children (41 girls [55%], 34 whites [45%], 20 Hispanics [27%], and 17 blacks [23%]) enrolled in a community-based pediatric weight management program. Mean (SD) age of the participants was 10.0 (1.7) years; body mass index (BMI) z score, 2.15 (0.40); and percentage overweight from the median BMI for age and sex, 64.3% (19.9%). All participants received a comprehensive family-based pediatric weight management program (JOIN for ME). Participants in the program and active gaming group received hardware consisting of a game console and motion capture device and 1 active game at their second treatment session and a second game in week 9 of the program. Participants in the program-only group were given the hardware and 2 games at the completion of the 16-week program. Objectively measured daily moderate-to-vigorous and vigorous physical activity, percentage overweight, and BMI z score. Participants in the program and active gaming group exhibited significant increases in moderate-to-vigorous (mean [SD], 7.4 [2.7] min/d) and vigorous (2.8 [0.9] min/d) physical activity at week 16 (P video gaming into an evidence-based pediatric weight management program has positive effects on physical activity and relative weight. TRIAL REGISTRATION clinicaltrials.gov Identifier: NCT01757925.

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

    CERN Document Server

    Li, Deng-Feng

    2016-01-01

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

  10. It’s okay to shoot a character. Moral disengagement in violent video games

    NARCIS (Netherlands)

    Hartmann, T.; Vorderer, P.A.

    2010-01-01

    What makes virtual violence enjoyable rather than aversive? Two 2×2 experiments tested the assumption that moral disengagement cues provided by a violent video game's narrative and game play lessen users' guilt and negative affect, which would otherwise undermine players' enjoyment of the game.

  11. iOS Game Development using SpriteKit Framework with Swift Programming Language

    OpenAIRE

    Gurung, Lal

    2016-01-01

    iOS is a mobile operating system for Apple manufactured phones and tablets. Mobile Gaming Industries are growing very fast, and compatibility with iOS is becoming very popular among game developers. The aim of this Bachelor’s thesis was to find the best available game development tools for iOS platform. The 2D game named Lapland was developed using Apple’s own native framework, SpriteKit. The game was written with the SpriteKit programming language. The combination of SpriteKit and Swift...

  12. Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner's Guide

    CERN Document Server

    Kaitila, Christer

    2011-01-01

    Written in an informal and friendly manner, the style and approach of this book will take you on an exciting adventure. Piece by piece, detailed examples help you along the way by providing real-world game code required to make a complete 3D video game. Each chapter builds upon the experience and achievements earned in the last, culminating in the ultimate prize - your game! If you ever wanted to make your own 3D game in Flash, then this book is for you. This book is a perfect introduction to 3D game programming in Adobe Molehill for complete beginners. You do not need to know anything about S

  13. Program Konseling Restrukturisasi Kognitif Untuk Mereduksi Kecenderungan Adiksi Game Online Pada Remaja

    Directory of Open Access Journals (Sweden)

    Gita Adi Persada

    2017-01-01

    Full Text Available Adolescent who got some addiction of online game has negative cognition. The research goal is to know the tendency profile of online game and to describe counseling hypothetic program of restructuration to reduce tendency of online game. This research used descriptive method where the population and sample is students of SMP Negeri 45 Bandung year 2015/2016 that consist of 323 students and the sample is 137 students. Deciding sample used non probability sampling with purposive sampling. The research instrument used questionnaire that point to addiction tendency aspects of online game. The result showed that: 1 generally, the addiction tendency of online game is categorized very low; 2 the result of data processing showed that addiction tendency aspects on mood modification aspect has 10 students is categorized average with percentage of 7,3%; 3 the counseling program plan of cognition restructuration is to reduce addiction tendency of online game on student that focused to reduce some indicator that is categorized low. The recommendation of research is proposed to BK teachers at school and researchers further.

  14. Introduction to linear programming: Coalitional game experiments

    Energy Technology Data Exchange (ETDEWEB)

    Lucas, W.

    1994-12-31

    Many solution notions in the multiperson cooperative games (in characteristic function form) make use of linear programming (LP). The popular concept of the {open_quotes}core{close_quotes} of a coalitional game is a special type of LP. It can be introduced in a very simple and quite exciting manner by means of a group experiment. A total of fifty dollars will be given to three randomly selected attendees who will take part in an experiment during this talk, presuming they behave in a Pareto optimal manner. Furthermore, the dual of the particular LP for the core gives rise to the idea of {open_quotes}balanced sets{close_quotes} which is an interesting combinatorial structure in its own right.

  15. RunJumpCode: An Educational Game for Educating Programming

    Science.gov (United States)

    Hinds, Matthew; Baghaei, Nilufar; Ragon, Pedrito; Lambert, Jonathon; Rajakaruna, Tharindu; Houghton, Travers; Dacey, Simon

    2017-01-01

    Programming promotes critical thinking, problem solving and analytic skills through creating solutions that can solve everyday problems. However, learning programming can be a daunting experience for a lot of students. "RunJumpCode" is an educational 2D platformer video game, designed and developed in Unity, to teach players the…

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

    Directory of Open Access Journals (Sweden)

    Renny S. N. Lindberg

    2018-06-01

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

  17. Discriminatory power of water polo game-related statistics at the 2008 Olympic Games.

    Science.gov (United States)

    Escalante, Yolanda; Saavedra, Jose M; Mansilla, Mirella; Tella, Victor

    2011-02-01

    The aims of this study were (1) to compare water polo game-related statistics by context (winning and losing teams) and sex (men and women), and (2) to identify characteristics discriminating the performances for each sex. The game-related statistics of the 64 matches (44 men's and 20 women's) played in the final phase of the Olympic Games held in Beijing in 2008 were analysed. Unpaired t-tests compared winners and losers and men and women, and confidence intervals and effect sizes of the differences were calculated. The results were subjected to a discriminant analysis to identify the differentiating game-related statistics of the winning and losing teams. The results showed the differences between winning and losing men's teams to be in both defence and offence, whereas in women's teams they were only in offence. In men's games, passing (assists), aggressive play (exclusions), centre position effectiveness (centre shots), and goalkeeper defence (goalkeeper-blocked 5-m shots) predominated, whereas in women's games the play was more dynamic (possessions). The variable that most discriminated performance in men was goalkeeper-blocked shots, and in women shooting effectiveness (shots). These results should help coaches when planning training and competition.

  18. Revisiting the Virginia Tech Shootings: An Ecological Systems Analysis

    Science.gov (United States)

    Hong, Jun Sung; Cho, Hyunkag; Lee, Alvin Shiulain

    2010-01-01

    School shooting cases since the late 1990s have prompted school officials and legislators to develop and implement programs and measures that would prevent violence in school. Despite the number of explanations by the media, politicians, organizations, and researchers about the etiology of school shootings, we are not united in our understanding…

  19. Structuring agreements for seismic group shoots

    International Nuclear Information System (INIS)

    Keeping, C.E.

    1999-01-01

    Sigma Explorations Inc. sells licenses to use Sigma owned seismic data. The company participates with exploration and production companies in the joint acquisition of semi-private participation surveys. This paper discusses three major types of seismic group shoots and the essential elements of the agreements that govern or should govern them. They are: (1) exploration and production company joint ventures, (2) publicly offered spec shoots, and (3) semi-private participation surveys. The key issue with the exploration and production company joint ventures is that the companies are owners of the seismic data in proportion to their contribution towards the cost of the program. Their use of the data should be restricted to those situations permitted by the other owners. These are not often well documented, and there is much concern in the industry as a result. The key issue with publicly offered spec shoots is that the seismic company ultimately owns the data and the client exploration and production company is a licensee and must behave as such. In most such cases the rights and responsibilities are well documented in formal agreements that are signed in advance of the program's beginning date

  20. Digital Competition Game to Improve Programming Skills

    Science.gov (United States)

    Moreno, Julian

    2012-01-01

    The aim of this paper is to describe a digital game with an educational purpose in the subject of computer programming, which enables students to reinforce and improve their abilities on the concepts of sequencing, defined iteration and nesting. For its design, a problem solving approach was followed and a score comparing mechanism was implemented…

  1. Roots & Shoots: A model for active environmental protection ...

    African Journals Online (AJOL)

    Madagascar is facing severe environmental problems. One approach to engage possible future stakeholders and to raise awareness for environmental concerns is the Roots & Shoots program. On the following the program and its philosophy are presented.

  2. The Curriculum Planning Process for Undergraduate Game Degree Programs in the United Kingdom and United States

    Science.gov (United States)

    McGill, Monica M.

    2012-01-01

    Digital games are marketed, mass-produced, and consumed by an increasing number of people and the game industry is only expected to grow. In response, postsecondary institutions in the UK and the U.S. have started to create game degree programs. Though curriculum theorists provide insight into the process of creating a new program, no formal…

  3. Evaluating the use of programming games for building early analytical thinking skills

    Directory of Open Access Journals (Sweden)

    H. Tsalapatas

    2015-11-01

    Full Text Available Analytical thinking is a transversal skill that helps learners excel academically independently of theme area. It is on high demand in the world of work especially in innovation related sectors. It involves finding a viable solution to a problem by identifying goals, parameters, and resources available for deployment. These are strategy elements in game play. They further constitute good practices in programming. This work evaluates how serious games based on visual programming as a solution synthesis tool within exploration, inquiry, and collaboration can help learners build structured mindsets. It analyses how a visual programming environment that supports experimentation for building intuition on potential solutions to logical puzzles, and then encourages learners to synthesize a solution interactively, helps learners through gaming principles to build self-esteem on their problem solving ability, to develop algorithmic thinking capacity, and to stay engaged in learning.

  4. Differences in certain features of the basketball game of players in the final game, against the criteria: The winner/loser

    Directory of Open Access Journals (Sweden)

    Rubin Pavle

    2013-01-01

    Full Text Available This paper focuses on the characteristics of the game (applied technical and tactical activity for attack realisation, shooting performance, position of players in team, the segment of the field where the ball is received and where the shot is made from in the final matches of top three club competitions. The aim of this study was to determine whether there are differences in observed characteristics of the basketball game between teams separated by the winner/loser criteria. The sample consisted of all matches of the final games of three league competitions (American professional (NBA league, the Euro-league and the Serbian Super-league played in the season 2011/12. By applying multivariate statistical procedures in the monitored segment application of technical and tactical activities of players, it was observed that the winning team, unlike the defeated team, significantly featured a technical - tactical element of shooting, while in the defeated teams (as opposed to the winners elements of action were dominant: dribbling, penetration, shot and dribbling, jump stop, fake, shot. Higher percentage of using only shooting (without the requirement for other elements of attack used to create an opportunity for the eventual shot realization can point primarily to the successful organization of the attacks (in this case - the winning team. As for the position of players in the team, with the teams that won in the monitored matches, statistically significant was the dominance of the forwards in relation to the defeated teams, which featured more centers in the offense attempts.

  5. Prospective Investigation of Video Game Use in Children and Subsequent Conduct Disorder and Depression Using Data from the Avon Longitudinal Study of Parents and Children.

    Science.gov (United States)

    Etchells, Peter J; Gage, Suzanne H; Rutherford, Adam D; Munafò, Marcus R

    2016-01-01

    There is increasing public and scientific concern regarding the long-term behavioural effects of video game use in children, but currently little consensus as to the nature of any such relationships. We investigated the relationship between video game use in children, degree of violence in games, and measures of depression and a 6-level banded measure of conduct disorder. Data from the Avon Longitudinal Study of Parents and Children were used. A 3-level measure of game use at age 8/9 years was developed, taking into account degree of violence based on game genre. Associations with conduct disorder and depression, measured at age 15, were investigated using ordinal logistic regression, adjusted for a number of potential confounders. Shoot-em-up games were associated with conduct disorder bands, and with a binary measure of conduct disorder, although the strength of evidence for these associations was weak. A sensitivity analysis comparing those who play competitive games to those who play shoot-em-ups found weak evidence supporting the hypothesis that it is violence rather than competitiveness that is associated with conduct disorder. However this analysis was underpowered, and we cannot rule out the possibility that increasing levels of competition in games may be just as likely to account for the observed associations as violent content. Overall game exposure as indicated by number of games in a household was not related to conduct disorder, nor was any association found between shoot-em-up video game use and depression.

  6. Shoot regeneration and embryogenesis in lily shoot tips cryopreserved by droplet vitrification

    Science.gov (United States)

    Shoot regeneration and embryogenesis were, for the first time, achieved directly in shoot tips of Lilium Oriental hybrid ‘Siberia’ following cryopreservation by droplet-vitrification. Shoot tips (2 mm in length) including 2-3 leaf primordia were excised from 4-week-old adventitious shoots directly r...

  7. Game theory and plant ecology.

    Science.gov (United States)

    McNickle, Gordon G; Dybzinski, Ray

    2013-04-01

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

  8. Mathematical programming in multiperson cooperative games

    Energy Technology Data Exchange (ETDEWEB)

    Lucas, W.

    1994-12-31

    Many fundamental solution notions in mathematical economics relate to mathematical programming. This includes various types of equilibrium points for the noncooperative (strategic) competitions, as well as the core for the cooperative (coalitional) models. This talk concerns alternate cooperative solution concepts such as various nucleoli points and other proposed fairness outcomes. These concepts become of particular interest for those cases when the core is an empty set. Recent results on these alternate solutions for classes of assignment games will be presented.

  9. Support for and aspects of use of educational games in family medicine and internal medicine residency programs in the US: a survey.

    Science.gov (United States)

    Akl, Elie A; Gunukula, Sameer; Mustafa, Reem; Wilson, Mark C; Symons, Andrew; Moheet, Amir; Schünemann, Holger J

    2010-03-25

    The evidence supporting the effectiveness of educational games in graduate medical education is limited. Anecdotal reports suggest their popularity in that setting. The objective of this study was to explore the support for and the different aspects of use of educational games in family medicine and internal medicine residency programs in the United States. We conducted a survey of family medicine and internal medicine residency program directors in the United States. The questionnaire asked the program directors whether they supported the use of educational games, their actual use of games, and the type of games being used and the purpose of that use. Of 434 responding program directors (52% response rate), 92% were in support of the use of games as an educational strategy, and 80% reported already using them in their programs. Jeopardy like games were the most frequently used games (78%). The use of games was equally popular in family medicine and internal medicine residency programs and popularity was inversely associated with more than 75% of residents in the program being International Medical Graduates. The percentage of program directors who reported using educational games as teaching tools, review tools, and evaluation tools were 62%, 47%, and 4% respectively. Given a widespread use of educational games in the training of medical residents, in spite of limited evidence for efficacy, further evaluation of the best approaches to education games should be explored.

  10. Support for and aspects of use of educational games in family medicine and internal medicine residency programs in the US: a survey

    Directory of Open Access Journals (Sweden)

    Wilson Mark C

    2010-03-01

    Full Text Available Abstract Background The evidence supporting the effectiveness of educational games in graduate medical education is limited. Anecdotal reports suggest their popularity in that setting. The objective of this study was to explore the support for and the different aspects of use of educational games in family medicine and internal medicine residency programs in the United States. Methods We conducted a survey of family medicine and internal medicine residency program directors in the United States. The questionnaire asked the program directors whether they supported the use of educational games, their actual use of games, and the type of games being used and the purpose of that use. Results Of 434 responding program directors (52% response rate, 92% were in support of the use of games as an educational strategy, and 80% reported already using them in their programs. Jeopardy like games were the most frequently used games (78%. The use of games was equally popular in family medicine and internal medicine residency programs and popularity was inversely associated with more than 75% of residents in the program being International Medical Graduates. The percentage of program directors who reported using educational games as teaching tools, review tools, and evaluation tools were 62%, 47%, and 4% respectively. Conclusions Given a widespread use of educational games in the training of medical residents, in spite of limited evidence for efficacy, further evaluation of the best approaches to education games should be explored.

  11. Prospective Investigation of Video Game Use in Children and Subsequent Conduct Disorder and Depression Using Data from the Avon Longitudinal Study of Parents and Children

    Science.gov (United States)

    Rutherford, Adam D.; Munafò, Marcus R.

    2016-01-01

    There is increasing public and scientific concern regarding the long-term behavioural effects of video game use in children, but currently little consensus as to the nature of any such relationships. We investigated the relationship between video game use in children, degree of violence in games, and measures of depression and a 6-level banded measure of conduct disorder. Data from the Avon Longitudinal Study of Parents and Children were used. A 3-level measure of game use at age 8/9 years was developed, taking into account degree of violence based on game genre. Associations with conduct disorder and depression, measured at age 15, were investigated using ordinal logistic regression, adjusted for a number of potential confounders. Shoot-em-up games were associated with conduct disorder bands, and with a binary measure of conduct disorder, although the strength of evidence for these associations was weak. A sensitivity analysis comparing those who play competitive games to those who play shoot-em-ups found weak evidence supporting the hypothesis that it is violence rather than competitiveness that is associated with conduct disorder. However this analysis was underpowered, and we cannot rule out the possibility that increasing levels of competition in games may be just as likely to account for the observed associations as violent content. Overall game exposure as indicated by number of games in a household was not related to conduct disorder, nor was any association found between shoot-em-up video game use and depression. PMID:26820149

  12. Prospective Investigation of Video Game Use in Children and Subsequent Conduct Disorder and Depression Using Data from the Avon Longitudinal Study of Parents and Children.

    Directory of Open Access Journals (Sweden)

    Peter J Etchells

    Full Text Available There is increasing public and scientific concern regarding the long-term behavioural effects of video game use in children, but currently little consensus as to the nature of any such relationships. We investigated the relationship between video game use in children, degree of violence in games, and measures of depression and a 6-level banded measure of conduct disorder. Data from the Avon Longitudinal Study of Parents and Children were used. A 3-level measure of game use at age 8/9 years was developed, taking into account degree of violence based on game genre. Associations with conduct disorder and depression, measured at age 15, were investigated using ordinal logistic regression, adjusted for a number of potential confounders. Shoot-em-up games were associated with conduct disorder bands, and with a binary measure of conduct disorder, although the strength of evidence for these associations was weak. A sensitivity analysis comparing those who play competitive games to those who play shoot-em-ups found weak evidence supporting the hypothesis that it is violence rather than competitiveness that is associated with conduct disorder. However this analysis was underpowered, and we cannot rule out the possibility that increasing levels of competition in games may be just as likely to account for the observed associations as violent content. Overall game exposure as indicated by number of games in a household was not related to conduct disorder, nor was any association found between shoot-em-up video game use and depression.

  13. Training Cognitive Control in Older Adults with the Space Fortress Game: The Role of Training
    Instructions and Basic Motor Ability

    Directory of Open Access Journals (Sweden)

    Helena M Blumen

    2010-11-01

    Full Text Available This study examined if and how cognitively-healthy older adults can learn to play a complex computer-based action game called the Space Fortress (SF as a function of training instructions (Standard vs. Emphasis Change (EC; e.g. Gopher, Weil & Siegel, 1989 and basic motor ability. A total of 35 cognitively-healthy older adults completed a 3-month SF training program with three SF sessions weekly. Twelve 3-minute games were played during each session. Basic motor ability was assessed with an aiming task, which required rapidly rotating a spaceship to shoot targets. Older adults showed improved performance on the SF task over time, but did not perform at the same level as younger adults. Unlike studies of younger adults, overall SF performance in older adults was greater following standard instructions than following EC instructions. However, this advantage was primarily due to collecting more bonus points and not – the primary goal of the gameshooting and destroying the fortress, which in contrast benefitted from EC instructions. Basic motor ability was low and influenced many different aspects of SF game learning, often interacted with learning rate, and influenced overall SF performance. These findings show that older adults can be trained to deal with the complexity of the SF task but that overall SF performance, and the ability to capitalize on EC instructions, differs when a basic ability such as motor control is low. Hence, the development of this training program as a cognitive intervention that can potentially compensate for age-related cognitive decline should consider that basic motor ability can interact with the efficiency of training instructions that promote the use of cognitive control (e.g. EC instructions – and the confluence between such basic abilities and higher-level cognitive control abilities should be further examined.

  14. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played

    Science.gov (United States)

    Kim, Jun Won; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-01-01

    Objective Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Methods Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. Results The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. Conclusion These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance. PMID:20396428

  15. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played.

    Science.gov (United States)

    Kim, Jun Won; Han, Doug Hyun; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-03-01

    Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance.

  16. Impact of video games on plasticity of the hippocampus.

    Science.gov (United States)

    West, G L; Konishi, K; Diarra, M; Benady-Chorney, J; Drisdelle, B L; Dahmani, L; Sodums, D J; Lepore, F; Jolicoeur, P; Bohbot, V D

    2017-08-08

    The hippocampus is critical to healthy cognition, yet results in the current study show that action video game players have reduced grey matter within the hippocampus. A subsequent randomised longitudinal training experiment demonstrated that first-person shooting games reduce grey matter within the hippocampus in participants using non-spatial memory strategies. Conversely, participants who use hippocampus-dependent spatial strategies showed increased grey matter in the hippocampus after training. A control group that trained on 3D-platform games displayed growth in either the hippocampus or the functionally connected entorhinal cortex. A third study replicated the effect of action video game training on grey matter in the hippocampus. These results show that video games can be beneficial or detrimental to the hippocampal system depending on the navigation strategy that a person employs and the genre of the game.Molecular Psychiatry advance online publication, 8 August 2017; doi:10.1038/mp.2017.155.

  17. Sirococcus Shoot Blight

    Science.gov (United States)

    Thomas H. Nicholls; Kathryn Robbins

    1984-01-01

    Sirococcus shoot blight, caused by the fungus Sirococcus strobilinus Preuss, affects conifers in the Northern United States and southern Canada. The fungus infects the new shoots; diseased seedlings and saplings are especially affected. In the United States, sirococcus shoot blight has become increasingly widespread since the early 1970's. When favorable...

  18. Ensuring Secure Non-interference of Programs by Game Semantics

    DEFF Research Database (Denmark)

    Dimovski, Aleksandar

    Non-interference is a security property which states that improper information leakages due to direct and indirect flows have not occurred through executing programs. In this paper we investigate a game semantics based formulation of non-interference that allows to perform a security analysis...... of closed and open procedural programs. We show that such formulation is amenable to automated verification techniques. The practicality of this method is illustrated by several examples, which also emphasize its advantage compared to known operational methods for reasoning about open programs....

  19. Branch architecture in Ginkgo biloba: wood anatomy and long shoot-short shoot interactions.

    Science.gov (United States)

    Little, Stefan A; Jacobs, Brooke; McKechnie, Steven J; Cooper, Ranessa L; Christianson, Michael L; Jernstedt, Judith A

    2013-10-01

    Ginkgo, centrally placed in seed plant phylogeny, is considered important in many phylogenetic and evolutionary studies. Shoot dimorphism of Ginkgo has been long noted, but no work has yet been done to evaluate the relationships between overall branch architecture and wood ring characters, shoot growth, and environmental conditions. • Branches, sampled from similar canopy heights, were mapped with the age of each long shoot segment determined by counting annual leaf-scar series on its short shoots. Transverse sections were made for each long shoot segment and an adjacent short shoot; wood ring thickness, number of rings, and number of tracheids/ring were determined. Using branch maps, we identified wood rings for each long shoot segment to year and developmental context of each year (distal short shoot growth only vs. at least one distal long shoot). Climate data were also analyzed in conjunction with developmental context. • Significantly thicker wood rings occur in years with distal long shoot development. The likelihood that a branch produced long shoots in a given year was lower with higher maximum annual temperature. Annual maximum temperature was negatively correlated with ring thickness in microsporangiate trees only. Annual minimum temperatures were correlated differently with ring thickness of megasporangiate and microsporangiate trees, depending on the developmental context. There were no significant effects associated with precipitation. • Overall, developmental context alone predicts wood ring thickness about as well as models that include temperature. This suggests that although climatic factors may be strongly correlated with wood ring data among many gymnosperm taxa, at least for Ginkgo, correlations with climate data are primarily due to changes in proportions of shoot developmental types (LS vs. SS) across branches.

  20. Playable Stories: Making Programming and 3D Role-Playing Game Design Personally and Socially Relevant

    Science.gov (United States)

    Ingram-Goble, Adam

    2013-01-01

    This is an exploratory design study of a novel system for learning programming and 3D role-playing game design as tools for social change. This study was conducted at two sites. Participants in the study were ages 9-14 and worked for up to 15 hours with the platform to learn how to program and design video games with personally or socially…

  1. Impact of the motion and visual complexity of the background on players' performance in video game-like displays.

    Science.gov (United States)

    Caroux, Loïc; Le Bigot, Ludovic; Vibert, Nicolas

    2013-01-01

    The visual interfaces of virtual environments such as video games often show scenes where objects are superimposed on a moving background. Three experiments were designed to better understand the impact of the complexity and/or overall motion of two types of visual backgrounds often used in video games on the detection and use of superimposed, stationary items. The impact of background complexity and motion was assessed during two typical video game tasks: a relatively complex visual search task and a classic, less demanding shooting task. Background motion impaired participants' performance only when they performed the shooting game task, and only when the simplest of the two backgrounds was used. In contrast, and independently of background motion, performance on both tasks was impaired when the complexity of the background increased. Eye movement recordings demonstrated that most of the findings reflected the impact of low-level features of the two backgrounds on gaze control.

  2. Video games are exciting: a European study of video game-induced seizures and epilepsy.

    Science.gov (United States)

    Kasteleijn-Nolst Trenité, D G A; Martins da Silva, A; Ricci, S; Rubboli, G; Tassinari, C A; Lopes, J; Bettencourt, M; Oosting, J; Segers, J P

    2002-06-01

    Video game seizures have been reported in photosensitive and non-photosensitive patients with epilepsy. The game Super Mario World, has led to many cases of first seizures. We examined whether this game was indeed more provocative than other programs and whether playing the game added to this effect. We prospectively investigated 352 patients in four European cities, using a standard protocol including testing of a variety of visual stimuli. We correlated historical data on provocative factors in daily life with electroencephalographic laboratory findings. The video game, Super Mario World proved more epileptogenic than standard TV programs and as provocative as programs with flashing lights and patterns. Most striking was the fact that video game-viewing and-playing on the 50 and 100 Hz TV was significantly more provocative than viewing the standard program (P video game Mario World on a 50 Hz TV, appeared to be significantly more provocative than playing this game on the 100 Hz TV (P Children and adolescents with a history of video game seizures are, in the vast majority, photosensitive and should be investigated with standardised photic stimulation. Games and programs with bright background or flashing images are specifically provocative. Playing a video game on a 100 Hz TV is less provocative [published with videosequences].

  3. Who Shot Ya? How Emergency Departments Can Collect Reliable Police Shooting Data.

    Science.gov (United States)

    Richardson, Joseph B; St Vil, Christopher; Cooper, Carnell

    2016-04-01

    This paper examines an alternative solution for collecting reliable police shooting data. One alternative is the collection of police shooting data from hospital trauma units, specifically hospital-based violence intervention programs. These programs are situated in Level I trauma units in many major cities in USA. While the intent of these programs is to reduce the risk factors associated with trauma recidivism among victims of violent injury, they also collect reliable data on the number of individuals treated for gunshot wounds. While most trauma units do a great job collecting data on mode of injury, many do not collect data on the circumstances surrounding the injury, particularly police-involved shootings. Research protocol on firearm-related injury conducted in emergency departments typically does not allow researchers to interview victims of violent injury who are under arrest. Most victims of nonfatal police-involved shootings are under arrest at the time they are treated by the ED for their injury. Research protocol on victims of violent injury often excludes individuals under arrest; they fall under the exclusion criteria when recruiting potential participants for research on violence. Researchers working in hospital emergency departments are prohibited from recruited individuals under arrests. The trauma staff, particularly ED physicians and nurses, are in a strategic position to collect this kind of data. Thus, this paper examines how trauma units can serve as an alternative in the reliable collection of police shooting data.

  4. Linear programming model for solution of matrix game with payoffs trapezoidal intuitionistic fuzzy number

    Directory of Open Access Journals (Sweden)

    Darunee Hunwisai

    2017-01-01

    Full Text Available In this work, we considered two-person zero-sum games with fuzzy payoffs and matrix games with payoffs of trapezoidal intuitionistic fuzzy numbers (TrIFNs. The concepts of TrIFNs and their arithmetic operations were used. The cut-set based method for matrix game with payoffs of TrIFNs was also considered. Compute the interval-type value of any alfa-constrategies by simplex method for linear programming. The proposed method is illustrated with a numerical example.

  5. Clinical predictors of gaming abstinence in help-seeking adult problematic gamers.

    Science.gov (United States)

    King, Daniel L; Adair, Cam; Saunders, John B; Delfabbro, Paul H

    2018-03-01

    Research into the effectiveness of interventions for problematic gaming has been limited by a lack of data concerning the clinical characteristics of voluntary treatment-seekers; the nature and history of their gaming problems; and, their reasons for seeking help. The study aimed to identify variables predictive of short-term commitment to gaming abstinence following initial voluntary contact with an online help service. A total of 186 adult gamers with gaming-related problems were recruited online. Participants completed the DSM-5 Internet gaming disorder (IGD) checklist, Depression Anxiety Stress Scales-21, Internet Gaming Cognition Scale, Gaming Craving Scale, and Gaming Quality of Life Scale. A one-week follow up survey assessed adherence with intended gaming abstinence. Abstainers were less likely to have withdrawal symptoms and less likely to play action shooting games. Participants with mood symptoms (40% of the total) reported significantly more IGD symptoms, stronger maladaptive gaming cognitions (e.g., overvaluing game rewards), more previous occurrences of gaming problems, and poorer quality of life. However, mood symptoms did not predict abstinence from or continuation of gaming. Adults with gaming disorder seeking help to reduce their gaming may benefit initially from strategies that manage withdrawal and psychoeducation about riskier gaming activities. Copyright © 2018 Elsevier B.V. All rights reserved.

  6. Programming standards for effective S-3D game development

    Science.gov (United States)

    Schneider, Neil; Matveev, Alexander

    2008-02-01

    When a video game is in development, more often than not it is being rendered in three dimensions - complete with volumetric depth. It's the PC monitor that is taking this three-dimensional information, and artificially displaying it in a flat, two-dimensional format. Stereoscopic drivers take the three-dimensional information captured from DirectX and OpenGL calls and properly display it with a unique left and right sided view for each eye so a proper stereoscopic 3D image can be seen by the gamer. The two-dimensional limitation of how information is displayed on screen has encouraged programming short-cuts and work-arounds that stifle this stereoscopic 3D effect, and the purpose of this guide is to outline techniques to get the best of both worlds. While the programming requirements do not significantly add to the game development time, following these guidelines will greatly enhance your customer's stereoscopic 3D experience, increase your likelihood of earning Meant to be Seen certification, and give you instant cost-free access to the industry's most valued consumer base. While this outline is mostly based on NVIDIA's programming guide and iZ3D resources, it is designed to work with all stereoscopic 3D hardware solutions and is not proprietary in any way.

  7. The game as an educative pretext: educate and educate oneself in a health formation program

    Directory of Open Access Journals (Sweden)

    Cleidilene Ramos Magalhães

    2007-01-01

    Full Text Available This article is focused on a game-based educative experience, developed with students of the 1st year of the Medicine program of a federal public educational institution. The game was used as a privileged strategy to approach the students' communication, spontaneity and sensitiveness in the health education process. Through this game, it was possible to approach the theme "the students' mental health", where they could express their feelings as freshman students in the Medicine program. Such experience triggered learning opportunities for students and teachers, what, from Freire's perspective, is seen as a dialogic process of mutual formation with students. Its development favored the rethinking about the teaching practice in health, as well as subsidized the reorientation of the process of preventing and promoting mental health by means of proposals and supporting programs to students enrolled at the institution.

  8. Photosynthesis of a scots pine shoot: the effect of shoot inclination on the photosynthetic response of a shoot subjected to direct radiation

    International Nuclear Information System (INIS)

    Oker-Blom, P.; Kellomaki, S.; Smolander, H.

    1983-01-01

    A set of photosynthetic responses of a Scots pine (Pinus sylvestris L.) shoot to light was derived from the shoot geometry and the photosynthetic response of a single needle. Computations showed that the shape of the photosynthesis light-curves varies substantially depending on the direction of radiation relative to the shoot position. Differences in the initial and maximum rates of photosynthesis were due to changes in the effective projection area and the irradiated fraction of the shoot, respectively

  9. [Online gaming. Potential risk and prevention programs].

    Science.gov (United States)

    Malischnig, Doris

    2014-12-01

    Online gaming is more and more common and increasingly accessible. Due to a lack of social control the participation could be a potential risk for certain customers. The given article focuses on prevention measures that are provided by the Austrian online gaming operator, the Austrian Lotteries, provider of the online gaming platform win2day, in the light of the specifics of Internet gaming in order to avoid problems with gaming.

  10. Game and Graphics Programming for iOS and Android with OpenGL ES 20

    CERN Document Server

    Marruchi-Foino, Romain; Semko, Roman

    2012-01-01

    Develop graphically sophisticated apps and games today! The smart phone app market is progressively growing, and there is new market gap to fill that requires more graphically sophisticated applications and games. Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 quickly gets you up to speed on understanding how powerful OpenGL ES 2.0 technology is in creating apps and games for amusement and effectiveness. Leading you through the development of a real-world mobile app with live code, this text lets you work with all the best features and tools that Open GL ES 2.0 has to off

  11. School Shootings and Student Performance

    OpenAIRE

    Panu Poutvaara; Olli Ropponen

    2010-01-01

    In this paper, we study how high school students reacted to the shocking news of a school shooting. The shooting coincided with national high-school matriculation exams. As there were exams both before and after the shooting, we can use a difference-in-differences analysis to uncover how the school shooting affected the test scores compared to previous years. We find that the average performance of young men declined due to the school shooting, whereas we do not observe a similar pattern for ...

  12. From Cards To Digital Games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2017-01-01

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

  13. Cultivating Compassion and Youth Action Around the Globe: A Preliminary Report on Jane Goodall’s Roots & Shoots Program

    Directory of Open Access Journals (Sweden)

    Laura R. Johnson

    2007-09-01

    Full Text Available This paper describes a unique service-learning based environmental and humanitarian program for youth, The Jane Goodall Institute’s Roots and Shoots program (R&S. R&S aims to foster learning, personal growth and civic engagement among youth members through service activities and environmental education. Despite its promise as a youth development program and its rapid expansion into 100 countries, little is known about R&S’s impact on youth development. In this study, we explore R&S programs in China and Tanzania, two countries that are maximally different from the U.S. in important cultural and contextual factors. Through qualitative and quantitative methods we describe the programs, their practices, and perceptions of their impact on youths’ personal and social development (cognitive and social competence, leadership, self-efficacy, citizenship and social responsibility. Additionally, we highlight the importance of sociocultural and ecological factors when developing and evaluating youth programs.

  14. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

    Literature and previous studies show that creative play is easy to emerge when children interact with tangible, low-tech toys and games than with digital games. This paradoxical situation is linked to the long-standing problem of end-users (or players) authoring of digital contents and systems. We...... are to show how card games can represent digital games, how playful play can emerge in card games and digital games, and to begin defining a new way to express game behavior without the use of universal programming languages....... propose a new scenario in which trading card games help making sense and re-design computer games, to support players express themselves aesthetically and in a highly creative way. Our aim is to look for a middle ground between players becoming programmers and simply editing levels. The main contributions...

  15. EPICORMIC SHOOTS INDUCTION AND ROOTING CUTTINGS OF Calophyllum brasiliense

    Directory of Open Access Journals (Sweden)

    Dagma Kratz

    2016-12-01

    Full Text Available Calophyllum brasiliense is present in a wide natural distribution range in Brazil and its monopodial growth, with a rectilinear stem and a moderately dense timber has attracted the attention from the logging industry in recent decades. In the meantime, the lack of efficient rescue and vegetative propagation methods of adult plants has been a narrowing condition for the selection of superior genotypes in breeding programs of the species. Therefore, we evaluate epicormic shoots induction methods and the rooting cuttings of 14 year-old Calophyllum brasiliense trees. From this scope, three methods of epicormic shoots induction were evaluated: coppicing, girdling and partial girdling. We evaluate the number of produced sprouts and the percentage of sprouted trees at 06, 12 and 15 months’ after the experiment installation. Results have indicated the feasibility of Calophyllum brasiliense vegetative rescue by cuttings method using epicormic shoots induced by coppicing and girdling. In contrast, partial girdling was not effective in epicormic shoots emission. Concerning adventitious roots, the sprouting technique had no influence in the rooting of cuttings, showing variation among the different stock plants.

  16. Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults

    OpenAIRE

    Ann-Christin S. Kimmig; Ann-Christin S. Kimmig; Gerda Andringa; Birgit Derntl; Birgit Derntl; Birgit Derntl

    2018-01-01

    The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults. The aim of this study was to investigate the possible link between violent video gaming effects and the disposition of adverse behavior traits such as interpersonal-affective deficits and disinhibition. Data of 167 young adults, collected by an online questionnaire battery, were analyzed for...

  17. Effects of Consecutive Basketball Games on the Game-Related Statistics that Discriminate Winner and Losing Teams

    Science.gov (United States)

    Ibáñez, Sergio J.; García, Javier; Feu, Sebastian; Lorenzo, Alberto; Sampaio, Jaime

    2009-01-01

    The aim of the present study was to identify the game-related statistics that discriminated basketball winning and losing teams in each of the three consecutive games played in a condensed tournament format. The data were obtained from the Spanish Basketball Federation and included game-related statistics from the Under-20 league (2005-2006 and 2006-2007 seasons). A total of 223 games were analyzed with the following game-related statistics: two and three-point field goal (made and missed), free-throws (made and missed), offensive and defensive rebounds, assists, steals, turnovers, blocks (made and received), fouls committed, ball possessions and offensive rating. Results showed that winning teams in this competition had better values in all game-related statistics, with the exception of three point field goals made, free-throws missed and turnovers (p ≥ 0.05). The main effect of game number was only identified in turnovers, with a statistical significant decrease between the second and third game. No interaction was found in the analysed variables. A discriminant analysis allowed identifying the two-point field goals made, the defensive rebounds and the assists as discriminators between winning and losing teams in all three games. Additionally to these, only the three-point field goals made contributed to discriminate teams in game three, suggesting a moderate effect of fatigue. Coaches may benefit from being aware of this variation in game determinant related statistics and, also, from using offensive and defensive strategies in the third game, allowing to explore or hide the three point field-goals performance. Key points Overall team performances along the three consecutive games were very similar, not confirming an accumulated fatigue effect. The results from the three-point field goals in the third game suggested that winning teams were able to shoot better from longer distances and this could be the result of exhibiting higher conditioning status and

  18. The playful and reflective game designer

    DEFF Research Database (Denmark)

    Majgaard, Gunver

    2014-01-01

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

  19. Restoration of a wild grey partridge shoot: a major development in the Sussex study, UK

    Directory of Open Access Journals (Sweden)

    Ewald, J. A.

    2012-01-01

    Full Text Available The scientific basis of wild grey partridge management has been known for a generation. This includes controlling nest predators, providing nesting cover, having sufficient insect food for chicks and appropriate rates of shooting. More recently, measures such as providing food for adult birds and habitats for protection from birds of prey have also been considered important. Habitat provision can be expensive, but in the UK costs can be partially recovered through governmental agri–environment schemes. The landowner still needs to pay for the essential gamekeeper. Since 2003/04, one part of the Game & Wildlife Conservation Trust’s (GWCT Sussex Study area has put these principles of environmental management into practice with the aim of restoring a wild grey partridge shoot to this part of Southern England. Results have been impressive, with the spring pair density increasing from 0.3 pairs/100 ha in 2003 to nearly 20 pairs/100 ha in 2010 on an area of just over 10 km2. Over the past two years a wild grey partridge shoot has taken place, and the landowner and his team have gained national recognition for their conservation work.

  20. Programming Games for Logical Thinking

    Directory of Open Access Journals (Sweden)

    H. Tsalapatas

    2013-03-01

    Full Text Available Analytical thinking is a transversal skill that helps learners synthesize knowledge across subject areas; from mathematics, science, and technology to critical reading, critical examination, and evaluation of lessons. While most would not doubt the importance of analytical capacity in academic settings and its growing demand for the skill in professional environments, school curricula do not comprehensively address its development. As a result, the responsibility for structuring related learning activities falls to teachers. This work examines learning paradigms that can be integrated into mathematics and science school education for developing logical thinking through game-based exercises based on programming. The proposed learning design promotes structured algorithmic mindsets, is based on inclusive universal logic present in all cultures, and promotes constructivism educational approaches encouraging learners to drive knowledge building by composing past and emerging experiences.

  1. Are Girls Game?: How School Libraries Can Provide Gender Equity in E-Gaming

    Science.gov (United States)

    Farmer, Lesley S. J.

    2011-01-01

    Gaming has come to the library. School librarians are increasingly incorporating gaming into their program of resources and services. Besides addressing the natural interest that youth have in games, school librarians recognize the educational benefits of games, particularly in terms of information and digital literacies. While board games have…

  2. Undergraduate Game Degree Programs in the United Kingdom and United States: A Comparison of the Curriculum Planning Process

    Science.gov (United States)

    McGill, Monica M.

    2010-01-01

    Digital games are marketed, mass-produced, and consumed by an increasing number of people and the game industry is only expected to grow. In response, post-secondary institutions in the United Kingdom (UK) and the United States (US) have started to create game degree programs. Though curriculum theorists provide insight into the process of…

  3. Violence and school shootings.

    Science.gov (United States)

    Flannery, Daniel J; Modzeleski, William; Kretschmar, Jeff M

    2013-01-01

    Multiple-homicide school shootings are rare events, but when they happen they significantly impact individuals, the school and the community. We focus on multiple-homicide incidents and identified mental health issues of shooters. To date, studies of school shootings have concluded that no reliable profile of a shooter exists, so risk should be assessed using comprehensive threat assessment protocols. Existing studies primarily utilize retrospective case histories or media accounts. The field requires more empirical and systematic research on all types of school shootings including single victim incidents, those that result in injury but not death and those that are successfully averted. We discuss current policies and practices related to school shootings and the role of mental health professionals in assessing risk and supporting surviving victims.

  4. Interlopers 3D: experiences designing a stereoscopic game

    Science.gov (United States)

    Weaver, James; Holliman, Nicolas S.

    2014-03-01

    Background In recent years 3D-enabled televisions, VR headsets and computer displays have become more readily available in the home. This presents an opportunity for game designers to explore new stereoscopic game mechanics and techniques that have previously been unavailable in monocular gaming. Aims To investigate the visual cues that are present in binocular and monocular vision, identifying which are relevant when gaming using a stereoscopic display. To implement a game whose mechanics are so reliant on binocular cues that the game becomes impossible or at least very difficult to play in non-stereoscopic mode. Method A stereoscopic 3D game was developed whose objective was to shoot down advancing enemies (the Interlopers) before they reached their destination. Scoring highly required players to make accurate depth judgments and target the closest enemies first. A group of twenty participants played both a basic and advanced version of the game in both monoscopic 2D and stereoscopic 3D. Results The results show that in both the basic and advanced game participants achieved higher scores when playing in stereoscopic 3D. The advanced game showed that by disrupting the depth from motion cue the game became more difficult in monoscopic 2D. Results also show a certain amount of learning taking place over the course of the experiment, meaning that players were able to score higher and finish the game faster over the course of the experiment. Conclusions Although the game was not impossible to play in monoscopic 2D, participants results show that it put them at a significant disadvantage when compared to playing in stereoscopic 3D.

  5. PEMBELAJARAN LAY UP SHOOT MENGGUNAKAN MEDIA AUDIO VISUAL BASIC LAY UP SHOOT UNTUK MENINGKATKAN HASILBELAJAR LAY UP SHOOT PADA SISWA KELAS VIIIA SMP KANISIUS PATI TAHUN 2013/2014

    Directory of Open Access Journals (Sweden)

    Frendy Nurochwan Febryanto

    2015-01-01

    Full Text Available The purpose of this study was to determine the learning lay up shoot using basic audiovisual media shoot lay ups can improve learning outcomes shoot lay ups in class VIIIA Starch Canisius junior year 2013/2014 . This study uses Classroom Action Research ( CAR. The technique of collecting data through observation and assessment of learning outcomes shoot basketball lay up. Data analysis techniques used in this research is descriptive . At the end of the first cycle activity of teachers in teaching basic techniques lay up shoot using audio-visual media reaches 76.19%, whereas at the end of the first cycle of student activity during the learning process lay up shoot using audio-visualmediareaches78.57%. At the end of the second cycle of activity of teachers in teaching basic techniques lay up shoot using audio-visual media reaches 85.71%, whereas at the end of the second cycle of activity of students during the learning process lay up shoot using audio-visual media reaches 92.86%. Based on the results of the study it can be concluded that learning the lay-up shoot using basic audiovisual media shoot lay ups can improve student learning outcomes at Canisius junior class VIIIA Pati year 2013/2014.

  6. Adolescent mass shootings: developmental considerations in light of the Sandy Hook shooting.

    Science.gov (United States)

    Rice, Timothy R; Hoffman, Leon

    2015-05-01

    Adolescent mass shootings are a special subset of mass killings, which continue despite significant preventative public health efforts. It is often held that these individuals have few salient warning signs that could have been identified. This piece proposes that mass shootings committed by adolescent and post-adolescent young males must be understood from a developmental perspective. The hypothesis proposed in this paper is that such killings occur as the result of the adolescent's frustrated effort to progress along normative development. The goal of normative separation from maternal figures by the boy is presented as a potential risk factor when this goal is thwarted. Childhood case material from the perpetrator of a recent adolescent mass shooting, the Sandy Hook shooting, is discussed as an illustration of this hypothesis. Implications for public health measures and for individualized treatment are presented and developed.

  7. Characteristics of Internet use in relation to game genre in Korean adolescents.

    Science.gov (United States)

    Lee, Moon-Soo; Ko, Young-Hoon; Song, Hyoung-Seok; Kwon, Ku-Hyung; Lee, Hyeon-Soo; Nam, Min; Jung, In-Kwa

    2007-04-01

    As the number of internet users increases, a new game genre using the internet as a networking tool is emerging. Some game genres are regarded as having greater addiction potentials than others. Games and the internet are closely related. We investigated games frequently used by adolescents and classified each of them with the help of game professionals. We also examined internet use patterns to identify relationships between game genre and internet use patterns. 627 middle school and high school students (male 488, female 139) completed questionnaires concerning computer and game use patterns and Korean internet addiction scales. Game genres were divided into eight criteria (simulation, role playing game, web board, community, action, adventure, shooting, and sports). Using Korean internet addiction scales, 627 participants were divided into a normal group (474), a potential risk group (128), and a high-risk group (25). Each group showed significant differences in total internet addiction scores. We classified players into specific game users based upon the game types they most prefer. Role playing game users showed significantly higher internet addiction scores than web board and sports game users. Game and internet addictions are also connected with interpersonal relationship patterns. We suggest that users of some game genre have unique psychological addiction potentials that are different from others and that this influences both game selection and internet use.

  8. A Difference-Index Based Ranking Bilinear Programming Approach to Solving Bimatrix Games with Payoffs of Trapezoidal Intuitionistic Fuzzy Numbers

    Directory of Open Access Journals (Sweden)

    Deng-Feng Li

    2013-01-01

    Full Text Available The aim of this paper is to develop a bilinear programming method for solving bimatrix games in which the payoffs are expressed with trapezoidal intuitionistic fuzzy numbers (TrIFNs, which are called TrIFN bimatrix games for short. In this method, we define the value index and ambiguity index for a TrIFN and propose a new order relation of TrIFNs based on the difference index of value index to ambiguity index, which is proven to be a total order relation. Hereby, we introduce the concepts of solutions of TrIFN bimatrix games and parametric bimatrix games. It is proven that any TrIFN bimatrix game has at least one satisfying Nash equilibrium solution, which is equivalent to the Nash equilibrium solution of corresponding parametric bimatrix game. The latter can be obtained through solving the auxiliary parametric bilinear programming model. The method proposed in this paper is demonstrated with a real example of the commerce retailers’ strategy choice problem.

  9. 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.

  10. Playable stories: Making programming and 3D role-playing game design personally and socially relevant

    Science.gov (United States)

    Ingram-Goble, Adam

    This is an exploratory design study of a novel system for learning programming and 3D role-playing game design as tools for social change. This study was conducted at two sites. Participants in the study were ages 9-14 and worked for up to 15 hours with the platform to learn how to program and design video games with personally or socially relevant narratives. This first study was successful in that students learned to program a narrative game, and they viewed the social problem framing for the practices as an interesting aspect of the experience. The second study provided illustrative examples of how providing less general structure up-front, afforded players the opportunity to produce the necessary structures as needed for their particular design, and therefore had a richer understanding of what those structures represented. This study demonstrates that not only were participants able to use computational thinking skills such as Boolean and conditional logic, planning, modeling, abstraction, and encapsulation, they were able to bridge these skills to social domains they cared about. In particular, participants created stories about socially relevant topics without to explicit pushes by the instructors. The findings also suggest that the rapid uptake, and successful creation of personally and socially relevant narratives may have been facilitated by close alignment between the conceptual tools represented in the platform, and the domain of 3D role-playing games.

  11. 76 FR 1339 - Pine Shoot Beetle; Additions to Quarantined Areas

    Science.gov (United States)

    2011-01-10

    ... Domestic Programs, PPQ, APHIS, 4700 River Road Unit 26, Riverdale, MD 20737-1231; (301) 734-5705... distorted growth in host trees. Large infestations of PSB typically kill most of the lateral shoots near the...

  12. Towards Architecture for Pedagogical and Game Scenarios Adaptation in Serious Games

    Science.gov (United States)

    Debabi, Wassila; Champagnat, Ronan

    2017-01-01

    Serious games seem to be a promising alternative to traditional practices for learning. Recently, their use in computer science education and learning programming became more widespread. Actually, many students in programming courses have difficulties to master all required competencies and skills especially at introductory level and games have…

  13. Recreational Games for Physical Education

    Science.gov (United States)

    Hume, Donald

    2005-01-01

    Recreational games can be incorporated into physical education programs to encourage play and activity among students during their leisure time. Students can play their own games during recess, before or after school, during intramural programs, or in their neighborhood with family and friends. This article describes five such games namely:…

  14. The microbiological conditions of carcasses from large game animals in Italy.

    Science.gov (United States)

    Avagnina, A; Nucera, D; Grassi, M A; Ferroglio, E; Dalmasso, A; Civera, T

    2012-07-01

    This study investigates the microbiological conditions of large game animal carcasses following evisceration. Carcasses of animals (N=291) hunted in the Upper Susa Valley (Italian Alps) were analysed for pH, Aerobic Viable Count (AVC), Enterobacteriaceae, Yersinia spp., Listeria monocytogenes and Salmonella spp. After shooting, evisceration occurred within 60 min in 90.7% of animals and sampling within 90 min in 88.3% of animals. Mean pH values (5.97: ruminants; 5.77: wild boar) were similar to those of regularly slaughtered domestic species. AVC values were highest in animals shot in the abdomen. Within species, AVC and Enterobacteriaceae values did not differ across different shooting-evisceration/sampling times. However, these counts exceeded 5 and 2.5 log, respectively, in 18% of wild boar and 39% of ruminants; the highest values were detected in wild boar. No pathogens were detected in any species. These results reveal inadequate hygiene in game meat handling/harvesting, implicating the need for improved practices. Copyright © 2012 Elsevier Ltd. All rights reserved.

  15. 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.

  16. 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.

  17. Austin Community College Video Game Development Certificate

    Science.gov (United States)

    McGoldrick, Robert

    2008-01-01

    The Video Game Development program is designed and developed by leaders in the Austin video game development industry, under the direction of the ACC Video Game Advisory Board. Courses are taught by industry video game developers for those who want to become video game developers. The program offers a comprehensive approach towards learning what's…

  18. Effects of Video Game-Based Instruction on Writing Achievement and Motivation in Postsecondary Accelerated Degree Programs

    Science.gov (United States)

    Lee, Michael C.

    2017-01-01

    The purpose of this quantitative experimental posttest-only control group research study was to determine the degree to which differences exist in outcomes between students using a video game-based instruction and students using a traditional non-video game-based instruction in accelerated degree program courses at a 4-year university in Illinois…

  19. Soil pollution at outdoor shooting ranges: Health effects, bioavailability and best management practices.

    Science.gov (United States)

    Fayiga, A O; Saha, U K

    2016-09-01

    The total lead (Pb) concentrations of the surface soil, sub surface soil, vegetation and surface waters of outdoor shooting ranges are extremely high and above regulatory limits. Lead is dangerous at high concentrations and can cause a variety of serious health problems. Shooters and range workers are exposed to lead dust and can even take Pb dust home to their families while some animals around the shooting range can ingest the Pb bullets. The toxicity of Pb depends on its bioavailability which has been determined to be influenced greatly by the geochemical properties of each site. The bioavailability of Pb in shooting ranges has been found to be higher than other metal contaminated soils probably because of its very low residual Pb (soil, migration of Pb within shooting ranges and offsite has been reported in literature. Best management practices to reduce mobility of Pb in shooting ranges involve an integrated Pb management program which has been described in the paper. The adoption of the non-toxic "green bullet" which has been developed to replace Pb bullets may reduce or prevent environmental pollution at shooting ranges. However, the contaminated soil resulting from decades of operation of several shooting ranges still needs to be restored to its natural state. Copyright © 2016 Elsevier Ltd. All rights reserved.

  20. Combinatorial optimization games

    Energy Technology Data Exchange (ETDEWEB)

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

    1997-06-01

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

  1. In-vitro morphogenesis of corn (Zea mays L.) : I. Differentiation of multiple shoot clumps and somatic embryos from shoot tips.

    Science.gov (United States)

    Zhong, H; Srinivasan, C; Sticklen, M B

    1992-07-01

    In-vitro methods have been developed to regenerate clumps of multiple shoots and somatic embryos at high frequency from shoot tips of aseptically-grown seedlings as well as from shoot apices of precociously-germinated immature zygotic embryos of corn (Zea mays L.). About 500 shoots were produced from a shoot tip after eight weeks of culture (primary culture and one subculture of four weeks) in darkness on Murashige and Skoog basal medium (MS) supplemented with 500 mg/L casein hydrolysate (CH) and 9 μM N(6)-benzyladenine (BA). In this medium, shoots formed in shoot tips as tightly packed "multiple shoot clumps" (MSC), which were composed of some axillary shoots and many adventitious shoots. When the shoot tips were cultured on MS medium containing 500 mg/L CH, 9 μM BA and 2.25 μM 2,4-dichlorophenoxyacetic acid (2,4-D), most of the shoots in the clumps were adventitious in origin. Similar shoot tips cultured on MS medium containing 500 mg/L CH, 4.5 μM BA and 2.25 μM 2,4-D regenerated many somatic embryos within eight weeks of culture. Somatic embryos were produced either directly from the shoot apical meristems or from calli derived from the shoots apices. Both the MSC and the embryos produced normal shoots on MS medium containing 2.25 μM BA and 1.8 μM indole-3-butyric acid (IBA). These shoots were rooted on MS medium containing 3.6 μM IBA, and fertile corn plants were grown in the greenhouse. The sweet-corn genotype, Honey N Pearl, was used for the experiments described above, but shoot-tip cultures from all of 19 other corn genotypes tested also formed MSC on MS medium containing 500 mg/L CH and 9 μM BA.

  2. Current perspectives on shoot branching regulation

    Directory of Open Access Journals (Sweden)

    Cunquan YUAN,Lin XI,Yaping KOU,Yu ZHAO,Liangjun ZHAO

    2015-03-01

    Full Text Available Shoot branching is regulated by the complex interactions among hormones, development, and environmental factors. Recent studies into the regulatory mecha-nisms of shoot branching have focused on strigolactones, which is a new area of investigation in shoot branching regulation. Elucidation of the function of the D53 gene has allowed exploration of detailed mechanisms of action of strigolactones in regulating shoot branching. In addition, the recent discovery that sucrose is key for axillary bud release has challenged the established auxin theory, in which auxin is the principal agent in the control of apical dominance. These developments increase our understan-ding of branching control and indicate that regulation of shoot branching involves a complex network. Here, we first summarize advances in the systematic regulatory network of plant shoot branching based on current information. Then we describe recent developments in the synthesis and signal transduction of strigolactones. Based on these considerations, we further summarize the plant shoot branching regulatory network, including long distance systemic signals and local gene activity mediated by strigolactones following perception of external envi-ronmental signals, such as shading, in order to provide a comprehensive overview of plant shoot branching.

  3. Virtual shooting vs. actual learning: examining university students’ ideas about video games as tools for learning history

    OpenAIRE

    Feenstra, William

    2011-01-01

    Video games are a popular area of research in education and many scholars are currently investigating the great potential of video games to engage and to teach students more effectively. Studies have long demonstrated that students perceive history as a dull subject. This study examines the potential of commercial video games as a potential tool to improve students’ engagement in history, by focusing on what historical content university students believe they learn and what interests they dev...

  4. Learning with Calculator Games

    Science.gov (United States)

    Frahm, Bruce

    2013-01-01

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

  5. Explicit knowledge programming for computer games

    NARCIS (Netherlands)

    Witzel, A.; Zvesper, J.A.; Kennerly, E.; Darken, C.; Mateas, M.

    2008-01-01

    The main aim of this paper is to raise awareness of higher-order knowledge (knowledge about someone else's knowledge) as an issue for computer game AI. We argue that a number of existing game genres, especially those involving social interaction, are natural fields of application for an approach we

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

    Science.gov (United States)

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

    2017-11-01

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

  7. Adaptive Dynamic Programming for Discrete-Time Zero-Sum Games.

    Science.gov (United States)

    Wei, Qinglai; Liu, Derong; Lin, Qiao; Song, Ruizhuo

    2018-04-01

    In this paper, a novel adaptive dynamic programming (ADP) algorithm, called "iterative zero-sum ADP algorithm," is developed to solve infinite-horizon discrete-time two-player zero-sum games of nonlinear systems. The present iterative zero-sum ADP algorithm permits arbitrary positive semidefinite functions to initialize the upper and lower iterations. A novel convergence analysis is developed to guarantee the upper and lower iterative value functions to converge to the upper and lower optimums, respectively. When the saddle-point equilibrium exists, it is emphasized that both the upper and lower iterative value functions are proved to converge to the optimal solution of the zero-sum game, where the existence criteria of the saddle-point equilibrium are not required. If the saddle-point equilibrium does not exist, the upper and lower optimal performance index functions are obtained, respectively, where the upper and lower performance index functions are proved to be not equivalent. Finally, simulation results and comparisons are shown to illustrate the performance of the present method.

  8. Accuracy of Replicating Static Torque and its Effect on Shooting Accuracy in Young Basketball Players

    Directory of Open Access Journals (Sweden)

    Struzik Artur

    2014-12-01

    Full Text Available Purpose. Accurate shooting in basketball is a prerequisite for success. Coordination ability, one of the abilities that determine the repeatability of accurate shooting, is based on kinesthetic differentiation. The aim of the study was to evaluate the strength component of kinesthetic differentiation ability and determine its relationship with shooting accuracy. Methods. Peak muscle torque of the elbow extensors under static conditions was measured in 12 young basketball players. Participants then reproduced the same movement at a perceived magnitude of 25%, 50%, and 75% of static peak torque, with error scores calculated as a measure of kinesthetic differentiation. The results were compared with players’ field goal percentages calculated during game play in a regional championship. Results. No statistically significant relationships were found between the level of kinesthetic differentiation ability and field goal percentage. Additionally, no upper limb asymmetry was found in the sample. Conclusions. The relatively high levels of elbow static peak torque suggest the importance of upper limb strength in contemporary basketball. The lack of a statistically significant difference between the right and left limbs decreases the risk of suffering injury. It is likely that choosing other suitable tests would demonstrate the relationships between field goal percentage and kinesthetic differentiation ability.

  9. Shooting mechanisms in nature

    NARCIS (Netherlands)

    Sakes, Aimée; Wiel, van der Marleen; Henselmans, Paul W.J.; Leeuwen, van Johan L.; Dodou, Dimitra; Breedveld, Paul

    2016-01-01

    Background In nature, shooting mechanisms are used for a variety of purposes, including prey capture, defense, and reproduction. This review offers insight into the working principles of shooting mechanisms in fungi, plants, and animals in the light of the specific functional demands that these

  10. Game on! Lessons learned from joint development and production of health games

    NARCIS (Netherlands)

    Leupen, Harro; Willems, Rob; Onyango, George; Odongo, Peter

    2015-01-01

    In September 2010, Hanze University of Applied Sciences in Groningen (the Netherlands) started a 20-week international program titled GameOn! The object of this program is for students to develop serious games, that aim to help the youth become aware of social and/or health related issues. Since the

  11. The effect of distance on moral engagement: Event related potentials and alpha power are sensitive to perspective in a virtual shooting task

    Directory of Open Access Journals (Sweden)

    Kirsten ePetras

    2016-01-01

    Full Text Available In a shooting video game we investigated whether increased distance reduces moral conflict. We measured and analysed the event related potential (ERP, including the N2 component, which has previously been linked to cognitive conflict from competing decision tendencies. In a modified go/nogo task designed to trigger moral conflict participants had to shoot suddenly appearing human like avatars in a virtual reality scene. The scene was seen either from an ego perspective with targets appearing directly in front of the participant or from a bird’s view, where targets were seen from above and more distant. To control for low level visual features, we conducted a visually identical control experiment, where the instruction to shoot was replaced by an instruction to detect. ERP waveforms showed differences between the two tasks as early as in the N1 time-range, with higher N1 amplitudes for the close perspective in the shoot task. Additionally, we found that pre-stimulus alpha power was significantly decreased in the ego, compared to the bird's view only for the shoot but not for the detect task. In the N2 time window, we observed main amplitude effects for response (nogo > go and distance (ego > bird perspective but no interaction with task type (shoot vs detect. We argue that the pre-stimulus and N1 effects can be explained by reduced attention and arousal in the distance condition when people are instructed to shoot. The lack of interaction in the N2 across tasks suggests that at that time point, the moral conflict is already resolved and response execution dominates. We discuss potential implications for real life shooting situations, especially considering recent developments in drone shootings which are per definition of a distant view.

  12. The Effect of Distance on Moral Engagement: Event Related Potentials and Alpha Power are Sensitive to Perspective in a Virtual Shooting Task.

    Science.gov (United States)

    Petras, Kirsten; Ten Oever, Sanne; Jansma, Bernadette M

    2015-01-01

    In a shooting video game we investigated whether increased distance reduces moral conflict. We measured and analyzed the event related potential (ERP), including the N2 component, which has previously been linked to cognitive conflict from competing decision tendencies. In a modified Go/No-go task designed to trigger moral conflict participants had to shoot suddenly appearing human like avatars in a virtual reality scene. The scene was seen either from an ego perspective with targets appearing directly in front of the participant or from a bird's view, where targets were seen from above and more distant. To control for low level visual features, we added a visually identical control condition, where the instruction to "shoot" was replaced by an instruction to "detect." ERP waveforms showed differences between the two tasks as early as in the N1 time-range, with higher N1 amplitudes for the close perspective in the "shoot" task. Additionally, we found that pre-stimulus alpha power was significantly decreased in the ego, compared to the bird's view only for the "shoot" but not for the "detect" task. In the N2 time window, we observed main amplitude effects for response (No-go > Go) and distance (ego > bird perspective) but no interaction with task type (shoot vs. detect). We argue that the pre-stimulus and N1 effects can be explained by reduced attention and arousal in the distance condition when people are instructed to "shoot." These results indicate a reduced moral engagement for increased distance. The lack of interaction in the N2 across tasks suggests that at that time point response execution dominates. We discuss potential implications for real life shooting situations, especially considering recent developments in drone shootings which are per definition of a distant view.

  13. Mass shooting and mass media : does media coverage of mass shootings inspire copycat crimes?

    OpenAIRE

    Mesoudi, A.

    2013-01-01

    In December 2012, twenty elementary school children and six adult staff members were shot and killed by a single individual at a school in Connecticut. Although this horrific event was met with widespread shock, Americans are sadly all too familiar with such mass shootings. From Columbine in 1999, to Virginia Tech in 2007, to the Colorado cinema shootings earlier in 2012, mass shootings seem to occur with alarming regularity. And although they appear to afflict the United States more than mos...

  14. Game-based programming towards developing algorithmic thinking skills in primary education

    Directory of Open Access Journals (Sweden)

    Hariklia Tsalapatas

    2012-06-01

    Full Text Available This paper presents cMinds, a learning intervention that deploys game-based visual programming towards building analytical, computational, and critical thinking skills in primary education. The proposed learning method exploits the structured nature of programming, which is inherently logical and transcends cultural barriers, towards inclusive learning that exposes learners to algorithmic thinking. A visual programming environment, entitled ‘cMinds Learning Suite’, has been developed aimed for classroom use. Feedback from the deployment of the learning methods and tools in classrooms in several European countries demonstrates elevated learner motivation for engaging in logical learning activities, fostering of creativity and an entrepreneurial spirit, and promotion of problem-solving capacity

  15. 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...

  16. Improved recovery of cryotherapy-treated shoot tips following thermotherapy of in vitro-grown stock shoots of raspberry (Rubus idaeus L.).

    Science.gov (United States)

    Wang, Qiaochun; Valkonen, Jari P T

    2009-01-01

    Raspberry bushy dwarf virus (RBDV) can be efficiently eradicated from raspberry plants (Rubus idaeus) by a procedure combining thermotherapy and cryotherapy. However, the bottleneck of this procedure is that, following thermotherapy, cryopreserved shoot tips become chlorotic during regrowth and eventually die after several subcultures. In addition, survival of heat-treated stock shoots and recovery of cryopreserved shoot tips following thermotherapy are low. The present study focused towards improving regrowth of cryopreserved raspberry shoot tips following thermotherapy. Results showed that preconditioning stock shoots with salicylic acid (SA; 0.01-0.1 mM) markedly increased survival of stock shoots after 4 weeks of thermotherapy. Regrowth of cryopreserved shoot tips following thermotherapy was also significantly enhanced when SA (0.05-0.1 mM) was used for preconditioning stock shoots. Addition of either Fe-ethylenediaminetetracetic acid (Fe-EDTA, 50 mg per L) or Fe-ethylenediaminedi(o)hydroxyphenylacetic acid (Fe-EDDHA, 50 mg per L) to post-culture medium strongly promoted regrowth and totally prevented chlorosis of shoots regenerated from cryopreserved shoot tips following thermotherapy. Using the parameters optimized in the present study, about 80 percent survival of heat-treated stock shoots and about 33 percent regrowth of cryopreserved shoot tips following thermotherapy were obtained. Morphology of plants regenerated from cryopreserved shoot tips following thermotherapy was identical to that of control plants, based on observations of leaf shape and size, internode length and plant height. Optimization of the thermotherapy procedure followed by cryotherapy will facilitate the wider application of this technique to eliminate viruses which can invade meristems.

  17. High Frequency Multiple Shoot Induction of Curculigo orchioides Gaertn.: Shoot Tip V/S Rhizome Disc

    Directory of Open Access Journals (Sweden)

    K. S. Nagesh

    2008-09-01

    Full Text Available Curculigo orchioides Gaertn. is an endangered medicinal plant with anticancer properties. The rhizome and tuberous roots of the plant have been used extensively in India in indigenous medicine. Due to its multiple uses, the demand for Curculigo orchioides is constantly on the rise; however, the supply is rather erratic and inadequate. Destructive harvesting, combined with habitat destruction in the form of deforestation has aggravated the problem. The plant is now considered ‘endangered’ in its natural habitat. Therefore, the need for conservation of this plant is crucial. Here, we describe a successful protocol for multiple shoot induction of C. orchioides using shoot tip and rhizome disc. We find that proximal rhizome discs are optimal for high frequency shoot bud formation than shoot tip and distal rhizome disc. We observed a synergistic effect between 6-benzylaminopurine (BAP and kinetin (KN (each at 1 mg/L on the regeneration of shoot buds from proximal rhizome disc than shoot tip explant. Optimum root induction was achieved on half-strength MS liquid medium supplemented with 1 mg/L of indole-3-butyric acid (IBA. The in vitro raised plantlets were acclimatized in green house and successfully transplanted to natural condition with 90% survival.

  18. Evaluation of vision training using 3D play game

    Science.gov (United States)

    Kim, Jung-Ho; Kwon, Soon-Chul; Son, Kwang-Chul; Lee, Seung-Hyun

    2015-03-01

    The present study aimed to examine the effect of the vision training, which is a benefit of watching 3D video images (3D video shooting game in this study), focusing on its accommodative facility and vergence facility. Both facilities, which are the scales used to measure human visual performance, are very important factors for man in leading comfortable and easy life. This study was conducted on 30 participants in their 20s through 30s (19 males and 11 females at 24.53 ± 2.94 years), who can watch 3D video images and play 3D game. Their accommodative and vergence facility were measured before and after they watched 2D and 3D game. It turned out that their accommodative facility improved after they played both 2D and 3D games and more improved right after they played 3D game than 2D game. Likewise, their vergence facility was proved to improve after they played both 2D and 3D games and more improved soon after they played 3D game than 2D game. In addition, it was demonstrated that their accommodative facility improved to greater extent than their vergence facility. While studies have been so far conducted on the adverse effects of 3D contents, from the perspective of human factor, on the imbalance of visual accommodation and convergence, the present study is expected to broaden the applicable scope of 3D contents by utilizing the visual benefit of 3D contents for vision training.

  19. Violence in E-rated video games.

    Science.gov (United States)

    Thompson, K M; Haninger, K

    2001-08-01

    Children's exposure to violence, alcohol, tobacco and other substances, and sexual messages in the media are a source of public health concern; however, content in video games commonly played by children has not been quantified. To quantify and characterize the depiction of violence, alcohol, tobacco and other substances, and sex in video games rated E (for "Everyone"), analogous to the G rating of films, which suggests suitability for all audiences. We created a database of all existing E-rated video games available for rent or sale in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of content descriptors associated with these games. We played and assessed the content of a convenience sample of 55 E-rated video games released for major home video game consoles between 1985 and 2000. Game genre; duration of violence; number of fatalities; types of weapons used; whether injuring characters or destroying objects is rewarded or is required to advance in the game; depiction of alcohol, tobacco and other substances; and sexual content. Based on analysis of the 672 current E-rated video games played on home consoles, 77% were in sports, racing, or action genres and 57% did not receive any content descriptors. We found that 35 of the 55 games we played (64%) involved intentional violence for an average of 30.7% of game play (range, 1.5%-91.2%), and we noted significant differences in the amount of violence among game genres. Injuring characters was rewarded or required for advancement in 33 games (60%). The presence of any content descriptor for violence (n = 23 games) was significantly correlated with the presence of intentional violence in the game (at a 5% significance level based on a 2-sided Wilcoxon rank-sum test, t(53) = 2.59). Notably, 14 of 32 games (44%) that did not receive a content descriptor for violence contained acts of violence. Action and shooting games led to the largest numbers of

  20. Actively station: Effects on global cognition of mature adults and healthy elderly program using eletronic games

    Directory of Open Access Journals (Sweden)

    Tiago Nascimento Ordonez

    Full Text Available ABSTRACT Studies show that aging is accompanied by decline in cognitive functions but also indicate that interventions, such as training on electronic games, can enhance performance and promote maintenance of cognitive abilities in healthy older adults. Objective: To investigate the effects of an electronic game program, called Actively Station, on the performance of global cognition of adults aged over 50 years. Methods: 124 mature and elderly adults enrolled in the "Actively Station" cognitive stimulation program of São Caetano do Sul City, in the State of São Paulo, participated in training for learning of electronic games. Participants were divided into two groups: training group (TG n=102 and control group (CG n=22. Protocol: a sociodemographic questionnaire, the Mini-Mental State Examination (MMSE, the Addenbrooke's Cognitive Examination Revised (ACE-R, the Memory Complaint Questionnaire (MAC-Q, the scale of frequency of forgetfulness, the Geriatric Depression Scale (GDS-15, the Geriatric Anxiety Inventory (GAI, the Global Satisfaction with Life Scale, and two scales on learning in the training. Results: The cognitive performance of the TG improved significantly after the program, particularly in the domains of language and memory, and there was a decrease on the anxiety index and frequency of memory complaints, when compared to the CG. Conclusion: These findings suggest that the acquisition of new knowledge and the use of new stimuli, such as electronic games, can promote improvements in cognition and mood and reduce the frequency of memory complaints.

  1. The time course of temporal preparation in an applied setting: a study of gaming behavior

    NARCIS (Netherlands)

    Los, S.A.; Hoorn, J.F.; Grin, M.; van den Burg, E.

    2013-01-01

    We examined the time course of temporal preparation in the practice of computer gaming. Participants held an infrared rifle to shoot animated figures ("terrorists") that appeared from an elevator that opened briefly after the sound of a bell. The sound was either loud or soft and the interval

  2. The Feasibility of a Customized, In-Home, Game-Based Stroke Exercise Program Using the Microsoft Kinect Sensor

    Directory of Open Access Journals (Sweden)

    Rachel Proffitt

    2015-11-01

    Full Text Available The objective of this study was to determine the feasibility of a 6-week, game-based, in-home telerehabilitation exercise program using the Microsoft Kinect® for individuals with chronic stroke. Four participants with chronic stroke completed the intervention based on games designed with the customized Mystic Isle software. The games were tailored to each participant’s specific rehabilitation needs to facilitate the attainment of individualized goals determined through the Canadian Occupational Performance Measure. Likert scale questionnaires assessed the feasibility and utility of the game-based intervention. Supplementary clinical outcome data were collected. All participants played the games with moderately high enjoyment. Participant feedback helped identify barriers to use (especially, limited free time and possible improvements. An in-home, customized, virtual reality game intervention to provide rehabilitative exercises for persons with chronic stroke is practicable. However, future studies are necessary to determine the intervention’s impact on participant function, activity, and involvement.

  3. NASA Game Changing Development Program Manufacturing Innovation Project

    Science.gov (United States)

    Tolbert, Carol; Vickers, John

    2011-01-01

    This presentation examines the new NASA Manufacturing Innovation Project. The project is a part of the Game Changing Development Program which is one element of the Space Technology Programs Managed by Office of the Chief Technologist. The project includes innovative technologies in model-based manufacturing, digital additive manufacturing, and other next generation manufacturing tools. The project is also coupled with the larger federal initiatives in this area including the National Digital Engineering and Manufacturing Initiative and the Advanced Manufacturing Partnership. In addition to NASA, other interagency partners include the Department of Defense, Department of Commerce, NIST, Department of Energy, and the National Science Foundation. The development of game-changing manufacturing technologies are critical for NASA s mission of exploration, strengthening America s manufacturing competitiveness, and are highly related to current challenges in defense manufacturing activities. There is strong consensus across industry, academia, and government that the future competitiveness of U.S. industry will be determined, in large part, by a technologically advanced manufacturing sector. This presentation highlights the prospectus of next generation manufacturing technologies to the challenges faced NASA and by the Department of Defense. The project focuses on maturing innovative/high payoff model-based manufacturing technologies that may lead to entirely new approaches for a broad array of future NASA missions and solutions to significant national needs. Digital manufacturing and computer-integrated manufacturing "virtually" guarantee advantages in quality, speed, and cost and offer many long-term benefits across the entire product lifecycle. This paper addresses key enablers and emerging strategies in areas such as: Current government initiatives, Model-based manufacturing, and Additive manufacturing.

  4. Adventitious shoot regeneration from in vitro cultured leaves of guava (Psidium guava L.

    Directory of Open Access Journals (Sweden)

    Óscar Concepción Laffitte

    2004-07-01

    Full Text Available Adventitious regeneration is a key step in the application of genetic engineering to the breeding programs of plants. In this work a method for adventitious shoot regeneration from leaves of micropropagated guava shoots has been developed and some of main factors to affect the shoot regeneration like, concentration of plant growth regulators (citoquinine, physiological state of explants and the wound are studied. Leaves from guava in vitro cultured of variety Cuban Red Dwarf 18-40 was used like explant in all experiments. The best re-sult was reached with MS basal medium supplemented with 0.75 mg/L of 6-benzylaminopurine. Was de-monstrated that for the leaves with more multiplication subculture number and taken from lower part of shoot (older; the morfogenetic potential falls significantly (p60% and the largest number of shoot per regenerating leaf (>3 were obtained with several wounds carried out in f orm of jabs to the central nerve of leaves. This regeneration protocol constitutes an important tool that can be applied for future studies of genetic transformation in this species. Key words: Tissue culture, leaf explants, growth regulators, organogenesis, guava

  5. The Binomial Distribution in Shooting

    Science.gov (United States)

    Chalikias, Miltiadis S.

    2009-01-01

    The binomial distribution is used to predict the winner of the 49th International Shooting Sport Federation World Championship in double trap shooting held in 2006 in Zagreb, Croatia. The outcome of the competition was definitely unexpected.

  6. Analysis of sports injuries related with shooting.

    Science.gov (United States)

    Kabak, Banu; Karanfilci, Muharrem; Ersöz, Taner; Kabak, Mehmet

    2016-06-01

    Athletes typically maintain rigorous training and work programs to be able to participate in competitions. An injury that occurs during the competition that causes withdrawal from the competition and a possible departure from sports, can render results athletes' and their support staff's efforts as meaningless. The early detection of injuries in the competition and developing preventive training programs can help ensure that participating in competitions and the associated preparatory efforts are not wasted. In this study, the sports injuries discussed occurred during training and competition events of the Turkish Shooting Sportive group. Body parts of injuries are determined and exercise programs focused on the affected body parts are developed. A total of 729 athletes (285 female, 444 male) who participated in Turkish Shooting Sports Championship during the 2010-2011 competition period participated in the study. Athletes were given a questionnaire that was developed prior to the event, and the questionnaire was filled in during interviews conducted one-on-one. Data was collected from the questionnaire and SPSS v.16.0 was used to analyze the results. The study was completed in six months. The results showed that the most of the injuries that occurred during training were strain and muscle tears whereas most of the injuries occurred during the actual competition were strain, muscle tears, tendinitis, and sprain. The results also indicated that during training, the most frequently-occurring injuries were in shoulder, calf-thigh, hand and wrist; whereas during the competition, it was manifested in the shoulder, foot and ankle. Muscle strengthening, stretching and proprioception exercises for these body parts should be included as part of the athletic training program.

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

    Science.gov (United States)

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

    2017-05-01

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

  8. Date of shoot collection, genotype, and original shoot position affect early rooting of dormant hardwood cuttings of Populus

    Science.gov (United States)

    R. S., Jr. Zalesny; A.H. Wiese

    2006-01-01

    Identifying superior combinations among date of dormant- season shoot collection, genotype, and original shoot position can increase the rooting potential of Populus cuttings. Thus, the objectives of our study were to: 1) evaluate variation among clones in early rooting from hardwood cuttings processed every three weeks from shoots collected...

  9. Video Design Games

    DEFF Research Database (Denmark)

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

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

  10. Recent Advances in General Game Playing

    OpenAIRE

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable...

  11. Introduction to game physics with Box2D

    CERN Document Server

    Parberry, Ian

    2013-01-01

    Written by a pioneer of game development in academia, Introduction to Game Physics with Box2D covers the theory and practice of 2D game physics in a relaxed and entertaining yet instructional style. It offers a cohesive treatment of the topics and code involved in programming the physics for 2D video games. Focusing on writing elementary game physics code, the first half of the book helps you grasp the challenges of programming game physics from scratch, without libraries or outside help. It examines the mathematical foundation of game physics and illustrates how it is applied in practice thro

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

    International Nuclear Information System (INIS)

    Nwulu, Nnamdi I.; Xia, Xiaohua

    2015-01-01

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

  13. 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…

  14. Effect of an Intervention Program Based on Active Video Games and Motor Games on Health Indicators in University Students: A Pilot Study

    Directory of Open Access Journals (Sweden)

    Félix Zurita-Ortega

    2018-06-01

    Full Text Available (1 Background: High levels of physical inactivity caused by sedentary digital screen leisure constitute one of the main causes of the high levels of obesity observed in today’s society; (2 Methods: The present study aims to analyse the effect of a 12-week intervention program based on the application of active video games and motor games on health status indicators, problematic use of video games, and resilience capacity in university students. Besides, the content blocks of the Physical Education (PE field are worked on through these devices, revealing their potential as an Information and Communications Technology (ICT resource. A longitudinal study with a pre-experimental design with pretest–posttest measurements in a single group (n = 47 was performed, using as main instruments a Tanita TBF300® bioimpedance scale, the 20mSRT test for maximum oxygen consumption (VO2max, the Adherence to a Mediterranean Diet Test (KIDMED, the Questionnaire for Experiences Related to Video games (QERV and the Connor-Davidson Resilience Scale (CD-RISC; (3 Results: The main results were a discrete improvement in the percentage of fat mass and VO2max, representing a small effect size in both cases. The quality of the diet followed and the confidence and tolerance for adversity as a resilience factor were also improved, representing a medium size effect for this last variable; (4 Conclusions: Despite the limitations of this study as it does not have a control group, the main conclusions are that active video games and motor games can be a motivational resource to follow an active lifestyle, helping to improve health status indicators in young adults.

  15. MOBILE GAME HALMA MULTIPLAYER

    Directory of Open Access Journals (Sweden)

    Muhammad Dhimas

    2015-04-01

    Full Text Available Handphone besides as a communication tool also has a function as a medium of entertainment. Various multimedia services and communications facilities contained therein, one Bluetooth. Games is one application that always exist in the mobile phone, and with a wider variety of games development by utilizing the services in mobile. In this research, the development of the multiplayer games for mobile phones utilizing Bluetooth communication media using the programming language Java Micro Edition (J2ME. Design method using the grapple, NetBeans IDE 6.1 is used as tools to assist programming.

  16. Training visual control in wheelchair basketball shooting

    NARCIS (Netherlands)

    Oudejans, R.R.D.; Heubers, S.; Ruitenbeek, J-R.J.A.C.; Janssen, T.W.J.

    2012-01-01

    We examined the effects of visual control training on expert wheelchair basketball shooting, a skill more difficult than in regular basketball, as players shoot from a seated position to the same rim height. The training consisted of shooting with a visual constraint that forced participants to use

  17. A Serious Game of Success

    Science.gov (United States)

    Nikirk, Martin

    2006-01-01

    This article discusses a computer game design and animation pilot at Washington County Technical High School as part of the advanced computer applications completer program. The focus of the instructional program is to teach students the 16 components of computer game design through a team-centered, problem-solving instructional format. Among…

  18. Characterization of somatic embryogenesis initiated from the Arabidopsis shoot apex.

    Science.gov (United States)

    Kadokura, Satoshi; Sugimoto, Kaoru; Tarr, Paul; Suzuki, Takamasa; Matsunaga, Sachihiro

    2018-04-28

    Somatic embryogenesis is one of the best examples of the remarkable developmental plasticity of plants, in which committed somatic cells can dedifferentiate and acquire the ability to form an embryo and regenerate an entire plant. In Arabidopsis thaliana, the shoot apices of young seedlings have been reported as an alternative tissue source for somatic embryos (SEs) besides the widely studied zygotic embryos taken from siliques. Although SE induction from shoots demonstrates the plasticity of plants more clearly than the embryo-to-embryo induction system, the underlying developmental and molecular mechanisms involved are unknown. Here we characterized SE formation from shoot apex explants by establishing a system for time-lapse observation of explants during SE induction. We also established a method to distinguish SE-forming and non-SE-forming explants prior to anatomical SE formation, enabling us to identify distinct transcriptome profiles of these two explants at SE initiation. We show that embryonic fate commitment takes place at day 3 of SE induction and the SE arises directly, not through callus formation, from the base of leaf primordia just beside the shoot apical meristem (SAM), where auxin accumulates and shoot-root polarity is formed. The expression domain of a couple of key developmental genes for the SAM transiently expands at this stage. Our data demonstrate that SE-forming and non-SE-forming explants share mostly the same transcripts except for a limited number of embryonic genes and root genes that might trigger the SE-initiation program. Thus, SE-forming explants possess a mixed identity (SAM, root and embryo) at the time of SE specification. Copyright © 2018. Published by Elsevier Inc.

  19. Rampage shootings: an historical, empirical, and theoretical overview.

    Science.gov (United States)

    Rocque, Michael; Duwe, Grant

    2018-02-01

    Rampage shootings is a relatively new term to describe a phenomenon that has a long history. Rampage shootings are mass shootings (generally defined as involving four or more victims), taking place in a public location, with victims chosen randomly or for symbolic purposes. These shootings are isolated events, meaning they are not connected to another criminal act (such as robbery or terrorism). Research suggests that rampage shootings are not a new phenomenon, but have occurred throughout the US since the early 1900s. There is some evidence of an increase in recent years, but definitional differences across studies and data sources make interpreting trends somewhat tenuous. Theories regarding the perpetration of rampage shootings center on masculinity, mental illness, and contagion effects. Policies aimed at preventing rampage shootings remain somewhat controversial and not well-tested in the literature. Copyright © 2017 Elsevier Ltd. All rights reserved.

  20. Modeling shoot-tip temperature in the greenhouse environment

    International Nuclear Information System (INIS)

    Faust, J.E.; Heins, R.D.

    1998-01-01

    An energy-balance model is described that predicts vinca (Catharanthus roseus L.) shoot-tip temperature using four environmental measurements: solar radiation and dry bulb, wet bulb, and glazing material temperature. The time and magnitude of the differences between shoot-tip and air temperature were determined in greenhouses maintained at air temperatures of 15, 20, 25, 30, or 35 °C. At night, shoot-tip temperature was always below air temperature. Shoot-tip temperature decreased from 0.5 to 5 °C below air temperature as greenhouse glass temperature decreased from 2 to 15 °C below air temperature. During the photoperiod under low vapor-pressure deficit (VPD) and low air temperature, shoot-tip temperature increased ≈4 °C as solar radiation increased from 0 to 600 W·m -2 . Under high VPD and high air temperature, shoot-tip temperature initially decreased 1 to 2 °C at sunrise, then increased later in the morning as solar radiation increased. The model predicted shoot-tip temperatures within ±1 °C of 81% of the observed 1-hour average shoot-tip temperatures. The model was used to simulate shoot-tip temperatures under different VPD, solar radiation, and air temperatures. Since the rate of leaf and flower development are influenced by the temperature of the meristematic tissues, a model of shoot-tip temperature will be a valuable tool to predict plant development in greenhouses and to control the greenhouse environment based on a plant temperature setpoint. (author)

  1. The Hidden Advantage in Shoot/Don’t Shoot Simulation Exercises for Police Recruit Training

    Directory of Open Access Journals (Sweden)

    Amanda Davies

    2015-03-01

    Full Text Available During the past thirty-five years, developments in computer-related technology have been providing increasingly more sophisticated simulation alternatives for training law enforcement officers. Such developments have leveraged on the back of progress achieved in the aviation, military and medical professions as law enforcement educators seek to address the challenges of training for high-risk, high-stakes professional environments. While globally, simulation based learning exercises are at the forefront in use-of-force training with firearms for police recruits there is limited published research which views the influence of these exercises on operational practice through the lens of the police recruit as they engage with the demands of their volatile, unpredictable workplace. This paper discusses a case study of a cohort of 372 police recruits whose police academy education program included participation in simulation based learning exercises centred on decision making in use-of-force. The pivotal inclusion in the study was the opportunity for the police recruits to reflect on the influence of the simulation exercise experience from an operational perspective. The study revealed an unvoiced advantage—while trainers are focusing on the amount of ammunition used, the marksmanship accuracy, and the justification for the use-of-force, the students are unconsciously building a repertoire of realistic experiences as a reference library for the moment of decision in real life shoot/don’t shoot incidents.

  2. Preventing childhood anxiety disorders: Is an applied game as effective as a cognitive behavioral therapy-based program?

    OpenAIRE

    Schoneveld, E.A.; Lichtwarck-Aschoff, A.; Granic, I.

    2018-01-01

    A large proportion of children experience subclinical levels of anxiety and cognitive-behavioral therapy (CBT) aimed at preventing anxiety disorders is moderately effective. However, most at-risk children do not seek help or drop out of programs prematurely because of stigma, lack of motivation, and accessibility barriers. Applied games have received increased attention as viable alternatives and have shown promising results, but direct comparisons between applied games and the gold-standard ...

  3. Practical game design with Unity and Playmaker

    CERN Document Server

    Mohov, Sergey

    2013-01-01

    A practical guide packed with examples that helps you to build a full-fledged game with the help of Unity and Playmaker. A few exercises and useful external resources are also provided to improve both the game and your skills.This book is for animation artists and 3D artists, designers, and engineers who want to create interactive content with little or no programming. This book is also for game programmers who want to create a game from scratch in Unity and Playmaker. You are expected to have basic knowledge of game programming and Unity 3D.

  4. Mobile game-based virtual reality rehabilitation program for upper limb dysfunction after ischemic stroke.

    Science.gov (United States)

    Choi, Yoon-Hee; Ku, Jeonghun; Lim, Hyunmi; Kim, Yeo Hyung; Paik, Nam-Jong

    2016-05-02

    Virtual reality (VR) has the potential to provide intensive, repetitive, and task-oriented training, and game-based therapy can enhance patients' motivation and enjoyment. The objective of the present study was to develop a mobile game-based upper extremity VR program for patients who have experienced stroke, and to evaluate the feasibility and effectiveness of the program. This randomized, double-blind, controlled trial included 24 patients with ischemic stroke. The intervention group (n = 12) received 30 min of conventional occupational therapy (OT) and 30 min of the mobile upper extremity rehabilitation program using a smartphone and a tablet PC (MoU-Rehab). The controls (n = 12) received conventional OT alone for 1 h per day. Rehabilitation consisted of 10 sessions of therapy, 5 days per week, for 2 weeks. The outcome measures (Fugl-Meyer Assessment of the upper extremity [FMA-UE], Brunnström stage [B-stage] for the arm and the hand, manual muscle testing [MMT], modified Barthel index [MBI], EuroQol-5 Dimension [EQ-5D], and Beck Depression Inventory [BDI]) were assessed at the beginning and end of treatment, and at 1 month. User satisfaction was evaluated by a questionnaire. A greater improvement in the FMA-UE, B-stage, and MMT was found after treatment with the MoU-Rehab than with conventional therapy. The extent of improvements in the MBI, EQ-5D, and BDI was not significantly different between the two groups. Patients in the experimental group completed the 2-weeks treatment without adverse effects, and they were generally satisfied with MoU-Rehab. This mobile game-based VR rehabilitation program appears to be feasible and effective for promoting upper limb recovery after ischemic stroke.

  5. Learn Unity for 2D game development

    CERN Document Server

    Thorn, Alan

    2013-01-01

    The only Unity book specifically covering 2D game development Written by Alan Thorn, experience game developer and author of seven books on game programming Hands-on examples of all major aspects of 2D game development using Unity

  6. Shoot regeneration of limau purut (citrus hystrix) using shoot tip: assessment of calcium gluconate and silver nitrate in overcoming premature leaf senescence

    International Nuclear Information System (INIS)

    Eng, W.H.; Aziz, M.A.; Sinniah, U.R.

    2014-01-01

    This study was carried out to establish an optimum In vitro shoot multiplication system using shoot tip explants derived from 7 week-old seedlings of Citrus hystrix. In the first experiment, shoot tips were cultured on Murashige and Skoog (MS) medium supplemented with 0-13.33 mu M 6-benzylaminopurine (BAP) for 8 weeks. Shoot tips cultured on 2.22 mu M BAP produced the highest mean number of shoots (3.42 shoots) but the shoots had low number of leaves (1.14 leaves) due to the occurrence of premature leaf senescence and callus formation. Meanwhile, the medium devoid of BAP produced the lowest mean number of shoots (1.50 shoots) but highest mean number of leaves (5.41 leaves) indicating that BAP was likely responsible for the premature leaf senescence. In order to overcome the occurrence of premature leaf senescence on medium with BAP, a second experiment was carried out whereby shoot tips were cultured on medium containing 2.22 micro M BAP fortified with 2.00, 4.00 and 6.00 mM calcium gluconate (Ca-glu) and a control treatment with 2.22 mu M BAP. The shoot and leaf numbers were increased with the addition of 4.00 and 6.00 mM Ca-glu. The presence of Ca-glu reduced premature leaf senescence and callus formation to some extent. In the third experiment, the addition of silver nitrate (AgNO/sub 3/) at 10-80 micro M in media with 2.22 micro M BAP and 2.22 micro M BAP + 4 mM Ca-glu could totally overcome premature leaf senescence and callus formation. Media supplemented with 2.22 mirco M BAP + 4 mM Ca-glu + 20 micro M AgNOsub 3/ significantly induced among the highest mean number of shoots and highest mean number of leaves per shoot. (author)

  7. Creating Physics Aware Games using PyGame and PyODE

    Directory of Open Access Journals (Sweden)

    2010-09-01

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

  8. Training Visual Control in Wheelchair Basketball Shooting

    Science.gov (United States)

    Oudejans, Raoul R. D.; Heubers, Sjoerd; Ruitenbeek, Jean-Rene J. A. C.; Janssen, Thomas W. J.

    2012-01-01

    We examined the effects of visual control training on expert wheelchair basketball shooting, a skill more difficult than in regular basketball, as players shoot from a seated position to the same rim height. The training consisted of shooting with a visual constraint that forced participants to use target information as late as possible.…

  9. Radiosensitivity of in vitro Cultured Banana Shoot-Tips

    International Nuclear Information System (INIS)

    Elagamawy, M.R.

    2002-01-01

    Longitudinally dissected shoot apices of Grand Nain, Williams and Maghrabi banana cultivars were exposed to gamma irradiation with Cobalt 60 source at the doses of 0, 20, 40 and 60 Gy and immediately placed into proliferation medium. A number of micropropagation cycles after irradiation were necessary up to M1 V2 to M1 V4 stage to let mutated sectors developing into non-chimeric shoots. Radiosensitivity was evaluated by the rate of shoot proliferation and by the shoot fresh weight increase. Increasing gamma doses caused reduction in survival rates and average number of shoots. Grand Nain exhibited the highest multiplication- rate (3.1). The lower dose (20 Gy) enhanced shoot multiplication ratio specially in Williams and Maghrabi, which however decreased with increased doses. The doses of 20-40 Gy yielded Ld50, with sensible degree of shoot multiplication, which occurred hardly ever beyond 40 Gy. The dose of 60 Gy resulted 80% lethal shoot growth. Linear decrease in fresh weight was observed in post-irradiation recovery, notably in the Maghrabi. In contradictory vulnerable damage was observed in Williams which showed the highest fresh weight value. Shoot proliferation appeared generally on the surface of the corm. Root formation was observed without additional hormone. The roots were dark colored and was decreased with the increased of dosage

  10. Game development with Swift

    CERN Document Server

    Haney, Stephen

    2015-01-01

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

  11. The Education Game.

    Science.gov (United States)

    Lubar, David

    1982-01-01

    Four programs are reviewed: Crossword Magic, Master Type, The Vocabulary Baseball Game, and Meet the Presidents. The major innovations highlighted by the products selected are the ways the creators turned learning into a game. It is noted that whether this approach is desirable is for the individual teacher to decide. (MP)

  12. Pilot study comparing changes in postural control after training using a video game balance board program and 2 standard activity-based balance intervention programs.

    Science.gov (United States)

    Pluchino, Alessandra; Lee, Sae Yong; Asfour, Shihab; Roos, Bernard A; Signorile, Joseph F

    2012-07-01

    To compare the impacts of Tai Chi, a standard balance exercise program, and a video game balance board program on postural control and perceived falls risk. Randomized controlled trial. Research laboratory. Independent seniors (N=40; 72.5±8.40) began the training, 27 completed. Tai Chi, a standard balance exercise program, and a video game balance board program. The following were used as measures: Timed Up & Go, One-Leg Stance, functional reach, Tinetti Performance Oriented Mobility Assessment, force plate center of pressure (COP) and time to boundary, dynamic posturography (DP), Falls Risk for Older People-Community Setting, and Falls Efficacy Scale. No significant differences were seen between groups for any outcome measures at baseline, nor were significant time or group × time differences for any field test or questionnaire. No group × time differences were seen for any COP measures; however, significant time differences were seen for total COP, 3 of 4 anterior/posterior displacement and both velocity, and 1 displacement and 1 velocity medial/lateral measure across time for the entire sample. For DP, significant improvements in the overall score (dynamic movement analysis score), and in 2 of the 3 linear and angular measures were seen for the sample. The video game balance board program, which can be performed at home, was as effective as Tai Chi and the standard balance exercise program in improving postural control and balance dictated by the force plate postural sway and DP measures. This finding may have implications for exercise adherence because the at-home nature of the intervention eliminates many obstacles to exercise training. Copyright © 2012 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  13. A School Shooting Plot Foiled

    Science.gov (United States)

    Swezey, James A.; Thorp, Kimberly A.

    2010-01-01

    Dinkes, Cataldi, and Lin-Kelly (2007) claims that 78% of public schools reported one or more violent incidents during the 2005/2006 school year. School shootings are a rare but real threat on school campuses. Shootings at private schools are even less frequent with only a few recorded examples in the United States. This case study examines how a…

  14. Kinect Technology Game Play to Mimic Quake Catcher Network (QCN) Sensor Deployment During a Rapid Aftershock Mobilization Program (RAMP)

    Science.gov (United States)

    Kilb, D. L.; Yang, A.; Rohrlick, D.; Cochran, E. S.; Lawrence, J.; Chung, A. I.; Neighbors, C.; Choo, Y.

    2011-12-01

    The Kinect technology allows for hands-free game play, greatly increasing the accessibility of gaming for those uncomfortable using controllers. How it works is the Kinect camera transmits invisible near-infrared light and measures its "time of flight" to reflect off an object, allowing it to distinguish objects within 1 centimeter in depth and 3 mm in height and width. The middleware can also respond to body gestures and voice commands. Here, we use the Kinect Windows SDK software to create a game that mimics how scientists deploy seismic instruments following a large earthquake. The educational goal of the game is to allow the players to explore 3D space as they learn about the Quake Catcher Network's (QCN) Rapid Aftershock Mobilization Program (RAMP). Many of the scenarios within the game are taken from factual RAMP experiences. To date, only the PC platform (or a Mac running PC emulator software) is available for use, but we hope to move to other platforms (e.g., Xbox 360, iPad, iPhone) as they become available. The game is written in programming language C# using Microsoft XNA and Visual Studio 2010, graphic shading is added using High Level Shader Language (HLSL), and rendering is produced using XNA's graphics libraries. Key elements of the game include selecting sensor locations, adequately installing the sensor, and monitoring the incoming data. During game play aftershocks can occur unexpectedly, as can other problems that require attention (e.g., power outages, equipment failure, and theft). The player accrues points for quickly deploying the first sensor (recording as many initial aftershocks as possible), correctly installing the sensors (orientation with respect to north, properly securing, and testing), distributing the sensors adequately in the region, and troubleshooting problems. One can also net points for efficient use of game play time. Setting up for game play in your local environment requires: (1) the Kinect hardware ( $145); (2) a computer

  15. Design Games to Learn

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2014-01-01

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

  16. Mass Shootings, Mental Illness, and Gun Control.

    Science.gov (United States)

    Philpott-Jones, Sean

    2018-03-01

    In the wake of the Stoneman Douglas School shooting, Republican and Democratic leaders-like the American electorate they represent-remain sharply divided in their responses to gun violence. They are united in their condemnation of these mass shootings, but they disagree about whether stricter or looser gun control laws are the answer. Those on the right side of the political aisle suggest that the issue is one of mental illness rather than gun control. Conversely, those who are more liberal or progressive in their political learnings are quick to condemn attempts to reframe the issue of mass shootings as a mental health problem. Both sides are wrong. Mass shootings are indeed partially a mental health problem, albeit one poorly addressed by our current laws and policies. But the solution to mass shootings also needs to consider strategies that may reduce gun violence in general. © 2018 The Hastings Center.

  17. Unity multiplayer games

    CERN Document Server

    Stagner, Alan

    2013-01-01

    An easy-to-follow, tutorial manner that uses the learning-by-example approach.If you are a developer who wants to start making multiplayer games with the Unity game engine, this book is for you. This book assumes you have some basic experience with programming. No prior knowledge of the Unity IDE is required.

  18. SHOOT2.0: An indirect grid shooting package for optimal control problems, with switching handling and embedded continuation

    OpenAIRE

    Martinon , Pierre; Gergaud , Joseph

    2010-01-01

    The SHOOT2.0 package implements an indirect shooting method for optimal control problems. It is specifically designed to handle control discontinuities, with an automatic switching detection that requires no assumptions concerning the number of switchings. Special care is also devoted to the computation of the Jacobian matrix of the shooting function, using the variational system instead of classical finite differences. The package also features an embedded continuation method and an automati...

  19. Game Design and Homemade PowerPoint Games: An Examination of the Justifications and a Review of the Research

    Science.gov (United States)

    Siko, Jason; Barbour, Michael

    2013-01-01

    Research on educational games often focuses on the benefits that playing games has on student achievement. However, there is a growing body of research examining the benefits of having students design games rather than play them. Problems with game design as an instructional tool include the additional instruction on the programming language…

  20. Assessment of Secondary School Students’ Game Performance Related to Tactical Contexts

    Directory of Open Access Journals (Sweden)

    Gutiérrez David

    2014-10-01

    Full Text Available Certain limitations remain unaddressed when utilizing the Teaching Games for Understanding approach, suggesting the need for more research on authentic assessment of skill development and tactical awareness in order to guide the design of developmentally appropriate curriculum materials. This study investigated physical education students’ (n=19; age: 13.71 ± 0.4 game performance during an invasion game, specifically the relationship between their skill execution and decision-making ability. The purpose of the study was twofold: (a to devise and implement a ‘game context’ approach to assess the game performance components and in doing so, (b to provide information that could be used to design suitable learning progressions within tactical teaching approaches. Students’ game performance was videotaped, and measures of skill execution and decision-making were developed from observational analyses. Decision-making was measured at two levels: a decision making restricted to the selection of technical-tactical skills (i.e., passing, moving with the ball, getting free, marking, tackling, double teaming and interception; and b decisionmaking in the adaptation to the tactical contexts of the game. Participants played a 5 vs. 5 modified eight-minute team handball game. Participants scored significantly higher in penetrating-the-defense context adaptation than in keepingthe- ball context adaptation. Participants showed a higher efficiency in decision-making than in execution in most of the technical-tactical skills; including on-the-ball over off-the-ball decision-making, and in attack compared to defensive execution. The findings also revealed significant relationships between decision-making and skill execution in shooting, tackling and passing

  1. Game Development as a Pathway to Information Technology Literacy

    Science.gov (United States)

    Frydenberg, Mark

    2016-01-01

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

  2. School shootings: law enforcement and school district networking

    OpenAIRE

    Topadzhikyan, Tigran

    2013-01-01

    CHDS State/Local School shootings have happened in the past and will happen again. The history of school shootings prompts all stakeholders to look at ways to prevent them from happening, and if they do happen, to be resilient. Change is needed in the prevention of school shootings. The case studies of Virginia Tech, Sandy Hook, E. O. Green Junior High, and Beslan school shootings reveal that the lack of information sharing and lack of communication were flaws; and the incidents might have...

  3. Discrete-Time Nonzero-Sum Games for Multiplayer Using Policy-Iteration-Based Adaptive Dynamic Programming Algorithms.

    Science.gov (United States)

    Zhang, Huaguang; Jiang, He; Luo, Chaomin; Xiao, Geyang

    2017-10-01

    In this paper, we investigate the nonzero-sum games for a class of discrete-time (DT) nonlinear systems by using a novel policy iteration (PI) adaptive dynamic programming (ADP) method. The main idea of our proposed PI scheme is to utilize the iterative ADP algorithm to obtain the iterative control policies, which not only ensure the system to achieve stability but also minimize the performance index function for each player. This paper integrates game theory, optimal control theory, and reinforcement learning technique to formulate and handle the DT nonzero-sum games for multiplayer. First, we design three actor-critic algorithms, an offline one and two online ones, for the PI scheme. Subsequently, neural networks are employed to implement these algorithms and the corresponding stability analysis is also provided via the Lyapunov theory. Finally, a numerical simulation example is presented to demonstrate the effectiveness of our proposed approach.

  4. A 3d game in python

    OpenAIRE

    Xu, Minghui

    2014-01-01

    3D game has widely been accepted and loved by many game players. More and more different kinds of 3D games were developed to feed people’s needs. The most common programming language for development of 3D game is C++ nowadays. Python is a high-level scripting language. It is simple and clear. The concise syntax could speed up the development cycle. This project was to develop a 3D game using only Python. The game is about how a cat lives in the street. In order to live, the player need...

  5. Shooting Mechanisms in Nature: A Systematic Review.

    Directory of Open Access Journals (Sweden)

    Aimée Sakes

    Full Text Available In nature, shooting mechanisms are used for a variety of purposes, including prey capture, defense, and reproduction. This review offers insight into the working principles of shooting mechanisms in fungi, plants, and animals in the light of the specific functional demands that these mechanisms fulfill.We systematically searched the literature using Scopus and Web of Knowledge to retrieve articles about solid projectiles that either are produced in the body of the organism or belong to the body and undergo a ballistic phase. The shooting mechanisms were categorized based on the energy management prior to and during shooting.Shooting mechanisms were identified with projectile masses ranging from 1·10-9 mg in spores of the fungal phyla Ascomycota and Zygomycota to approximately 10,300 mg for the ballistic tongue of the toad Bufo alvarius. The energy for shooting is generated through osmosis in fungi, plants, and animals or muscle contraction in animals. Osmosis can be induced by water condensation on the system (in fungi, or water absorption in the system (reaching critical pressures up to 15.4 atmospheres; observed in fungi, plants, and animals, or water evaporation from the system (reaching up to -197 atmospheres; observed in plants and fungi. The generated energy is stored as elastic (potential energy in cell walls in fungi and plants and in elastic structures in animals, with two exceptions: (1 in the momentum catapult of Basidiomycota the energy is stored in a stalk (hilum by compression of the spore and droplets and (2 in Sphagnum energy is mainly stored in compressed air. Finally, the stored energy is transformed into kinetic energy of the projectile using a catapult mechanism delivering up to 4,137 J/kg in the osmotic shooting mechanism in cnidarians and 1,269 J/kg in the muscle-powered appendage strike of the mantis shrimp Odontodactylus scyllarus. The launch accelerations range from 6.6g in the frog Rana pipiens to 5,413,000g in

  6. Support for and aspects of use of educational games in family medicine and internal medicine residency programs in the US: a survey

    OpenAIRE

    Wilson Mark C; Mustafa Reem; Gunukula Sameer; Akl Elie A; Symons Andrew; Moheet Amir; Schünemann Holger J

    2010-01-01

    Abstract Background The evidence supporting the effectiveness of educational games in graduate medical education is limited. Anecdotal reports suggest their popularity in that setting. The objective of this study was to explore the support for and the different aspects of use of educational games in family medicine and internal medicine residency programs in the United States. Methods We conducted a survey of family medicine and internal medicine residency program directors in the United Stat...

  7. Sound propagation from a semi-open shooting range

    NARCIS (Netherlands)

    Eerden, F.J.M. van der; Berg, F. van den

    2011-01-01

    Semi-open shooting ranges, in contrast to a fully open shooting range, are often used in the densely populated area of the Netherlands. The Ministry of Defense operates a number of these ranges. In these shooting ranges above the line of fire a number of screens are situated for safety precautions

  8. Finite-horizon differential games for missile-target interception system using adaptive dynamic programming with input constraints

    Science.gov (United States)

    Sun, Jingliang; Liu, Chunsheng

    2018-01-01

    In this paper, the problem of intercepting a manoeuvring target within a fixed final time is posed in a non-linear constrained zero-sum differential game framework. The Nash equilibrium solution is found by solving the finite-horizon constrained differential game problem via adaptive dynamic programming technique. Besides, a suitable non-quadratic functional is utilised to encode the control constraints into a differential game problem. The single critic network with constant weights and time-varying activation functions is constructed to approximate the solution of associated time-varying Hamilton-Jacobi-Isaacs equation online. To properly satisfy the terminal constraint, an additional error term is incorporated in a novel weight-updating law such that the terminal constraint error is also minimised over time. By utilising Lyapunov's direct method, the closed-loop differential game system and the estimation weight error of the critic network are proved to be uniformly ultimately bounded. Finally, the effectiveness of the proposed method is demonstrated by using a simple non-linear system and a non-linear missile-target interception system, assuming first-order dynamics for the interceptor and target.

  9. Water Status Related Root-to-Shoot Communication Regulates the Chilling Tolerance of Shoot in Cucumber (Cucumis sativus L.) Plants.

    Science.gov (United States)

    Zhang, Zi-Shan; Liu, Mei-Jun; Gao, Hui-Yuan; Jin, Li-Qiao; Li, Yu-Ting; Li, Qing-Ming; Ai, Xi-Zhen

    2015-10-16

    Although root-to-shoot communication has been intensively investigated in plants under drought, few studies have examined root-to-shoot communication under chilling. Here we explored whether root-to-shoot communication contributes to the chilling-light tolerance of cucumber shoots and clarified the key signal involves in this communication. After leaf discs chilling-light treatment, the photoinhibitions of Photosystem I (PSI) and Photosystem II (PSII) were similar in leaf discs of two cucumber varieties (JY-3 and JC-4). When the whole plants, including roots, were chilled under light, the photosynthetic performances in JC-4 leaves decreased more seriously than that in JY-3 leaves. However, when the water status of leaves was maintained by warming roots or floating the attached leaves on water, the PSII activity and amount of PSI in the leaves of the two varieties were similar after chilling-light treatment. In addition, the differences of PSII activities and amount of PSI between the two varieties under whole plant chilling-light treatment were independent of ABA pretreatment. Above results indicate that (1) the better water status in leaves under chilling contributes to the higher chilling tolerance of JY-3; (2) the water status, rather than an ABA signal, dominates root-to-shoot communication under chilling and the chilling tolerance of cucumber shoot.

  10. Detection of sodium azide-induced mutagenicity in the regenerated shoots of artemisia annual L., using internal transcribed spacer (its) sequences of nrDNA

    International Nuclear Information System (INIS)

    Al-Qurainy, F.; Al-Hemaidi, F.M.; Khan, S.; Ali, M.A.; Tarroum, M.; Ashraf, M.

    2011-01-01

    Sodium azide (NaN/sub 3/) is a well known chemical mutagen which can effectively cause point mutation in plant genome. The mutagenicity by this potential mutagen was assessed in the regenerated mutant shoots of Artemisia annua using internal transcribed spacer (ITS) sequences of n rDNA. Insertions and/or deletions were detected in n rDNA-ITS sequences of all mutant shoots and compared with control ones using the ClustalX program. The regenerated shoots TS1 and TS2 had deleted bases, whereas TS3, TS4 and TS5 had insertions, because NaN/sub 3/ replaced the cytosine (C) by thymine (T) (C - T) (shoots; TS1 and TS4) and thymine (T) replaced by guanine (G) (T - G) (shoot; TS5), respectively. Artemisinin content was also measured in the regenerated six-week-old shoots of A. annua. All regenerated shoots had enhanced level of this compound as compared to that in the controls, being highest in the regenerated shoot TS3. (author)

  11. 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.

  12. Memories of GAMES: Exploring the Long-Term Impacts of After-School Museum Programming on Girls' Attitudes Towards Science

    Science.gov (United States)

    Snow, Sarah Elizabeth

    The purpose of this study is to investigate any lasting impacts of the University of Colorado Museum of Natural History's Girls at the Museum Exploring Science (GAMES) Program. Using assessment document analysis, student focus groups, and adult interviews, this study examined whether students' positive associations with science continue after completion of the program and whether the program affects the academic and career choices of past participants. Results from the analysis suggest that GAMES has a generally positive impact on participant attitudes towards science in both the short- and long-term. These results also support existing research in identifying key factors in the success of the program including hands-on activities, exposure to diverse careers and female role models, and the incorporation of authentic objects and experiences. These factors of success can contribute to the evidence base about the role of informal education programs in increasing science participation among women, as well as ways in which schools and universities can collaborate to effectively serve populations that are traditionally underrepresented in the sciences.

  13. Characteristics of schools in which fatal shootings occur.

    Science.gov (United States)

    de Apodaca, Roberto Flores; Brighton, Lauren M; Perkins, Ashley N; Jackson, Kiana N; Steege, Jessica R

    2012-04-01

    School-based violence, and fatal school shootings in particular, have gained increased attention in the media and psychological literature. Most reports have focused on the characteristics of perpetrators, but there is a growing awareness that school-related factors may also influence the occurrence of fatal school shootings. The current study examined several key characteristics of all schools where random (38) and targeted (96) fatal shootings occurred in the United States between 1966 and 2009. These were compared with a group (138) of schools randomly selected to represent the population of all schools in the United States. The size of a school's enrollment, urban or suburban locale, public funding, and predominantly non-white enrollment were positively associated with fatal shootings. Universities and colleges were disproportionately associated with random shootings and high schools with targeted ones. It was proposed that characteristics of schools that allow feelings of anonymity or alienation among students may help create environmental conditions associated with fatal school shootings. Implications for future research and interventions are considered.

  14. Learning via Game Design

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2015-01-01

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

  15. The Level of Vision Necessary for Competitive Performance in Rifle Shooting: Setting the Standards for Paralympic Shooting with Vision Impairment.

    Science.gov (United States)

    Allen, Peter M; Latham, Keziah; Mann, David L; Ravensbergen, Rianne H J C; Myint, Joy

    2016-01-01

    The aim of this study was to investigate the level of vision impairment (VI) that would reduce performance in shooting; to guide development of entry criteria to visually impaired (VI) shooting. Nineteen international-level shooters without VI took part in the study. Participants shot an air rifle, while standing, toward a regulation target placed at the end of a 10 m shooting range. Cambridge simulation glasses were used to simulate six different levels of VI. Visual acuity (VA) and contrast sensitivity (CS) were assessed along with shooting performance in each of seven conditions of simulated impairment and compared to that with habitual vision. Shooting performance was evaluated by calculating each individual's average score in every level of simulated VI and normalizing this score by expressing it as a percentage of the baseline performance achieved with habitual vision. Receiver Operating Characteristic curves were constructed to evaluate the ability of different VA and CS cut-off criteria to appropriately classify these athletes as achieving 'expected' or 'below expected' shooting results based on their performance with different levels of VA and CS. Shooting performance remained relatively unaffected by mild decreases in VA and CS, but quickly deteriorated with more moderate losses. The ability of visual function measurements to classify shooting performance was good, with 78% of performances appropriately classified using a cut-off of 0.53 logMAR and 74% appropriately classified using a cut-off of 0.83 logCS. The current inclusion criteria for VI shooting (1.0 logMAR) is conservative, maximizing the chance of including only those with an impairment that does impact performance, but potentially excluding some who do have a genuine impairment in the sport. A lower level of impairment would include more athletes who do have a genuine impairment but would potentially include those who do not actually have an impairment that impacts performance in the sport. An

  16. [School shootings in Germany: current trends in the prevention of severe, targeted violence in German schools].

    Science.gov (United States)

    Bondü, Rebecca; Scheithauer, Herbert

    2009-01-01

    In March and September 2009 the school shootings in Winnenden and Ansbach once again demonstrated the need for preventive approaches in order to prevent further offences in Germany. Due to the low frequency of such offences and the low specificity of relevant risk factors known so far, prediction and prevention seems difficult though. None the less, several preventive approaches are currently discussed. The present article highlights these approaches and their specific advantages and disadvantages. As school shootings are multicausally determined, approaches focussing only on single aspects (i.e. prohibiting violent computer games or further strengthening gun laws) do not meet requirements. Other measures such as installing technical safety devices or optimizing actions of police and school attendants are supposed to reduce harm in case of emergency. Instead, scientifically founded and promising preventive approaches focus on secondary prevention and for this purpose employ the threat assessment approach, which is widespread within the USA. In this framework, responsible occupational groups such as teachers, school psychologists and police officers are to be trained in identifying students' warning signs, judging danger of these students for self and others in a systematic process and initiating suitable interventions.

  17. Does improved decision-making ability reduce the physiological demands of game-based activities in field sport athletes?

    Science.gov (United States)

    Gabbett, Tim J; Carius, Josh; Mulvey, Mike

    2008-11-01

    This study investigated the effects of video-based perceptual training on pattern recognition and pattern prediction ability in elite field sport athletes and determined whether enhanced perceptual skills influenced the physiological demands of game-based activities. Sixteen elite women soccer players (mean +/- SD age, 18.3 +/- 2.8 years) were allocated to either a video-based perceptual training group (N = 8) or a control group (N = 8). The video-based perceptual training group watched video footage of international women's soccer matches. Twelve training sessions, each 15 minutes in duration, were conducted during a 4-week period. Players performed assessments of speed (5-, 10-, and 20-m sprint), repeated-sprint ability (6 x 20-m sprints, with active recovery on a 15-second cycle), estimated maximal aerobic power (V O2 max, multistage fitness test), and a game-specific video-based perceptual test of pattern recognition and pattern prediction before and after the 4 weeks of video-based perceptual training. The on-field assessments included time-motion analysis completed on all players during a standardized 45-minute small-sided training game, and assessments of passing, shooting, and dribbling decision-making ability. No significant changes were detected in speed, repeated-sprint ability, or estimated V O2 max during the training period. However, video-based perceptual training improved decision accuracy and reduced the number of recall errors, indicating improved game awareness and decision-making ability. Importantly, the improvements in pattern recognition and prediction ability transferred to on-field improvements in passing, shooting, and dribbling decision-making skills. No differences were detected between groups for the time spent standing, walking, jogging, striding, and sprinting during the small-sided training game. These findings demonstrate that video-based perceptual training can be used effectively to enhance the decision-making ability of field

  18. Root~Shoot Growth Interactions of Sorghmn (Sorghwn Bicolor L ...

    African Journals Online (AJOL)

    growth. Studies on root-shoot intera'ctions in relation to mechanical impedance have only investigated the effect on shoots of ... growth regulators that may be responsible. Studies of root-shoot ... of germinating seeds to MI leaving roots in rela-.

  19. Attitudes of older adults toward shooter video games: An initial study to select an acceptable game for training visual processing.

    Science.gov (United States)

    McKay, Sandra M; Maki, Brian E

    2010-01-01

    A computer-based 'Useful Field of View' (UFOV) training program has been shown to be effective in improving visual processing in older adults. Studies of young adults have shown that playing video games can have similar benefits; however, these studies involved realistic and violent 'first-person shooter' (FPS) games. The willingness of older adults to play such games has not been established. OBJECTIVES: To determine the degree to which older adults would accept playing a realistic, violent FPS-game, compared to video games not involving realistic depiction of violence. METHODS: Sixteen older adults (ages 64-77) viewed and rated video-clip demonstrations of the UFOV program and three video-game genres (realistic-FPS, cartoon-FPS, fixed-shooter), and were then given an opportunity to try them out (30 minutes per game) and rate various features. RESULTS: The results supported a hypothesis that the participants would be less willing to play the realistic-FPS game in comparison to the less violent alternatives (p'svideo-clip demonstrations, 10 of 16 participants indicated they would be unwilling to try out the realistic-FPS game. Of the six who were willing, three did not enjoy the experience and were not interested in playing again. In contrast, all 12 subjects who were willing to try the cartoon-FPS game reported that they enjoyed it and would be willing to play again. A high proportion also tried and enjoyed the UFOV training (15/16) and the fixed-shooter game (12/15). DISCUSSION: A realistic, violent FPS video game is unlikely to be an appropriate choice for older adults. Cartoon-FPS and fixed-shooter games are more viable options. Although most subjects also enjoyed UFOV training, a video-game approach has a number of potential advantages (for instance, 'addictive' properties, low cost, self-administration at home). We therefore conclude that non-violent cartoon-FPS and fixed-shooter video games warrant further investigation as an alternative to the UFOV program

  20. Work for Play: Careers in Video Game Development

    Science.gov (United States)

    Liming, Drew; Vilorio, Dennis

    2011-01-01

    Video games are not only for play; they also provide work. Making video games is a serious--and big--business. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many…

  1. Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults

    Directory of Open Access Journals (Sweden)

    Ann-Christin S. Kimmig

    2018-05-01

    Full Text Available The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults. The aim of this study was to investigate the possible link between violent video gaming effects and the disposition of adverse behavior traits such as interpersonal-affective deficits and disinhibition. Data of 167 young adults, collected by an online questionnaire battery, were analyzed for lifetime video game exposure differences (i.e., non-gamers, non-violent video gamers, stopped violent video game users, and ongoing violent video game users as well as for recent exposure effects on adverse behavior traits (Levenson’s Psychopathy Scale, while controlling for other potentially confounding lifestyle factors. While interpersonal-affective deficits were significantly higher in participants with ongoing violent video game exposure compared to non-gamers and non-violent video gamers, disinhibition was significantly higher in both – stopped and ongoing – violent video game exposure groups compared to non-gamers. Recent violent video game exposure was a stronger predictor for interpersonal-affective deficits, but was also significant for disinhibition. Considering that we observed small to medium effects in a sample of young adults with little to moderate use of violent video games highlights the importance of further investigating the potential adverse effects of violent video games on quality of social relationships.

  2. Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults.

    Science.gov (United States)

    Kimmig, Ann-Christin S; Andringa, Gerda; Derntl, Birgit

    2018-01-01

    The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults. The aim of this study was to investigate the possible link between violent video gaming effects and the disposition of adverse behavior traits such as interpersonal-affective deficits and disinhibition. Data of 167 young adults, collected by an online questionnaire battery, were analyzed for lifetime video game exposure differences (i.e., non-gamers, non-violent video gamers, stopped violent video game users, and ongoing violent video game users) as well as for recent exposure effects on adverse behavior traits (Levenson's Psychopathy Scale), while controlling for other potentially confounding lifestyle factors. While interpersonal-affective deficits were significantly higher in participants with ongoing violent video game exposure compared to non-gamers and non-violent video gamers, disinhibition was significantly higher in both - stopped and ongoing - violent video game exposure groups compared to non-gamers. Recent violent video game exposure was a stronger predictor for interpersonal-affective deficits, but was also significant for disinhibition. Considering that we observed small to medium effects in a sample of young adults with little to moderate use of violent video games highlights the importance of further investigating the potential adverse effects of violent video games on quality of social relationships.

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

    Energy Technology Data Exchange (ETDEWEB)

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

    1992-12-10

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

  4. Learn C++ for game development

    CERN Document Server

    Sutherland, Bruce

    2014-01-01

    An Apress entry on C++ skills accumulation book for Game developers. Retail/Trade sales potential exists in addition to the more likely sales to come from books as database engines as both C++ and Game Development are relevant terms. Charles River Media book out of print or no longer supported directly by the Publisher/sold direct by Publisher on Amazon anymore. This Apress book takes its place at least. Author is an expert game developer/programmer. C++ is still the primary programming language that the majority of game applications/apps rely upon in today's market.

  5. Protocol optimization for in vitro shoot multiplication of Jackfruit ...

    African Journals Online (AJOL)

    Jemal

    2017-01-11

    Jan 11, 2017 ... Protocol optimization for in vitro shoot multiplication of ... shoot length and leaf number, whereby 2 mg/L BAP alone was found to be the best with a mean shoot .... Analysis of variance showed that the interaction between.

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

    Directory of Open Access Journals (Sweden)

    Krassen Stefanov

    2017-09-01

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

  7. Video Games and Education: Designing Learning Systems for an Interactive Age

    Science.gov (United States)

    Squire, Kurt D.

    2008-01-01

    Recently, attention has been paid to computer and video games as a medium for learning. This article provides a way of conceptualizing them as possibility spaces for learning. It provides an overview of two research programs: (1) an after-school program using commercial games to develop deep expertise in game play and game creation, and (2) an…

  8. Evaluation of a Digital Game-Based Learning Program for Enhancing Youth Mental Health: A Structural Equation Modeling of the Program Effectiveness.

    Science.gov (United States)

    Huen, Jenny My; Lai, Eliza Sy; Shum, Angie Ky; So, Sam Wk; Chan, Melissa Ky; Wong, Paul Wc; Law, Y W; Yip, Paul Sf

    2016-10-07

    Digital game-based learning (DGBL) makes use of the entertaining power of digital games for educational purposes. Effectiveness assessment of DGBL programs has been underexplored and no attempt has been made to simultaneously model both important components of DGBL: learning attainment (ie, educational purposes of DGBL) and engagement of users (ie, entertaining power of DGBL) in evaluating program effectiveness. This study aimed to describe and evaluate an Internet-based DGBL program, Professor Gooley and the Flame of Mind, which promotes mental health to adolescents in a positive youth development approach. In particular, we investigated whether user engagement in the DGBL program could enhance their attainment on each of the learning constructs per DGBL module and subsequently enhance their mental health as measured by psychological well-being. Users were assessed on their attainment on each learning construct, psychological well-being, and engagement in each of the modules. One structural equation model was constructed for each DGBL module to model the effect of users' engagement and attainment on the learning construct on their psychological well-being. Of the 498 secondary school students that registered and participated from the first module of the DGBL program, 192 completed all 8 modules of the program. Results from structural equation modeling suggested that a higher extent of engagement in the program activities facilitated users' attainment on the learning constructs on most of the modules and in turn enhanced their psychological well-being after controlling for users' initial psychological well-being and initial attainment on the constructs. This study provided evidence that Internet intervention for mental health, implemented with the technologies and digital innovations of DGBL, could enhance youth mental health. Structural equation modeling is a promising approach in evaluating the effectiveness of DGBL programs.

  9. Computing Proper Equilibria of Zero-Sum Games

    DEFF Research Database (Denmark)

    Miltersen, Peter Bro; Sørensen, Troels Bjerre

    2007-01-01

    We show that a proper equilibrium of a matrix game can be found in polynomial time by solving a linear (in the number of pure strategies of the two players) number of linear programs of roughly the same dimensions as the standard linear programs describing the Nash equilibria of the game....

  10. Micropropagation of Asparagus by in vitro shoot culture.

    Science.gov (United States)

    Stajner, Nataša

    2013-01-01

    Asparagus officinalis is most extensively studied species within the genus Asparagus, which is well known as garden asparagus. This species is dioecious with unisexual flowers, which means that generative propagation gives roughly equal number of male and female plants. Male plants are high yielders and preferred commercially over female plants. Tissue culture techniques could efficiently promote vegetative propagation of male plants and pave the way for efficient plant breeding.This chapter describes an efficient micropropagation protocol for developing rapid growing in vitro Asparagus shoot cultures. The source of explants, inoculation, and shoot proliferation, followed by shoot propagation, rooting, and acclimatization is described. The optimal medium for Asparagus micropropagation described in this chapter is composed of MS macro- and microelements and a combination of auxins and cytokinins. Plant growth regulators NAA, kinetin, and BA were used in various concentrations. Three different media representing the whole micropropagation protocol of Asparagus are described; medium for shoot initiation, medium for shoot multiplication, and medium for root formation. By in vitro propagation of Asparagus, root initiation is difficult, but can be promoted by adding growth retardant ancymidol which also greatly promotes shoot development and suppresses callus formation.

  11. 3D graphics for game programming

    CERN Document Server

    Han, JungHyun

    2011-01-01

    Modeling in Game ProductionVertex ProcessingRasterizationFragment Processing and Output MergingIllumination and ShadersParametric Curves and SurfacesShader ModelsImage TexturingBump MappingAdvanced TexturingCharacter AnimationPhysics-based SimulationReferences

  12. Preventing Childhood Anxiety Disorders: Is an Applied Game as Effective as a Cognitive Behavioral Therapy-Based Program?

    Science.gov (United States)

    Schoneveld, Elke A; Lichtwarck-Aschoff, Anna; Granic, Isabela

    2018-02-01

    A large proportion of children experience subclinical levels of anxiety and cognitive-behavioral therapy (CBT) aimed at preventing anxiety disorders is moderately effective. However, most at-risk children do not seek help or drop out of programs prematurely because of stigma, lack of motivation, and accessibility barriers. Applied games have received increased attention as viable alternatives and have shown promising results, but direct comparisons between applied games and the gold-standard CBT are lacking. Our aim was to investigate whether the applied game MindLight is as effective as CBT (i.e., Coping Cat) within an indicated prevention context. We conducted a randomized controlled non-inferiority trial with a sample of 174 children (7- to 12-year olds) with elevated levels of anxiety, comparing MindLight to CBT. Anxiety was assessed with self- and parent-reports at pre- and post-program, and at 3- and 6-month follow-ups. Intention-to-treat and completers-only confidence interval approach and latent growth curve modeling showed an overall significant quadratic decrease in child- and parent-reported anxiety symptoms over time and, as predicted, the magnitude of improvement was the same for MindLight and CBT. The within-group effect sizes were small to medium at post-test (- 0.32 to - 0.63), and medium to large (- 0.60 to - 1.07) at 3- and 6-month follow-ups. Furthermore, MindLight and CBT were rated equally anxiety inducing, difficult, and appealing; CBT was rated as more relevant to daily life than MindLight. The current study adds to the growing research on applied games for mental health and shows that these games hold potential as alternative delivery models for evidence-based therapeutic techniques.

  13. Regeneration of okra ( Abelmoschus esculentus L.) via apical shoot ...

    African Journals Online (AJOL)

    Abelmoschus esculentus L. Monech) via apical shoot culture system. The study of apical shoot culture system was found effective for regeneration of apical shoots. The okra (A. esculentus L. Monech) N-550 line evolved at R&D, Nirmal Seeds Pvt. Ltd., ...

  14. Light requirement for shoot regeneration in horseradish hairy roots.

    Science.gov (United States)

    Saitou, T; Kamada, H; Harada, H

    1992-08-01

    Hairy roots of horseradish (Armoracia rusticana) were induced by inoculation with Agrobacterium rhizogenes harboring Ri plasmid and cultured on phytohormone-free Murashige and Skoog medium after eliminating the bacteria. Hairy roots grew vigorously and sometimes formed yellowish calli under dark conditions. On the other hand, growth of hairy roots stopped after several weeks of culture with light, then shoots were regenerated. Frequency of shoot formation from hairy roots increased as the culture period in light lengthened and the light intensity increased. The shoot regeneration was induced by treatment with white or red light, but not with far-red light. Shoot regeneration by red light was inhibited by following treatment with far-red light. Red and far-red light reversibly affected shoot regeneration. Excised roots of nontransformed plants grew quite slowly on phytohormone-free Murashige and Skoog medium and occasionally formed shoots under white light conditions.

  15. Mass propagation of shoots of Stevia rebaudiana using a large scale bioreactor.

    Science.gov (United States)

    Akita, M; Shigeoka, T; Koizumi, Y; Kawamura, M

    1994-01-01

    A procedure for the mass propagation of multiple shoots of Stevia rebaudiana is described. Isolated shoot primordia were used as the inoculum to obtain clusters of shoot primordia. Such clusters were grown in a 500 liter bioreactor to obtain shoots. A total of 64.6 Kg of shoots were propagated from 460 g of the inoculated shoot primordia. These shoots were easily acclimatized in soil.

  16. "The Heart Game": Using Gamification as Part of a Telerehabilitation Program for Heart Patients.

    Science.gov (United States)

    Dithmer, Marcus; Rasmussen, Jack Ord; Grönvall, Erik; Spindler, Helle; Hansen, John; Nielsen, Gitte; Sørensen, Stine Bæk; Dinesen, Birthe

    2016-02-01

    The aim of this article is to describe the development and testing of a prototype application ("The Heart Game") using gamification principles to assist heart patients in their telerehabilitation process in the Teledialog project. A prototype game was developed via user-driven innovation and tested on 10 patients 48-89 years of age and their relatives for a period of 2 weeks. The application consisted of a series of daily challenges given to the patients and relatives and was based on several gamification principles. A triangulation of data collection techniques (interviews, participant observations, focus group interviews, and workshop) was used. Interviews with three healthcare professionals and 10 patients were carried out over a period of 2 weeks in order to evaluate the use of the prototype. The heart patients reported the application to be a useful tool as a part of their telerehabilitation process in everyday life. Gamification and gameful design principles such as leaderboards, relationships, and achievements engaged the patients and relatives. The inclusion of a close relative in the game motivated the patients to perform rehabilitation activities. "The Heart Game" concept presents a new way to motivate heart patients by using technology as a social and active approach to telerehabilitation. The findings show the potential of using gamification for heart patients as part of a telerehabilitation program. The evaluation indicated that the inclusion of the patient's spouse in the rehabilitation activities could be an effective strategy. A major challenge in using gamification for heart patients is avoiding a sense of defeat while still adjusting the level of difficulty to the individual patient.

  17. Recent Advances in General Game Playing

    Science.gov (United States)

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing. PMID:26380375

  18. Recent Advances in General Game Playing.

    Science.gov (United States)

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing.

  19. Recent Advances in General Game Playing

    Directory of Open Access Journals (Sweden)

    Maciej Świechowski

    2015-01-01

    Full Text Available The goal of General Game Playing (GGP has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014 in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI related to universal game playing.

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

    OpenAIRE

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

    2009-01-01

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

  1. Enhanced in vitro multiple shoot induction in elite Pakistani guava ...

    African Journals Online (AJOL)

    Elite guava (Psidium guajava L.) strains of cv. Safeda were explored in vitro for multiple shoot induction. Shoot induction was enhanced up to 83% with 3.5 to 4.25 shoots per single node cutting and shoot tip explants, respectively, using higher levels of benzyl amino purine (BAP) in Murashige and Skoog (MS) medium.

  2. Exposure to lead in South African shooting ranges

    International Nuclear Information System (INIS)

    Mathee, Angela; Jager, Pieter de; Naidoo, Shan; Naicker, Nisha

    2017-01-01

    Introduction: Lead exposure in shooting ranges has been under scrutiny for decades, but no information in this regard is available in respect of African settings, and in South Africa specifically. The aim of this study was to determine the blood lead levels in the users of randomly selected private shooting ranges in South Africa's Gauteng province. Methods: An analytical cross sectional study was conducted, with participants recruited from four randomly selected shooting ranges and three archery ranges as a comparator group. Results: A total of 118 (87 shooters and 31 archers) were included in the analysis. Shooters had significantly higher blood lead levels (BLL) compared to archers with 36/85 (42.4%) of shooters versus 2/34 (5.9%) of archers found to have a BLL ≥10 μg/dl (p<0.001). Conclusion: Shooting ranges may constitute an import site of elevated exposure to lead. Improved ventilation, low levels of awareness of lead hazards, poor housekeeping, and inadequate personal hygiene facilities and practices at South African shooting ranges need urgent attention. - Highlights: • This is the first study, to our knowledge, of lead exposure in shooting ranges in an African setting. • This study indicates highly elevated lead exposure amongst the users of certain private shooting ranges in South Africa. • Lead exposure may be a serious, yet under-studied, source of adult lead exposure in South Africa, and possibly elsewhere on the African continent.

  3. Exposure to lead in South African shooting ranges

    Energy Technology Data Exchange (ETDEWEB)

    Mathee, Angela [South African Medical Research Council, Environment & Health Research Unit, PO Box 87373, Houghton 2041 (South Africa); University of the Witwatersrand (School of Public Health), PO Box Wits, Johannesburg 2050 (South Africa); University of Johannesburg (Environmental Health Department, Faculty of Health Sciences), PO Box 524, Auckland Park, Johannesburg 2006 (South Africa); Jager, Pieter de [University of the Witwatersrand (School of Public Health), PO Box Wits, Johannesburg 2050 (South Africa); National Health Laboratory Service (Epidemiology and Surveillance Unit, National Institute for Occupational Health), PO Box 4788, Johannesburg 2000 (South Africa); Naidoo, Shan [University of the Witwatersrand (School of Public Health), PO Box Wits, Johannesburg 2050 (South Africa); Naicker, Nisha [South African Medical Research Council, Environment & Health Research Unit, PO Box 87373, Houghton 2041 (South Africa); University of the Witwatersrand, School of Public Health, PO Box Wits, Johannesburg 2050 (South Africa); University of Johannesburg, Environmental Health Department, Faculty of Health Sciences, PO Box 524, Auckland Park, Johannesburg 2006 (South Africa)

    2017-02-15

    Introduction: Lead exposure in shooting ranges has been under scrutiny for decades, but no information in this regard is available in respect of African settings, and in South Africa specifically. The aim of this study was to determine the blood lead levels in the users of randomly selected private shooting ranges in South Africa's Gauteng province. Methods: An analytical cross sectional study was conducted, with participants recruited from four randomly selected shooting ranges and three archery ranges as a comparator group. Results: A total of 118 (87 shooters and 31 archers) were included in the analysis. Shooters had significantly higher blood lead levels (BLL) compared to archers with 36/85 (42.4%) of shooters versus 2/34 (5.9%) of archers found to have a BLL ≥10 μg/dl (p<0.001). Conclusion: Shooting ranges may constitute an import site of elevated exposure to lead. Improved ventilation, low levels of awareness of lead hazards, poor housekeeping, and inadequate personal hygiene facilities and practices at South African shooting ranges need urgent attention. - Highlights: • This is the first study, to our knowledge, of lead exposure in shooting ranges in an African setting. • This study indicates highly elevated lead exposure amongst the users of certain private shooting ranges in South Africa. • Lead exposure may be a serious, yet under-studied, source of adult lead exposure in South Africa, and possibly elsewhere on the African continent.

  4. Shoot growth of Merlot and Cabernet Sauvignon grapevine varieties

    Directory of Open Access Journals (Sweden)

    Marcelo Borghezan

    2012-02-01

    Full Text Available The objective of this work was to evaluate shoot growth of the grapevine varieties Merlot and Cabernet Sauvignon, during 2006/2007, and Cabernet Sauvignon, during 2008/2009, in São Joaquim, SC, Brazil. The experiment was carried out in a commercial vineyard trained on a vertical trellis system. The shoots of the central part of the plants were selected, and the lengths from the base to the apex of 20 shoots per cultivar were evaluated. In 2006/2007, monitoring began at pruning, on 9/15/2006, and ended on 2/6/2007, totalizing 144 days of evaluation. During the 2008/2009 cycle, phenology and shoot growth for 'Cabernet Sauvignon' were assessed from grape development (1/13/2009 (pea-sized grapes until shoot vegetative growth had ceased. Budburst occurred in the second half of September, and shoot-growth cessation occurred during ripening. Higher growth rates (about 4 cm per day were observed in pre- and post-flowering, followed by reduction due to the competition for photosynthates for the formation of flowers and bunches. Temperature and photoperiod induce grapevine shoots to cease growth in the highland regions of Santa Catarina State, Brazil.

  5. Game Strategies of Ship in the Collision Situations

    Directory of Open Access Journals (Sweden)

    Jozef Lisowski

    2014-03-01

    Full Text Available The paper introduced the basic model of process of safe ship control in a collision situation using a game model with j objects, which includes non-linear state equations and non-linear, time varying constraints of the state variables as well as the quality game control index in the forms of the game integral payment and the final payment. Approximated model of the process control as the model of multi-step matrix game in the form of dual linear programming problem has been adopted here. The Game Ship Control GSC computer program has been designed in the Matlab/Simulink software in order to determine the own ship's safe trajectory. These considerations have been illustrated with examples of a computer simulation using an GSC program for determining the safe ship's trajectory in real navigational situation. Simulation research were passed for five sets of strategies of the own ship and met ships.

  6. The Level of Vision Necessary for Competitive Performance in Rifle Shooting: Setting the Standards for Paralympic Shooting With Vision Impairment

    Directory of Open Access Journals (Sweden)

    Peter M Allen

    2016-11-01

    Full Text Available The aim of this study was to investigate the level of vision impairment that would reduce performance in shooting; to guide development of entry criteria to visually impaired (VI shooting. Nineteen international-level shooters without vision impairment took part in the study. Participants shot an air rifle, while standing, towards a regulation target placed at the end of a 10m shooting range. Cambridge simulation glasses were used to simulate six different levels of vision impairment. Visual acuity (VA and contrast sensitivity (CS were assessed along with shooting performance in each of seven conditions of simulated impairment and compared to that with habitual vision. Shooting performance was evaluated by calculating each individual’s average score in every level of simulated vision impairment and normalising this score by expressing it as a percentage of the baseline performance achieved with habitual vision. Receiver Operating Characteristic (ROC curves were constructed to evaluate the ability of different VA and CS cut-off criteria to appropriately classify these athletes as achieving ‘expected’ or ‘below expected’ shooting results based on their performance with different levels of VA and CS. Shooting performance remained relatively unaffected by mild decreases in VA and CS, but quickly deteriorated with more moderate losses. The ability of visual function measurements to classify shooting performance was good, with 78% of performances appropriately classified using a cut-off of 0.53 logMAR and 74% appropriately classified using a cut-off of 0.83 logCS. The current inclusion criteria for VI shooting (1.0 logMAR is conservative, maximising the chance of including only those with an impairment that does impact performance, but potentially excluding some who do have a genuine impairment in the sport. A lower level of impairment would include more athletes who do have a genuine impairment but would potentially include those who do not

  7. Shoot and root morphogenesis from Eucalyptus grandis x urophylla ...

    African Journals Online (AJOL)

    Eucalyptus grandis x urophylla plantlets were regenerated via indirect organogenesis. Histological assessment of their development focused on identifying the calli, the differentiation of shoots from the calli and the shoot-root junction from the nascent shoots. Vascular tissue formation within the callus preceded that of ...

  8. Game engine architecture

    CERN Document Server

    Gregory, Jason

    2014-01-01

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

  9. An Educational Tool for Creating Distributed Physical Games

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop; Pagliarini, Luigi

    2011-01-01

    programming for physical games development. This is done by providing an educational tool that allows a change of representation of the problems related to game designing from a virtual to a physical representation. Indeed, MITS seems to be a valuable system for bringing into education a vast number of issues...... (such as parallel programming, distribution, communication protocols, master dependency, connectivity, topology, island modeling software behavioral models, adaptive interactivity, feedback, user and multi-user game interaction, etc.). This can both improve the education-related issues in computer......The development of physical interactive games demands extensive knowledge in engineering, computer science and gaming. In this paper we describe how the Modular Interactive Tiles System (MITS) can be a valuable tool for introducing students to interactive parallel and distributed processing...

  10. Structure–Function Relationships in Highly Modified Shoots of Cactaceae

    Science.gov (United States)

    MAUSETH, JAMES D.

    2006-01-01

    • Background and Aims Cacti are extremely diverse structurally and ecologically, and so modified as to be intimidating to many biologists. Yet all have the same organization as most dicots, none differs fundamentally from Arabidopsis or other model plants. This review explains cactus shoot structure, discusses relationships between structure, ecology, development and evolution, and indicates areas where research on cacti is necessary to test general theories of morphogenesis. • Scope Cactus leaves are diverse; all cacti have foliage leaves; many intermediate stages in evolutionary reduction of leaves are still present; floral shoots often have large, complex leaves whereas vegetative shoots have microscopic leaves. Spines are modified bud scales, some secrete sugar as extra-floral nectaries. Many cacti have juvenile/adult phases in which the flowering adult phase (a cephalium) differs greatly from the juvenile; in some, one side of a shoot becomes adult, all other sides continue to grow as the juvenile phase. Flowers are inverted: the exterior of a cactus ‘flower’ is a hollow vegetative shoot with internodes, nodes, leaves and spines, whereas floral organs occur inside, with petals physically above stamens. Many cacti have cortical bundles vascularizing the cortex, however broad it evolves to be, thus keeping surface tissues alive. Great width results in great weight of weak parenchymatous shoots, correlated with reduced branching. Reduced numbers of shoot apices is compensated by great increases in number of meristematic cells within individual SAMs. Ribs and tubercles allow shoots to swell without tearing during wet seasons. Shoot epidermis and cortex cells live and function for decades then convert to cork cambium. Many modifications permit water storage within cactus wood itself, adjacent to vessels. PMID:16820405

  11. Structure-function relationships in highly modified shoots of cactaceae.

    Science.gov (United States)

    Mauseth, James D

    2006-11-01

    Cacti are extremely diverse structurally and ecologically, and so modified as to be intimidating to many biologists. Yet all have the same organization as most dicots, none differs fundamentally from Arabidopsis or other model plants. This review explains cactus shoot structure, discusses relationships between structure, ecology, development and evolution, and indicates areas where research on cacti is necessary to test general theories of morphogenesis. Cactus leaves are diverse; all cacti have foliage leaves; many intermediate stages in evolutionary reduction of leaves are still present; floral shoots often have large, complex leaves whereas vegetative shoots have microscopic leaves. Spines are modified bud scales, some secrete sugar as extra-floral nectaries. Many cacti have juvenile/adult phases in which the flowering adult phase (a cephalium) differs greatly from the juvenile; in some, one side of a shoot becomes adult, all other sides continue to grow as the juvenile phase. Flowers are inverted: the exterior of a cactus 'flower' is a hollow vegetative shoot with internodes, nodes, leaves and spines, whereas floral organs occur inside, with petals physically above stamens. Many cacti have cortical bundles vascularizing the cortex, however broad it evolves to be, thus keeping surface tissues alive. Great width results in great weight of weak parenchymatous shoots, correlated with reduced branching. Reduced numbers of shoot apices is compensated by great increases in number of meristematic cells within individual SAMs. Ribs and tubercles allow shoots to swell without tearing during wet seasons. Shoot epidermis and cortex cells live and function for decades then convert to cork cambium. Many modifications permit water storage within cactus wood itself, adjacent to vessels.

  12. Spine micromorphology of normal and hyperhydric Mammillaria gracilis Pfeiff. (Cactaceae) shoots.

    Science.gov (United States)

    Peharec, P; Posilović, H; Balen, B; Krsnik-Rasol, M

    2010-07-01

    Artificial conditions of tissue culture affect growth and physiology of crassulacean acid metabolism plants which often results in formation of hyperhydric shoots. In in vitro conditions Mammillaria gracilis Pfeiff. (Cactaceae) growth switches from organized to unorganized way, producing a habituated organogenic callus which simultaneously regenerates morphologically normal as well as altered hyperhydric shoots. In this study, influence of tissue culture conditions on morphology of cactus spines of normal and hyperhydric shoots was investigated. Spines of pot-grown Mammillaria plants and of in vitro regenerated shoots were examined with stereo microscope and scanning electron microscope. The pot-grown plants had 16-17 spines per areole. In vitro grown normal shoots, even though they kept typical shoot morphology, had lower number of spines (11-12) and altered spine morphology. This difference was even more pronounced in spine number (six to seven) and morphology of the hyperhydric shoots. Scanning electron microscopy analysis revealed remarkable differences in micromorphology of spine surface between pot-grown and in vitro grown shoots. Spines of in vitro grown normal shoots showed numerous long trichomes, which were more elongated on spines of the hyperhydric shoots; the corresponding structures on spine surface of pot-grown plants were noticed only as small protrusions. Scanning electron microscopy morphometric studies showed that the spines of pot-grown plants were significantly longer compared to the spines of shoots grown in tissue culture. Moreover, transverse section shape varies from elliptical in pot-grown plants to circular in normal and hyperhydric shoots grown in vitro. Cluster and correspondence analyses performed on the scanning electron microscope obtained results suggest great variability among spines of pot-grown plants. Spines of in vitro grown normal and hyperhydric shoots showed low level of morphological variation among themselves despite the

  13. Millet's Shooting Stars

    Science.gov (United States)

    Beech, M.

    1988-12-01

    In this essay two paintings by the French artist Jean-Francois Millet are described. These paintings, Les Etoiles Filantes and Nuit Etoilée are particularly interesting since they demonstrate the rare artistic employment of the shooting-star image and metaphor.

  14. Shoot at First Sight! First Person Shooter Players Display Reduced Reaction Time and Compromised Inhibitory Control in Comparison to Other Video Game Players

    OpenAIRE

    Deleuze, Jory; Christiaens, Maxime; Nuyens, Filip; Billieux, Joël

    2017-01-01

    Studies have shown that regular video game use might improve cognitive and social skills. In contrast, other studies have documented the negative outcomes of excessive gaming vis-a-vis health and socioprofessional spheres. Both positive and negative outcomes of video game use were linked to their structural characteristics (i.e., features that make the game appealing or are inducements for all gamers to keep playing regularly). The current study tested whether active video gamers from main ge...

  15. Multiple shoot regeneration of cotton (Gossypium hirsutum L.) via ...

    African Journals Online (AJOL)

    user

    2011-03-14

    Mar 14, 2011 ... Induction of multiple shoots of cotton (Gossypium hirsutum L.) plant in two commercial varieties (Sahel and Varamin) using shoot apex was done. Explants were isolated from 3 - 4 days old seedlings, then they were cultured on a shoot induction media, modified MS nutrient agar with combinations: 1- ...

  16. Production of polyploids from cultured shoot tips of Eucalyptus ...

    African Journals Online (AJOL)

    Polyploids from cultured shoot tips of Eucalyptus globulus were produced by treatment with colchicine. Results showed that the combination of 0.5% colchicine and treating multiple shoot clumps for 4 days was the most appropriate conditions for E. globulus polyploidy induction and the effect of the use of multiple shoot ...

  17. Metabolic changes associated with shoot formation in tobacco callus cultures

    Energy Technology Data Exchange (ETDEWEB)

    Grady, K.L.

    1982-08-01

    Callus tissue derived from Nicotiana tabacum L. stem pith parenchyma cells was grown either on medium which maintains the callus in an undifferentiated state, or on medium which induces the formation of shoots. Two complementary types of studies were performed with the goal of establishing metabolic markers for the initiation of shoot formation: one designed to characterize the flow of radioactive sucrose into various metabolic pools, and one which allowed measurement of intermediary metabolite concentrations. In the former, callus tissue was incubated in (U-/sup 14/C)sucrose for periods up to one hour, and patterns of metabolite labelling in tissue grown on shoot-forming and non-shoot-forming media were compared. In the latter studies, tissue was grown for an entire subculture period on non-shoot-forming medium labelled with (U-/sup 14/C)sucrose, then subcultured to labelled non-shoot-forming or shoot-forming media, and sampled at intervals during the first week of growth. 189 references.

  18. Metabolic changes associated with shoot formation in tobacco callus cultures

    International Nuclear Information System (INIS)

    Grady, K.L.

    1982-08-01

    Callus tissue derived from Nicotiana tabacum L. stem pith parenchyma cells was grown either on medium which maintains the callus in an undifferentiated state, or on medium which induces the formation of shoots. Two complementary types of studies were performed with the goal of establishing metabolic markers for the initiation of shoot formation: one designed to characterize the flow of radioactive sucrose into various metabolic pools, and one which allowed measurement of intermediary metabolite concentrations. In the former, callus tissue was incubated in [U- 14 C]sucrose for periods up to one hour, and patterns of metabolite labelling in tissue grown on shoot-forming and non-shoot-forming media were compared. In the latter studies, tissue was grown for an entire subculture period on non-shoot-forming medium labelled with [U- 14 C]sucrose, then subcultured to labelled non-shoot-forming or shoot-forming media, and sampled at intervals during the first week of growth. 189 references

  19. Shooting mechanisms in Nature : A systematic review

    NARCIS (Netherlands)

    Sakes, A.; van der Wiel, M.; Henselmans, P.W.J.; van Leeuwen, J.L.; Dodou, D.; Breedveld, P.

    2016-01-01

    Background
    In nature, shooting mechanisms are used for a variety of purposes, including prey capture, defense, and reproduction. This review offers insight into the working principles of shooting mechanisms in fungi, plants, and animals in the light of the specific functional demands that these

  20. Shoot organogenesis in oleaster (Elaeagnus angustifolia L.)

    African Journals Online (AJOL)

    STORAGESEVER

    2009-02-04

    Feb 4, 2009 ... Regenerated plantlets were acclimatized and successfully transplanted to soil. Key words: shoot organogenesis, callus, ... saline and alkaline soils (Economou and Maloupa, 1995). Its fruits have been used as a .... cally inert compounds as reported by Kaminek (1992). Direct shoot organogenesis without ...

  1. Effects of Violent-Video-Game Exposure on Aggressive Behavior, Aggressive-Thought Accessibility, and Aggressive Affect Among Adults With and Without Autism Spectrum Disorder.

    Science.gov (United States)

    Engelhardt, Christopher R; Mazurek, Micah O; Hilgard, Joseph; Rouder, Jeffrey N; Bartholow, Bruce D

    2015-08-01

    Recent mass shootings have prompted the idea among some members of the public that exposure to violent video games can have a pronounced effect on individuals with autism spectrum disorder (ASD). Empirical evidence for or against this claim has been missing, however. To address this issue, we assigned adults with and without ASD to play a violent or nonviolent version of a customized first-person shooter video game. After they played the game, we assessed three aggression-related outcome variables (aggressive behavior, aggressive-thought accessibility, and aggressive affect). Results showed strong evidence that adults with ASD, compared with typically developing adults, are not differentially affected by acute exposure to violent video games. Moreover, model comparisons provided modest evidence against any effect of violent game content whatsoever. Findings from this experiment suggest that societal concerns that exposure to violent games may have a unique effect on adults with autism are not supported by evidence. © The Author(s) 2015.

  2. Cell fate regulation in the shoot meristem.

    Science.gov (United States)

    Laux, T; Mayer, K F

    1998-04-01

    The shoot meristem is a proliferative centre containing pluripotent stem cells that are the ultimate source of all cells and organs continuously added to the growing shoot. The progeny of the stem cells have two developmental options, either to renew the stem cell population or to leave the meristem and to differentiate, possibly according to signals from more mature tissue. The destiny of each cell depends on its position within the dynamic shoot meristem. Genetic data suggest a simple model in which graded positional information is provided by antagonistic gene functions and is interpreted by genes which regulate cell fate.

  3. Using Video Game-Based Instruction in an EFL Program: Understanding the Power of Video Games in Education

    OpenAIRE

    Héctor Alejandro Galvis Guerrero

    2011-01-01

    This small-scale action-research study examines the perceptions of four students in a military academy in Colombia undergoing the processof using a mainstream video game in their EFL classes instead of classic forms of instruction. The video game used served to approach EFL by means of language exploratory activities designed according to the context present in the video game and the course linguistic objectives. This study was conducted on the grounds that computer technology offers the poss...

  4. Video Games - Did They Begin at Brookhaven

    Science.gov (United States)

    dropdown arrow Site Map A-Z Index Menu Synopsis Video Games – Did They Begin at Brookhaven? Additional Web program led to the pioneering development of video games. William Higinbotham William Higinbotham First Pong, now Space Invaders, next Star Castle – video games have mesmerized children of at all ages

  5. Game statistics for the island of Olkiluoto in 2008-2009

    Energy Technology Data Exchange (ETDEWEB)

    Jussila, I. (Turku Univ., Satakunta Environmental Research Inst., Pori (Finland)); Nieminen, M. (Faunatica Oy, Espoo (Finland))

    2009-10-15

    The game statistics for the island of Olkiluoto were updated in April 2009, and compared with earlier studies. Population size estimates are based on interviews of local hunters, and other available material. Conclusions of changes in game populations are based on rough estimates primarily from interviews, only in Elk and Deer also on inventories. Elk population is still slightly decreasing. The growth of the White-tailed Deer population is slowing down. The changes in the Roe Deer population are not precisely known, but it is seemingly varying to some extent in different years. The populations of small predators (American Mink, Raccoon Dog and Red Fox) are still strong in Olkiluoto, partly because of very dense population of voles during the hunting season. The Raccoon Dog population has been diminished due to shooting several individuals during the Elk and Deer hunting. The Red Fox population is obviously increasing. The Mountain Hare population is strong and it increased in 2008. However, the Brown Hare population is apparently decreasing, probably due to kills by mammalian predators, eagles and traffic. Currently, other game animals (e.g. waterfowl) are hardly ever hunted. (orig.)

  6. Game statistics for the island of Olkiluoto in 2008-2009

    International Nuclear Information System (INIS)

    Jussila, I.; Nieminen, M.

    2009-10-01

    The game statistics for the island of Olkiluoto were updated in April 2009, and compared with earlier studies. Population size estimates are based on interviews of local hunters, and other available material. Conclusions of changes in game populations are based on rough estimates primarily from interviews, only in Elk and Deer also on inventories. Elk population is still slightly decreasing. The growth of the White-tailed Deer population is slowing down. The changes in the Roe Deer population are not precisely known, but it is seemingly varying to some extent in different years. The populations of small predators (American Mink, Raccoon Dog and Red Fox) are still strong in Olkiluoto, partly because of very dense population of voles during the hunting season. The Raccoon Dog population has been diminished due to shooting several individuals during the Elk and Deer hunting. The Red Fox population is obviously increasing. The Mountain Hare population is strong and it increased in 2008. However, the Brown Hare population is apparently decreasing, probably due to kills by mammalian predators, eagles and traffic. Currently, other game animals (e.g. waterfowl) are hardly ever hunted. (orig.)

  7. Radiographing roots and shoots

    International Nuclear Information System (INIS)

    Shariffah Noor Khamseah Al Idid

    1985-01-01

    The effect of seed orientation on germination time and on shoot and root growth patterns is studied. Neutron radiography is used to observe the development of 4 types of plants, maize, greenpea, soya bean and padi. These plants were grown in varying orientations; sand sizes, sand thicknesses, and level of water content. Radiography of the seeds and plants were obtained for time exposure ranging from 3-12 hours and at reactor thermal power level, ranging from 500-750 kilowatts. Results obtained showed that seeds planted in varying orientations need different length of time for shoot emergence. Neutron radiography is now developed to other areas of non-industrial applications in Malaysia. (A.J.)

  8. Transcriptome Analysis of ABA/JA-Dual Responsive Genes in Rice Shoot and Root.

    Science.gov (United States)

    Kim, Jin-Ae; Bhatnagar, Nikita; Kwon, Soon Jae; Min, Myung Ki; Moon, Seok-Jun; Yoon, In Sun; Kwon, Taek-Ryoun; Kim, Sun Tae; Kim, Beom-Gi

    2018-01-01

    The phytohormone abscisic acid (ABA) enables plants to adapt to adverse environmental conditions through the modulation of metabolic pathways and of growth and developmental programs. We used comparative microarray analysis to identify genes exhibiting ABA-dependent expression and other hormone-dependent expression among them in Oryza sativa shoot and root. We identified 854 genes as significantly up- or down-regulated in root or shoot under ABA treatment condition. Most of these genes had similar expression profiles in root and shoot under ABA treatment condition, whereas 86 genes displayed opposite expression responses in root and shoot. To examine the crosstalk between ABA and other hormones, we compared the expression profiles of the ABA-dependently regulated genes under several different hormone treatment conditions. Interestingly, around half of the ABA-dependently expressed genes were also regulated by jasmonic acid based on microarray data analysis. We searched the promoter regions of these genes for cis-elements that could be responsible for their responsiveness to both hormones, and found that ABRE and MYC2 elements, among others, were common to the promoters of genes that were regulated by both ABA and JA. These results show that ABA and JA might have common gene expression regulation system and might explain why the JA could function for both abiotic and biotic stress tolerance.

  9. Accuracy of Skill Performance in the Basketball Free Throw Shooting

    Directory of Open Access Journals (Sweden)

    Igawa Shoji

    2011-12-01

    Full Text Available The purpose of this study were to investigates how timing of shot of skilled player and assess performance accuracy of free throw shooting. Ten college students participated in this study (5 skilled players, and 5 naïve participants aged 18-23 years. They performed free throw shooting at 10 times. Shooting seen was recorded three cameras and analyzed shooting successful rate, off-target distance (the distance between the basketball through point and the center of the goal and shot timing. Shot timing was not significant difference. Shooting successful rate of skilled players was higher than unskilled players. Offtarget distance of skilled players was significant smaller than naive player. Consequently, skilled player is possible to aim at the center of the goal and shooting near the center of goal.

  10. Computer analysis and comparison of chess players' game-playing styles

    OpenAIRE

    Krevs, Urša

    2015-01-01

    Today's computer chess programs are very good at evaluating chess positions. Research has shown that we can rank chess players by the quality of their game play, using a computer chess program. In the master's thesis Computer analysis and comparison of chess players' game-playing styles, we focus on the content analysis of chess games using a computer chess program's evaluation and attributes we determined for each individual position. We defined meaningful attributes that can be used for com...

  11. Journalism and School Shootings in Finland 2007 -2008

    OpenAIRE

    Raittila, Pentti; Koljonen, Kari; Väliverronen, Jari

    2010-01-01

    Two school shootings in Finland (Jokela in 2007 and Kauhajoki in 2008) resulted in the death of 20 people, and they shook not only the foundations of Finnish society but also of the profession that reported about the tragedies. This report is based on research conducted on school shootings at the University of Tampere Journalism Research and Development Centre between 2008 and 2009. The analysis concentrates on both the journalistic texts published on the shootings and journalists' actions...

  12. Defense.gov Special Report: Fort Hood Shooting

    Science.gov (United States)

    identify possible insider threats, Army Secretary John M. McHugh told lawmakers. Story Obama: Soldiers ," Army Secretary John M. McHugh told lawmakers. Story President Praises Swift Response to Fort Hood Remarks on Fort Hood Shooting at White House McHugh, Odierno Address Fort Hood Shooting Before Congress

  13. Game Design and Development as Mathematical Activities

    DEFF Research Database (Denmark)

    Jensen, Erik Ottar; Hanghøj, Thorkild; Misfeldt, Morten

    2016-01-01

    education which have mostly been tied to students making learning games involving specific mathematical content. Game design activities are reported to have a motivational pull for students. A challenge seems to be that the students are mostly motivated by the game design or the programming activities...... between user and goal through the computational artifacts being used. The framework serves as a lens for making sense of computer game design as a context for learning mathematics....

  14. Lead pollution of shooting range soils | Sehube | South African ...

    African Journals Online (AJOL)

    Atotal of eight military shooting ranges were used for this study. Soil samples were collected at each of the eight shooting ranges at the berm, target line, 50 and 100 m from berm. In all of the shooting ranges investigated the highest total lead (Pb) concentrations were found in the bermsoils. Elevated Pb concentrations of 38 ...

  15. Contagion in Mass Killings and School Shootings.

    Directory of Open Access Journals (Sweden)

    Sherry Towers

    Full Text Available Several past studies have found that media reports of suicides and homicides appear to subsequently increase the incidence of similar events in the community, apparently due to the coverage planting the seeds of ideation in at-risk individuals to commit similar acts.Here we explore whether or not contagion is evident in more high-profile incidents, such as school shootings and mass killings (incidents with four or more people killed. We fit a contagion model to recent data sets related to such incidents in the US, with terms that take into account the fact that a school shooting or mass murder may temporarily increase the probability of a similar event in the immediate future, by assuming an exponential decay in contagiousness after an event.We find significant evidence that mass killings involving firearms are incented by similar events in the immediate past. On average, this temporary increase in probability lasts 13 days, and each incident incites at least 0.30 new incidents (p = 0.0015. We also find significant evidence of contagion in school shootings, for which an incident is contagious for an average of 13 days, and incites an average of at least 0.22 new incidents (p = 0.0001. All p-values are assessed based on a likelihood ratio test comparing the likelihood of a contagion model to that of a null model with no contagion. On average, mass killings involving firearms occur approximately every two weeks in the US, while school shootings occur on average monthly. We find that state prevalence of firearm ownership is significantly associated with the state incidence of mass killings with firearms, school shootings, and mass shootings.

  16. Contagion in Mass Killings and School Shootings.

    Science.gov (United States)

    Towers, Sherry; Gomez-Lievano, Andres; Khan, Maryam; Mubayi, Anuj; Castillo-Chavez, Carlos

    2015-01-01

    Several past studies have found that media reports of suicides and homicides appear to subsequently increase the incidence of similar events in the community, apparently due to the coverage planting the seeds of ideation in at-risk individuals to commit similar acts. Here we explore whether or not contagion is evident in more high-profile incidents, such as school shootings and mass killings (incidents with four or more people killed). We fit a contagion model to recent data sets related to such incidents in the US, with terms that take into account the fact that a school shooting or mass murder may temporarily increase the probability of a similar event in the immediate future, by assuming an exponential decay in contagiousness after an event. We find significant evidence that mass killings involving firearms are incented by similar events in the immediate past. On average, this temporary increase in probability lasts 13 days, and each incident incites at least 0.30 new incidents (p = 0.0015). We also find significant evidence of contagion in school shootings, for which an incident is contagious for an average of 13 days, and incites an average of at least 0.22 new incidents (p = 0.0001). All p-values are assessed based on a likelihood ratio test comparing the likelihood of a contagion model to that of a null model with no contagion. On average, mass killings involving firearms occur approximately every two weeks in the US, while school shootings occur on average monthly. We find that state prevalence of firearm ownership is significantly associated with the state incidence of mass killings with firearms, school shootings, and mass shootings.

  17. The effect of triacontanol on shoot multiplication and production of antioxidant compounds in shoot cultures of Salvia officinalis L.

    Directory of Open Access Journals (Sweden)

    Izabela Grzegorczyk

    2011-01-01

    Full Text Available This report describes the effect of triacontanol on shoot multiplication and production of antioxidant compounds (carnosic acid, carnosol and rosmarinic acid in S. officinalis cultures grown on MS basal medium (agar solidified medium supplemented with 0.1 mg l-1 IAA, 0.45 mg l-1 BAP. It was found that shoot proliferation significantly increased when triacontanol at concentrations of 5, 10 or 20 µg l-1 was added to the medium. HPLC analysis of acetone and methanolic extracts of sage shoots showed that the production of diterpenoids, carnosic acid/carnosol ratio, as well as, contents of rosmarinic acid were also affected by the treatment with triacontanol. The highest stimulation effect of triacontanol was observed on the production of carnosol, where the treatment with 20 µg l l-1 increased the content of this diterpenoid 4.5-fold compared to that in the control (sage shoots growing on MS basal medium, only.

  18. Active Gaming: Is "Virtual" Reality Right for Your Physical Education Program?

    Science.gov (United States)

    Hansen, Lisa; Sanders, Stephen W.

    2012-01-01

    Active gaming is growing in popularity and the idea of increasing children's physical activity by using technology is largely accepted by physical educators. Teachers nationwide have been providing active gaming equipment such as virtual bikes, rhythmic dance machines, virtual sporting games, martial arts simulators, balance boards, and other…

  19. Australian Mass Shootings: An Analysis of Incidents and Offenders.

    Science.gov (United States)

    McPhedran, Samara

    2017-06-01

    Mass shooting events are relatively underresearched, and most study comes from the United States. Despite significant international interest, little is known about other countries' experiences of these events. The current study examines Australian mass shooting incidents and offenders, with emphasis on mental illness, life strains, and offenders' life histories. Australia had 14 mass shootings between 1964 and 2014. Most offenders experienced acute life stressors and/or chronic strains leading up to the event; however, diagnosed mental illness was less commonly documented. These observations provide new information about mass shooting incidents and offenders, and can help to inform international policy development.

  20. Shooting stars

    International Nuclear Information System (INIS)

    Maurette, M.; Hammer, C.

    1985-01-01

    A shooting star passage -even a star shower- can be sometimes easily seen during moonless black night. They represent the partial volatilization in earth atmosphere of meteorites or micrometeorites reduced in cosmic dusts. Everywhere on earth, these star dusts are searched to be gathered. This research made one year ago on the Greenland ice-cap is this article object; orbit gathering projects are also presented [fr

  1. thidiazuron improves adventitious bud and shoot regeneration

    African Journals Online (AJOL)

    Prof. Adipala Ekwamu

    Induction of adventitious buds and shoots from intact leaves and stem internode segments of two recalcitrant. Ugandan sweetpotato (Ipomoea batatas L.) cultivars was investigated in vitro on Murashige and Skoog (MS) medium, supplemented with 3 different levels (0.5, 2.0 and 4.0 µM) of Thidiazuron (TDZ). Shoots were.

  2. School shootings during 2013-2015 in the USA.

    Science.gov (United States)

    Kalesan, Bindu; Lagast, Kinan; Villarreal, Marcos; Pino, Elizabeth; Fagan, Jeffrey; Galea, Sandro

    2017-10-01

    Data on the factors associated with school shootings in the USA are limited. The public conversation has often suggested several factors that may be linked to these events, however with little empirical support. Aiming to fill this gap, we describe the characteristics of school shooting incidents in the USA between 2013 and 2015 and explore whether four factors that represent domains of firearm policy, educational policy and epidemiological risk factors for intentional firearm injuries-background check (BC) policies, per capita mental health expenditures (MHE), K-12 education expenditure (KEE) and urbanicity-were associated with school shootings during this period. We searched LexisNexis, a newspaper and broadcast media databases for school shooting incidents from 1 January 2013 to 31 December 2015. Presence of BC laws was extracted from legal information in LexisNexis. State-level covariates of per capita MHE (2013), KEE (2013) and urbanicity (2010) rates were obtained from publicly available data sources. We used negative binomial regression models accounting for clustering by state to explore unadjusted associations between the BC laws, state-level covariates and school shootings to report IRR and 95% CI. We documented 154 school shootings (35, 55 and 64 each year). In unadjusted models, BC for firearm purchase (IRR=0.55, 95% CI 0.39 to 0.76), ammunition purchase (IRR=0.11, 95% CI 0.05 to 0.27), log per capita MHE (IRR=0.58, 95% CI 0.37 to 0.90), log per-capita KEE (IRR=0.09, 9% CI 0.02 to 0.29) and urbanicity (IRR=0.97, 95% CI 0.96 to 0.99) were associated with school shooting. School shootings are less likely in states with BC laws, higher MHE and KEE, and with greater per cent urban population. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/.

  3. Using Video Game-Based Instruction in an EFL Program: Understanding the Power of Video Games in Education

    Directory of Open Access Journals (Sweden)

    Héctor Alejandro Galvis Guerrero

    2011-09-01

    Full Text Available This small-scale action-research study examines the perceptions of four students in a military academy in Colombia undergoing the processof using a mainstream video game in their EFL classes instead of classic forms of instruction. The video game used served to approach EFL by means of language exploratory activities designed according to the context present in the video game and the course linguistic objectives. This study was conducted on the grounds that computer technology offers the possibility of enhancing EFL instruction by means of simulating and augmenting the target language context. The researcher’s belief is that video games offer a learning environment closely related to students’ experiences and preferences. Results from this study suggest that students were more entertained and attentive and demonstrated more engagement and disposition towards their English classes. Students also learned about matters related to the target language and culture, and were not only circumscribed to linguistic ones. Similarly, results from this study shed some light on the importance of offering access to technology to students before they advance to higher education that support video-gaming practices in the classroom.

  4. The Mental Health Consequences of Mass Shootings.

    Science.gov (United States)

    Lowe, Sarah R; Galea, Sandro

    2017-01-01

    Mass shooting episodes have increased over recent decades and received substantial media coverage. Despite the potentially widespread and increasing mental health impact of mass shootings, no efforts to our knowledge have been made to review the empirical literature on this topic. We identified 49 peer-reviewed articles, comprised of 27 independent samples in the aftermath of 15 mass shooting incidents. Based on our review, we concluded that mass shootings are associated with a variety of adverse psychological outcomes in survivors and members of affected communities. Less is known about the psychological effects of mass shootings on indirectly exposed populations; however, there is evidence that such events lead to at least short-term increases in fears and declines in perceived safety. A variety of risk factors for adverse psychological outcomes have been identified, including demographic and pre-incident characteristics (e.g., female gender and pre-incident psychological symptoms), event exposure (e.g., greater proximity to the attack and acquaintance with the deceased), and fewer psychosocial resources (e.g., emotion regulation difficulties and lower social support). Further research that draws on pre-incident and longitudinal data will yield important insights into the processes that exacerbate or sustain post-incident psychological symptoms over time and provide important information for crisis preparedness and post-incident mental health interventions. © The Author(s) 2015.

  5. Program verification using symbolic game semantics

    DEFF Research Database (Denmark)

    Dimovski, Aleksandar

    2014-01-01

    , especially on its second-order recursion-free fragment with infinite data types. We revisit the regular-language representation of game semantics of this language fragment. By using symbolic values instead of concrete ones, we generalize the standard notions of regular-language and automata representations...

  6. Beginning Swift games development for iOS

    CERN Document Server

    Goodwill, James

    2015-01-01

    Game apps are one of the most popular categories in the Apple iTunes App Store. Well, the introduction of the new Swift programming language will make game development even more appealing and easier to existing and future iOS app developers. In response, James Goodwill, Wesley Matlock and Apress introduce you to this book, Beginning Swift Games Development for iOS. In this book, you'll learn the fundamental elements of the new Swift language as applied to game development for iOS. In part 1, you'll start with a basic 2D game idea and build the game throughout the book introducing each Sprit

  7. Mass Shootings: The Role of the Media in Promoting Generalized Imitation.

    Science.gov (United States)

    Meindl, James N; Ivy, Jonathan W

    2017-03-01

    Mass shootings are a particular problem in the United States, with one mass shooting occurring approximately every 12.5 days. Recently a "contagion" effect has been suggested wherein the occurrence of one mass shooting increases the likelihood of another mass shooting occurring in the near future. Although contagion is a convenient metaphor used to describe the temporal spread of a behavior, it does not explain how the behavior spreads. Generalized imitation is proposed as a better model to explain how one person's behavior can influence another person to engage in similar behavior. Here we provide an overview of generalized imitation and discuss how the way in which the media report a mass shooting can increase the likelihood of another shooting event. Also, we propose media reporting guidelines to minimize imitation and further decrease the likelihood of a mass shooting.

  8. Light Requirement for Shoot Regeneration in Horseradish Hairy Roots 1

    Science.gov (United States)

    Saitou, Tsutomu; Kamada, Hiroshi; Harada, Hiroshi

    1992-01-01

    Hairy roots of horseradish (Armoracia rusticana) were induced by inoculation with Agrobacterium rhizogenes harboring Ri plasmid and cultured on phytohormone-free Murashige and Skoog medium after eliminating the bacteria. Hairy roots grew vigorously and sometimes formed yellowish calli under dark conditions. On the other hand, growth of hairy roots stopped after several weeks of culture with light, then shoots were regenerated. Frequency of shoot formation from hairy roots increased as the culture period in light lengthened and the light intensity increased. The shoot regeneration was induced by treatment with white or red light, but not with far-red light. Shoot regeneration by red light was inhibited by following treatment with far-red light. Red and far-red light reversibly affected shoot regeneration. Excised roots of nontransformed plants grew quite slowly on phytohormone-free Murashige and Skoog medium and occasionally formed shoots under white light conditions. PMID:16669041

  9. Evaluation of students' perceptions on game based learning program using fuzzy set conjoint analysis

    Science.gov (United States)

    Sofian, Siti Siryani; Rambely, Azmin Sham

    2017-04-01

    An effectiveness of a game based learning (GBL) can be determined from an application of fuzzy set conjoint analysis. The analysis was used due to the fuzziness in determining individual perceptions. This study involved a survey collected from 36 students aged 16 years old of SMK Mersing, Johor who participated in a Mathematics Discovery Camp organized by UKM research group called PRISMatik. The aim of this research was to determine the effectiveness of the module delivered to cultivate interest in mathematics subject in the form of game based learning through different values. There were 11 games conducted for the participants and students' perceptions based on the evaluation of six criteria were measured. A seven-point Likert scale method was used to collect students' preferences and perceptions. This scale represented seven linguistic terms to indicate their perceptions on each module of GBLs. Score of perceptions were transformed into degree of similarity using fuzzy set conjoint analysis. It was found that Geometric Analysis Recreation (GEAR) module was able to increase participant preference corresponded to the six attributes generated. The computations were also made for the other 10 games conducted during the camp. Results found that interest, passion and team work were the strongest values obtained from GBL activities in this camp as participants stated very strongly agreed that these attributes fulfilled their preferences in every module. This was an indicator of efficiency for the program. The evaluation using fuzzy conjoint analysis implicated the successfulness of a fuzzy approach to evaluate students' perceptions toward GBL.

  10. Effects of calcium gluconate and ascorbic acid on controlling shoot ...

    African Journals Online (AJOL)

    In vitro shoot necrosis is a quite widespread disorder affecting raspberry micropropagation. This study was conducted to investigate effects of calcium gluconate and ascorbic acid on shoot necrosis and dieback of raspberry shoots during micropropagation. Nodal segments of primocane-fruiting raspberry cultivars 'Allgold', ...

  11. Tragedy and the Meaning of School Shootings

    Science.gov (United States)

    Warnick, Bryan R.; Johnson, Benjamin A.; Rocha, Samuel

    2010-01-01

    School shootings are traumatic events that cause a community to question itself, its values, and its educational systems. In this article Bryan Warnick, Benjamin Johnson, and Samuel Rocha explore the meanings of school shootings by examining three recent books on school violence. Topics that grow out of these books include (1) how school shootings…

  12. Distributed trouble-shooting

    NARCIS (Netherlands)

    Post, W.M.; Bogaard, S.A.A. van den; Rasker, P.C.

    2004-01-01

    When knowledge, required for trouble-shooting at sea, can be supplied real-time but from a distance, problems, such as with the limited availability of specialists, and the high costs of maintenance, may be tackled. Unclear is, however, how this redistribution of knowledge will work in practice. We

  13. Firearm Legislation and Fatal Police Shootings in the United States.

    Science.gov (United States)

    Kivisto, Aaron J; Ray, Bradley; Phalen, Peter L

    2017-07-01

    To examine whether stricter firearm legislation is associated with rates of fatal police shootings. We used a cross-sectional, state-level design to evaluate the effect of state-level firearm legislation on rates of fatal police shootings from January 1, 2015, through October 31, 2016. We measured state-level variation in firearm laws with legislative scorecards from the Brady Center, and for fatal police shootings we used The Counted, an online database maintained by The Guardian. State-level firearm legislation was significantly associated with lower rates of fatal police shootings (incidence rate ratio = 0.961; 95% confidence interval = 0.939, 0.984). When we controlled for sociodemographic factors, states in the top quartile of legislative strength had a 51% lower incidence rate than did states in the lowest quartile. Laws aimed at strengthening background checks, promoting safe storage, and reducing gun trafficking were associated with fewer fatal police shootings. Legislative restrictions on firearms are associated with reductions in fatal police shootings. Public Health Implications. Although further research is necessary to determine causality and potential mechanisms, firearm legislation is a potential policy solution for reducing fatal police shootings in the United States.

  14. Goal-based dictator game

    Science.gov (United States)

    Zaibidi, Nerda Zura; Ibrahim, Adyda; Abidin, Norhaslinda Zainal

    2014-12-01

    A considerable number of studies have been conducted to study fairness issues using two-player game. Dictator Game is one of the two-player games that receive much attention. In this paper, we develop an evolutionary approach to the Dictator Game by using Goal programming to build a model of human decision-making for cooperation. The model is formulated based on the theories of cognitive neuroscience that is capable in capturing a more realistic fairness concerns between players in the games. We show that fairness will evolve by taking into account players' aspirations and preferences explicitly in terms of profit and fairness concerns. The model is then simulated to investigate any possible effective strategy for people in economics to deal with fairness coalition. Parallels are drawn between the approach and concepts of human decision making from the field of cognitive neuroscience and psychology. The proposed model is also able to help decision makers to plan or enhance the effective strategies for business purposes.

  15. The correlation of the radiocaesium concentration of new shoots harvested in 2012 and old leaves, and new shoots harvested in 2011 grown in Kanagawa prefecture

    International Nuclear Information System (INIS)

    Shiraki, Yoshiya; Takeda, Hajime; Okamoto, Tamotsu; Kita, Nobuhiro

    2013-01-01

    We conducted this study to analyze the correlation between 137 Cs concentration of new shoots harvested in the first crop of tea in 2012, and new shoots harvested in the shuto-bancha in 2011 and old leaves harvested at the same time respectively. In the first crop of tea in 2012, the 137 Cs concentration of new shoots was related to that of old leaves, and the correlation of the coefficient was 0.663(p 137 Cs concentration(new shoots/old leaves) was related to the days until harvest of the first crop of tea in 2012, and the correlation coefficient was -0.771(p 137 Cs concentration was derived from the dilution effect due to growth and development of tea plants. Regression analysis was performed to forecast the 137 Cs concentration of the new shoots in the first crop of tea. The 137 Cs concentration of new shoots in the harvested first crop of tea(Y) was related to the 137 Cs concentration of old leaves harvested the previous winter(X). The correlation of the coefficient was 0.783(p 137 Cs concentration of new shoots of the first crop of tea in 2012 decreased about 1/6 to 1/25 compared with that of new shoots of the first crop of tea in 2011. (author)

  16. Learning iOS 8 game development using Swift

    CERN Document Server

    Shekar, Siddharth

    2015-01-01

    This book is for novices as well as proficient game developers who want to learn more about game development using Swift. If you are from a 2D game development background and would like to learn the basics of 3D game development, this book is for you. Additionally, if you want to learn the basics of graphics programming and shaders, this book will be a good starting point.

  17. Simulation and Gaming: Directions, Issues, Ponderables.

    Science.gov (United States)

    Uretsky, Michael

    1995-01-01

    Discusses the current use of simulation and gaming in a variety of settings. Describes advances in technology that facilitate the use of simulation and gaming, including computer power, computer networks, software, object-oriented programming, video, multimedia, virtual reality, and artificial intelligence. Considers the future use of simulation…

  18. The Level of Vision Necessary for Competitive Performance in Rifle Shooting: Setting the Standards for Paralympic Shooting with Vision Impairment

    NARCIS (Netherlands)

    Allen, P.M.; Latham, K.; Mann, D.L.; Ravensbergen, H.J.C.; Myint, J.

    2016-01-01

    The aim of this study was to investigate the level of vision impairment (VI) that would reduce performance in shooting; to guide development of entry criteria to visually impaired (VI) shooting. Nineteen international-level shooters without VI took part in the study. Participants shot an air rifle,

  19. Game engines and immersive displays

    Science.gov (United States)

    Chang, Benjamin; Destefano, Marc

    2014-02-01

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

  20. Mobile Game Development: Object-Orientation or Not

    DEFF Research Database (Denmark)

    Zhang, Weishan; Han, Dong; Kunz, Thomas

    2007-01-01

    technology is the prevalent programming paradigm, most of the current mobile games are developed with object-orientation (OO) technologies. Intuitively OO is not a perfect paradigm for embedded software. Questions remain such as how OO and to what degree OO will affect the performance, executable file size......Mobile games are one of the primary entertainment applications at present. Limited by scarce resources, such as memory, CPU, input and output, etc, mobile game development is more difficult than desktop application development, with performance as one of the top critical requirements. As object-oriented...... for the development of mobile device applications (but normal for usual desktop applications). We then apply some optimization strategies along the way of structural programming. The experiment shows that the total jar file size of these five optimized games decreases 71%, the lines of codes decreases 59...

  1. RAGE Architecture for Reusable Serious Gaming Technology Components

    Directory of Open Access Journals (Sweden)

    Wim van der Vegt

    2016-01-01

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

  2. Ferns: the missing link in shoot evolution and development

    Directory of Open Access Journals (Sweden)

    Andrew Robert George Plackett

    2015-11-01

    Full Text Available Shoot development in land plants is a remarkably complex process that gives rise to an extreme diversity of forms. Our current understanding of shoot developmental mechanisms comes almost entirely from studies of angiosperms (flowering plants, the most recently diverged plant lineage. Shoot development in angiosperms is based around a layered multicellular apical meristem that produces lateral organs and/or secondary meristems from populations of founder cells at its periphery. In contrast, non-seed plant shoots develop from either single apical initials or from a small population of morphologically distinct apical cells. Although developmental and molecular information is becoming available for non-flowering plants, such as the model moss Physcomitrella patens, making valid comparisons between highly divergent lineages is extremely challenging. As sister group to the seed plants, the monilophytes (ferns and relatives represent an excellent phylogenetic midpoint of comparison for unlocking the evolution of shoot developmental mechanisms, and recent technical advances have finally made transgenic analysis possible in the emerging model fern Ceratopteris richardii. This review compares and contrasts our current understanding of shoot development in different land plant lineages with the aim of highlighting the potential role that the fern C. richardii could play in shedding light on the evolution of underlying genetic regulatory mechanisms.

  3. Toward using games to teach fundamental computer science concepts

    Science.gov (United States)

    Edgington, Jeffrey Michael

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

  4. Learning Java by building Android games

    CERN Document Server

    Horton, John

    2015-01-01

    If you are completely new to either Java, Android, or game programming and are aiming to publish Android games, then this book is for you. This book also acts as a refresher for those who already have experience in Java on another platforms or other object-oriented languages.

  5. Player behavioural modelling for video games

    NARCIS (Netherlands)

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

    2012-01-01

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

  6. Mastering the game of Go with deep neural networks and tree search

    Science.gov (United States)

    Silver, David; Huang, Aja; Maddison, Chris J.; Guez, Arthur; Sifre, Laurent; van den Driessche, George; Schrittwieser, Julian; Antonoglou, Ioannis; Panneershelvam, Veda; Lanctot, Marc; Dieleman, Sander; Grewe, Dominik; Nham, John; Kalchbrenner, Nal; Sutskever, Ilya; Lillicrap, Timothy; Leach, Madeleine; Kavukcuoglu, Koray; Graepel, Thore; Hassabis, Demis

    2016-01-01

    The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here we introduce a new approach to computer Go that uses ‘value networks’ to evaluate board positions and ‘policy networks’ to select moves. These deep neural networks are trained by a novel combination of supervised learning from human expert games, and reinforcement learning from games of self-play. Without any lookahead search, the neural networks play Go at the level of state-of-the-art Monte Carlo tree search programs that simulate thousands of random games of self-play. We also introduce a new search algorithm that combines Monte Carlo simulation with value and policy networks. Using this search algorithm, our program AlphaGo achieved a 99.8% winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0. This is the first time that a computer program has defeated a human professional player in the full-sized game of Go, a feat previously thought to be at least a decade away.

  7. 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.

  8. Mental illness, mass shootings, and the politics of American firearms.

    Science.gov (United States)

    Metzl, Jonathan M; MacLeish, Kenneth T

    2015-02-01

    Four assumptions frequently arise in the aftermath of mass shootings in the United States: (1) that mental illness causes gun violence, (2) that psychiatric diagnosis can predict gun crime, (3) that shootings represent the deranged acts of mentally ill loners, and (4) that gun control "won't prevent" another Newtown (Connecticut school mass shooting). Each of these statements is certainly true in particular instances. Yet, as we show, notions of mental illness that emerge in relation to mass shootings frequently reflect larger cultural stereotypes and anxieties about matters such as race/ethnicity, social class, and politics. These issues become obscured when mass shootings come to stand in for all gun crime, and when "mentally ill" ceases to be a medical designation and becomes a sign of violent threat.

  9. Nash equilibrium in differential games and the construction of the programmed iteration method

    International Nuclear Information System (INIS)

    Averboukh, Yurii V

    2011-01-01

    This work is devoted to the study of nonzero-sum differential games. The set of payoffs in a situation of Nash equilibrium is examined. It is shown that the set of payoffs in a situation of Nash equilibrium coincides with the set of values of consistent functions which are fixed points of the program absorption operator. A condition for functions to be consistent is given in terms of the weak invariance of the graph of the functions under a certain differential inclusion. Bibliography: 18 titles.

  10. Possession, Transportation, and Use of Firearms by Older Youth in 4-H Shooting Sports Programs

    Science.gov (United States)

    White, David J.; Williver, S. Todd

    2014-01-01

    Thirty years ago we would think nothing of driving to school with a jackknife in our pocket or rifle in the gun rack. Since then, the practices of possessing, transporting, and using firearms have been limited by laws, rules, and public perception. Despite restrictions on youth, the Youth Handgun Safety Act does afford 4-H shooting sports members…

  11. Object-Orientation is Evil for Mobile Games: Experience from Industrial Mobile RPGs

    DEFF Research Database (Denmark)

    Zhang, Weishan; Han, Dong; Kunz, Thomas

    2007-01-01

    Mobile gaming is playing an important role in the entertainment industry. Good performance is a critical requirement for mobile games in order to achieve acceptable running speed although mobile devices are limited by scarce resources. Object-oriented programming is the prevalent programming....... Therefore if developers are aiming for mobile game performance, we conclude that they should use as few OO features as possible. Structural programming can be a very competitive alternative....... paradigm and this is true for mobile game development as well. As the origin of object-orientation (OO) is not targeting the embedded software domain, there is suspicion as to OO's usability for embedded software, especially with respect to mobile games. Questions arise like how OO and to what degree OO...

  12. Multiple vantage points on the mental health effects of mass shootings.

    Science.gov (United States)

    Shultz, James M; Thoresen, Siri; Flynn, Brian W; Muschert, Glenn W; Shaw, Jon A; Espinel, Zelde; Walter, Frank G; Gaither, Joshua B; Garcia-Barcena, Yanira; O'Keefe, Kaitlin; Cohen, Alyssa M

    2014-09-01

    The phenomenon of mass shootings has emerged over the past 50 years. A high proportion of rampage shootings have occurred in the United States, and secondarily, in European nations with otherwise low firearm homicide rates; yet, paradoxically, shooting massacres are not prominent in the Latin American nations with the highest firearm homicide rates in the world. A review of the scientific literature from 2010 to early 2014 reveals that, at the individual level, mental health effects include psychological distress and clinically significant elevations in posttraumatic stress, depression, and anxiety symptoms in relation to the degree of physical exposure and social proximity to the shooting incident. Psychological repercussions extend to the surrounding affected community. In the aftermath of the deadliest mass shooting on record, Norway has been in the vanguard of intervention research focusing on rapid delivery of psychological support and services to survivors of the "Oslo Terror." Grounded on a detailed review of the clinical literature on the mental health effects of mass shootings, this paper also incorporates wide-ranging co-author expertise to delineate: 1) the patterning of mass shootings within the international context of firearm homicides, 2) the effects of shooting rampages on children and adolescents, 3) the psychological effects for wounded victims and the emergency healthcare personnel who care for them, 4) the disaster behavioral health considerations for preparedness and response, and 5) the media "framing" of mass shooting incidents in relation to the portrayal of mental health themes.

  13. Identification of quantitative trait loci controlling root and shoot traits associated with drought tolerance in a lentil (Lens culinaris Medik. recombinant inbred line population

    Directory of Open Access Journals (Sweden)

    Omar Idrissi

    2016-08-01

    Full Text Available Drought is one of the major abiotic stresses limiting lentil productivity in rainfed production systems. Specific rooting patterns can be associated with drought avoidance mechanisms that can be used in lentil breeding programs. In all, 252 co-dominant and dominant markers were used for Quantitative Trait Loci (QTL analysis on 132 lentil recombinant inbred lines based on greenhouse experiments for root and shoot traits during two seasons under progressive drought-stressed conditions. Eighteen QTLs controlling a total of 14 root and shoot traits were identified. A QTL-hotspot genomic region related to a number of root and shoot characteristics associated with drought tolerance such as dry root biomass, root surface area, lateral root number, dry shoot biomass and shoot length was identified. Interestingly, a QTL related to root-shoot ratio, an important trait for drought avoidance, explaining the highest phenotypic variance of 27.6 % and 28.9 % for the two consecutive seasons, respectively, was detected. This QTL was closed to the co-dominant SNP marker TP6337 and also flanked by the two SNP TP518 and TP1280. An important QTL related to lateral root number was found close to TP3371 and flanked by TP5093 and TP6072 SNP markers. Also, a QTL associated with specific root length was identified close to TP1873 and flanked by F7XEM6b SRAP marker and TP1035 SNP marker. These two QTLs were detected in both seasons. Our results could be used for marker-assisted selection in lentil breeding programs targeting root and shoot characteristics conferring drought avoidance as an efficient alternative to slow and labour-intensive conventional breeding methods.

  14. Raspberry Pi gaming

    CERN Document Server

    Silverman, Shea

    2015-01-01

    If you are someone who loves to play games and are interested in learning more about the capabilities of your Raspberry Pi, this book is for you. Basic knowledge of Raspberry Pi programming is expected.

  15. Pyception: Teaching Python with a Serious Game

    OpenAIRE

    Laskemoen, Kristian

    2013-01-01

    This thesis set out to study how an online serious game could affect users? motivation on learning Python. One of the projects core goals is to find out whether learning Python is more motivating when having an effortless start through a web based game. A second goal is to find out if Python as a programming language are well suited for a serious game.After the development and implementation of the game, it was performed a user experiment in order to receive feedback. Data from this user expe...

  16. Combinatorial structures to modeling simple games and applications

    Science.gov (United States)

    Molinero, Xavier

    2017-09-01

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

  17. Instructional games and activities for criticality safety training

    International Nuclear Information System (INIS)

    Bullard, B.; McBride, J.

    1993-01-01

    During the past several years, the Training and Management Systems Division (TMSD) staff of Oak Ridge Institute for Science and Education (ORISE) has designed and developed nuclear criticality safety (NCS) training programs that focus on high trainee involvement through the use of instructional games and activities. This paper discusses the instructional game, initial considerations for developing games, advantages and limitations of games, and how games may be used in developing and implementing NCS training. It also provides examples of the various instructional games and activities used in separate courses designed for Martin Marietta Energy Systems (MMES's) supervisors and U.S. Nuclear Regulatory Commission (NRC) fuel facility inspectors

  18. In vitro mass propagation of Salvia canariensis by axillary shoots

    Directory of Open Access Journals (Sweden)

    Sebastiana Mederos Molina

    2014-01-01

    Full Text Available During the establishment of shoots of Salvia canariensis L., five environmental factor treatments were applied. For each axillary node two shoots grew well when explants were incubated at continued ligth for 15 days followed by 16 hrs photoperiod by 30 days. Shoots multiplication was improved on a modified Murashige and Skoog (MS (1962 medium - MS + 825 mg/l NH4NO3 - supplemented with 10-7 M BA and 10-7 M NAA. The shoots produced well developed root systems within three weeks after transfer to the same culture medium supplemented with 5x 10-7 M NAA.

  19. Morphological Evaluation of Shoots Regenerated from Hygromycin-Resistant Rice Callus (cv IACuba-28

    Directory of Open Access Journals (Sweden)

    Maylin Pérez Bernal

    2007-01-01

    Full Text Available An evaluation system based on the morphological characteristics of regenerated hygromycin-resistant rice callus shoots was established for correlating such characteristics with shoot viability on hygromycin. Embryogenic rice calli were transformed by Agrobacterium tumefaciens (EHA105/ pCAMBIA1300, containing the hygromycin-phosphotransferase gene as selection marker. After two weeks on selection medium, hygromycin-resistant calli were transferred to regeneration medium. Regenerated shoots were extracted every 5 days (over a 30-day period and classified into three classes according to their morphological structure: class I: vigorous shoot having typical bipolar structure; class II: shoot having small root compared to apical length, or shoot without roots; class III: shoots having an abnormal appearance, such as malformed leaves or albinism. Individualised shoots were transferred to MS medium containing hygromycin for evaluating their resistance to antibiotics. A relationship was observed between regenerated shoots’ morphological characteristics and the percentage of shoots’ viability on hygromycin. Class I prevailed at early shoot extraction and was the most resistant to hygromycin. Drastic class I reduction was found with later shoot extraction, whilst classes II and III became increased. Likewise, shoot viability became radically reduced on MS medium containing hygromycin. This result might be applied for improving efficiency regarding obtaining transgenic rice plants, taking into account the best time for obtaining high percentages of hygromycin-resistant shoots having the best morphological characteristics.

  20. Supermodular Games and Potential Games

    NARCIS (Netherlands)

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

    2001-01-01

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

  1. Mathematical games, abstract games

    CERN Document Server

    Neto, Joao Pedro

    2013-01-01

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

  2. Shoot Differentiation in Callus Cultures of Datura Innoxia

    DEFF Research Database (Denmark)

    Engvild, Kjeld Christensen

    1973-01-01

    promoted shoot differentiation. Gibberellic acid inhibited shoot formation weakly, but inhibited proper leaf blade formation. Root differentiation was rare. The callus cultures of Datura innoxia grew rapidly (100-fold in 4 weeks) on a slightly modified Murashige and Skoog medium (0.5 mg/l thiamin · HCl, p...

  3. Program with Ixquic

    Directory of Open Access Journals (Sweden)

    Carmen Ramos

    2017-06-01

    Full Text Available The goal of this paper is to explain the story telling, game design, game play and how is the interaction with the game Program with Ixquic. Here is the description about the new approach to this video game I called Program with Ixquic. Initially focused on an educational video game but now is a hybrid, now has more levels and provides moments of great fun, where each player can have some much fun in each different level and environments of interaction.

  4. Handgun Acquisitions in California After Two Mass Shootings.

    Science.gov (United States)

    Studdert, David M; Zhang, Yifan; Rodden, Jonathan A; Hyndman, Rob J; Wintemute, Garen J

    2017-05-16

    Mass shootings are common in the United States. They are the most visible form of firearm violence. Their effect on personal decisions to purchase firearms is not well-understood. To determine changes in handgun acquisition patterns after the mass shootings in Newtown, Connecticut, in 2012 and San Bernardino, California, in 2015. Time-series analysis using seasonal autoregressive integrated moving-average (SARIMA) models. California. Adults who acquired handguns between 2007 and 2016. Excess handgun acquisitions (defined as the difference between actual and expected acquisitions) in the 6-week and 12-week periods after each shooting, overall and within subgroups of acquirers. In the 6 weeks after the Newtown and San Bernardino shootings, there were 25 705 (95% prediction interval, 17 411 to 32 788) and 27 413 (prediction interval, 15 188 to 37 734) excess acquisitions, respectively, representing increases of 53% (95% CI, 30% to 80%) and 41% (CI, 19% to 68%) over expected volume. Large increases in acquisitions occurred among white and Hispanic persons, but not among black persons, and among persons with no record of having previously acquired a handgun. After the San Bernardino shootings, acquisition rates increased by 85% among residents of that city and adjacent neighborhoods, compared with 35% elsewhere in California. The data relate to handguns in 1 state. The statistical analysis cannot establish causality. Large increases in handgun acquisitions occurred after these 2 mass shootings. The spikes were short-lived and accounted for less than 10% of annual handgun acquisitions statewide. Further research should examine whether repeated shocks of this kind lead to substantial increases in the prevalence of firearm ownership. None.

  5. Psychobiological stress response to a simulated school shooting in police officers.

    Science.gov (United States)

    Strahler, Jana; Ziegert, Thomas

    2015-01-01

    relevance of results correlated with cardiovascular measures. Autonomic but not endocrine stress markers increased to a simulated school shooting, which were further related to the subjective experience of the simulation. Our results provide a more in-depth picture of stress responses in such situations, which will in the long run raise the possibility to refine training programs, design more effective stress-management strategies for these critical incidents, and improve performance but also coping with work-related stress. Copyright © 2014 Elsevier Ltd. All rights reserved.

  6. The Effect of High School Shootings on Schools and Student Performance

    OpenAIRE

    Louis-Philippe Beland; Dongwoo Kim

    2015-01-01

    We analyze how fatal shootings in high schools affect schools and students using data from shooting databases, school report cards, and the Common Core of Data. We examine schools’ test scores, enrollment, and number of teachers, as well as graduation, attendance, and suspension rates at schools that experienced a shooting, employing a difference-in-differences strategy that uses other high schools in the same district as the comparison group. Our findings suggest that homicidal shootings s...

  7. Using Alice 2.0 to Design Games for People with Stroke.

    Science.gov (United States)

    Proffitt, Rachel; Kelleher, Caitlin; Baum, M Carolyn; Engsberg, Jack

    2012-08-01

    Computer and videogames are gaining in popularity as rehabilitation tools. Unfortunately, most systems still require extensive programming/engineering knowledge to create, something that therapists, as novice programmers, do not possess. There is software designed to allow novice programmers to create storyboard and games through simple drag-and-drop formats; however, the applications for therapeutic game development have not been studied. The purpose of this study was to have an occupational therapy (OT) student with no prior computer programming experience learn how to create computer games for persons with stroke using Alice 2.0, a drag-and-drop editor, designed by Carnegie Mellon University (Pittsburgh, PA). The OT student learned how to use Alice 2.0 through a textbook, tutorials, and assistance from computer science students. She kept a journal of her process, detailing her successes and challenges. The OT student created three games for people with stroke using Alice 2.0. She found that although there were many supports in Alice for creating stories, it lacked critical pieces necessary for game design. Her recommendations for a future programming environment for therapists were that it (1) be efficient, (2) include basic game design pieces so therapists do not have to create them, (3) provide technical support, and (4) be simple. With the incorporation of these recommendations, a future programming environment for therapists will be an effective tool for therapeutic game development.

  8. Methodology of shooting training using modern IT techniques

    Science.gov (United States)

    Gudzbeler, Grzegorz; Struniawski, Jarosław

    2017-08-01

    Mastering, improvement, shaping and preservation of skills of safe, efficient and effective use of the firearm requires the use of relevant methodology of conducting the shooting training. However reality of police trainings does not usually allow for intensive training shooting with the use of ammunition. An alternative solution is the use of modern training technologies. Example of this is the "Virtual system of improvement tactics of intervention services responsible for security and shooting training." Introduction of stimulator to police trainings will enable complete stuff preparation to achieve its tasks, creating potential of knowledge and experience in many areas, far exceeding the capabilities of conventional training.

  9. Playing by Programming: Making Gameplay a Programming Activity

    Science.gov (United States)

    Weintrop, David; Wilensky, Uri

    2016-01-01

    Video games are an oft-cited reason for young learners getting interested in programming and computer science. As such, many learning opportunities build on this interest by having kids program their own video games. This approach, while sometimes successful, has its drawbacks stemming from the fact that the challenge of programming and game…

  10. [Genetic regulation of plant shoot stem cells].

    Science.gov (United States)

    Al'bert, E V; Ezhova, T A

    2013-02-01

    This article describes the main features of plant stem cells and summarizes the results of studies of the genetic control of stem cell maintenance in the apical meristem of the shoot. It is demonstrated that the WUS-CLV gene system plays a key role in the maintenance of shoot apical stem cells and the formation of adventitious buds and somatic embryos. Unconventional concepts of plant stem cells are considered.

  11. THE PRELIMINARY STUDIES ON THE INFLUENCE OF SHOOTING RANGES ON ENVIRONMENT

    Directory of Open Access Journals (Sweden)

    Karolina Wodnik

    2017-08-01

    Full Text Available The aim of the study was to assess the impact of the shooting activity on the environment. The studies were conducted in the area of the sports shooting range. The invertebrates assemblages were identified to the family level as well as morphospecies. The second method do not require the proficiency in identification. The following indices of the biodiversity were used for the assessment of the impact of sports shooting ranges: Simpson, Shannon-Wiener, Margalef, Berger-Parker and Menhinick. A decreased biodiversity was observed at two studied sites comparing to the reference site what proves the influence of shooting activity on the biodiversity and suggest disturbance of the ecosystem integrity because of shooting activity.

  12. Serious Games for Parkinson's Disease Fine Motor Skills Rehabilitation Using Natural Interfaces.

    Science.gov (United States)

    Foletto, Antônio Augusto; Cordeiro d'Ornellas, Marcos; Cervi Prado, Ana Lucia

    2017-01-01

    Parkinson's Disease rehabilitation can be long and boring being difficult to maintain patient engagement on therapy programs. Novel technologies are allowing computer games to be played throught natural interfaces. This paper presents the development and assessment of a system of serious games for fine motor skills rehabilitation using natural interfaces. The games were assessed throught a questionnaire that evaluated the game experience through seven components: immersion, flow, competence, tension, challenge and positive and negative affect. In addition, a conceptual framework for development of serious games for fine motor skills rehabilitation was proposed. The results from the quantitative questionnaire suggested that the player experience was positive on all components assessed. Also, player experience between the three games was statistically the same, implying that the games can be used with consistency in a physical therapy rehabilitation program.

  13. Shoot growth of Merlot and Cabernet Sauvignon grapevine varieties

    OpenAIRE

    Marcelo Borghezan; Olavo Gavioli; Hamilton Justino Vieira; Aparecido Lima da Silva

    2012-01-01

    The objective of this work was to evaluate shoot growth of the grapevine varieties Merlot and Cabernet Sauvignon, during 2006/2007, and Cabernet Sauvignon, during 2008/2009, in São Joaquim, SC, Brazil. The experiment was carried out in a commercial vineyard trained on a vertical trellis system. The shoots of the central part of the plants were selected, and the lengths from the base to the apex of 20 shoots per cultivar were evaluated. In 2006/2007, monitoring began at pruning, on 9/15/2006, ...

  14. Selling points: What cognitive abilities are tapped by casual video games?

    Science.gov (United States)

    Baniqued, Pauline L.; Lee, Hyunkyu; Voss, Michelle W.; Basak, Chandramallika; Cosman, Joshua D.; DeSouza, Shanna; Severson, Joan; Salthouse, Timothy A.; Kramer, Arthur F.

    2013-01-01

    The idea that video games or computer-based applications can improve cognitive function has led to a proliferation of programs claiming to “train the brain.” However, there is often little scientific basis in the development of commercial training programs, and many research-based programs yield inconsistent or weak results. In this study, we sought to better understand the nature of cognitive abilities tapped by casual video games and thus reflect on their potential as a training tool. A moderately large sample of participants (n=209) played 20 web-based casual games and performed a battery of cognitive tasks. We used cognitive task analysis and multivariate statistical techniques to characterize the relationships between performance metrics. We validated the cognitive abilities measured in the task battery, examined a task analysis-based categorization of the casual games, and then characterized the relationship between game and task performance. We found that games categorized to tap working memory and reasoning were robustly related to performance on working memory and fluid intelligence tasks, with fluid intelligence best predicting scores on working memory and reasoning games. We discuss these results in the context of overlap in cognitive processes engaged by the cognitive tasks and casual games, and within the context of assessing near and far transfer. While this is not a training study, these findings provide a methodology to assess the validity of using certain games as training and assessment devices for specific cognitive abilities, and shed light on the mixed transfer results in the computer-based training literature. Moreover, the results can inform design of a more theoretically-driven and methodologically-sound cognitive training program. PMID:23246789

  15. 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....

  16. Toward Using Games to Teach Fundamental Computer Science Concepts

    Science.gov (United States)

    Edgington, Jeffrey Michael

    2010-01-01

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

  17. In vitro regeneration of Salix nigra from adventitious shoots.

    Science.gov (United States)

    Lyyra, Satu; Lima, Amparo; Merkle, Scott A

    2006-07-01

    Black willow (Salix nigra Marsh.) is the largest and only commercially important willow species in North America. It is a candidate for phytoremediation of polluted soils because it is fast-growing and thrives on floodplains throughout eastern USA. Our objective was to develop a protocol for the in vitro regeneration of black willow plants that could serve as target material for gene transformation. Unexpanded inflorescence explants were excised from dormant buds collected from three source trees and cultured on woody plant medium (WPM) supplemented with one of: (1) 0.1 mg l(-1) thidiazuron (TDZ); (2) 0.5 mg l(-1) 6-benzoaminopurine (BAP); or (3) 1 mg l(-1) BAP. All plant growth regulator (PGR) treatments induced direct adventitious bud formation from the genotypes. The percentage of explants producing buds ranged from 20 to 92%, depending on genotype and treatment. Although most of the TDZ-treated inflorescences produced buds, these buds failed to elongate into shoots. Buds on explants treated with BAP elongated into shoots that were easily rooted in vitro and further established in potting mix in high humidity. The PGR treatments significantly affected shoot regeneration frequency (P < 0.01). The highest shoot regeneration frequency (36%) was achieved with Genotype 3 cultured on 0.5 mg l(-1) BAP. Mean number of shoots per explant varied from one to five. The ability of black willow inflorescences to produce adventitious shoots makes them potential targets for Agrobacterium-mediated transformation with heavy-metal-resistant genes for phytoremediation.

  18. Comparative proteomics reveals the physiological differences between winter tender shoots and spring tender shoots of a novel tea (Camellia sinensis L.) cultivar evergrowing in winter.

    Science.gov (United States)

    Liu, Shengjie; Gao, Jiadong; Chen, Zhongjian; Qiao, Xiaoyan; Huang, Hualin; Cui, Baiyuan; Zhu, Qingfeng; Dai, Zhangyan; Wu, Hualing; Pan, Yayan; Yang, Chengwei; Liu, Jun

    2017-11-20

    A recently discovered tea [Camellia sinensis (L.) O. Kuntze] cultivar can generate tender shoots in winter. We performed comparative proteomics to analyze the differentially accumulated proteins between winter and spring tender shoots of this clonal cultivar to reveal the physiological basis of its evergrowing character during winter. We extracted proteins from the winter and spring tender shoots (newly formed two leaves and a bud) of the evergrowing tea cultivar "Dongcha11" respectively. Thirty-three differentially accumulated high-confidence proteins were identified by matrix-assisted laser desorption ionization time of flight mass spectrometry (MALDI-TOF / TOF MS). Among these, 24 proteins had increased abundance while nine showed were decreased abundance in winter tender shoots as compared with the spring tender shoots. We categorized the differentially accumulated proteins into eight critical biological processes based on protein function annotation including photosynthesis, cell structure, protein synthesis & destination, transporters, metabolism of sugars and polysaccharides, secondary metabolism, disease/defense and proteins with unknown functions. Proteins with increased abundance in winter tender shoots were mainly related to the processes of photosynthesis, cytoskeleton and protein synthesis, whereas those with decreased abundance were correlated to metabolism and the secondary metabolism of polyphenolic flavonoids. Biochemical analysis showed that the total contents of soluble sugar and amino acid were higher in winter tender shoots while tea polyphenols were lower as compared with spring tender shoots. Our study suggested that the simultaneous increase in the abundance of photosynthesis-related proteins rubisco, plastocyanin, and ATP synthase delta chain, metabolism-related proteins eIF4 and protease subunits, and the cytoskeleton-structure associated proteins phosphatidylinositol transfer protein and profilin may be because of the adaptation of the

  19. Bringing sexy back: reclaiming the body aesthetic via self-shooting

    DEFF Research Database (Denmark)

    Tiidenberg, Katrin

    2014-01-01

    ’s ‘technologies of the self’ to analyze self-shooting (taking photos of one-self). Constricting societal norms of sexuality, body shape and body practices influence how my participants (N=20, 10 female, 9 male, 1 transgender, ages 21 - 51, average age 34) live their embodied and sexual lives. Through self-shooting...... and by negotiating the community specific issues of control, power and the gaze, they are able to construct a new, empowered, embodied identity for themselves. I look at self-shooting and selfie-blogging as a practice of reclaiming control over one’s embodied self AND over the body-aesthetic, thus appropriating what...... is and is not ‘sexy’. The NSFW self-shooting community offers a safe space otherwise so hard to find within the body/sexuality-normative mainstream culture. This makes self-shooting a collective therapeutic activity. In their self-images participants construct themselves as ‘beautiful’, ‘sexy’, ‘devious’, ‘more than...

  20. Advanced theoretical and experimental studies in automatic control and information systems. [including mathematical programming and game theory

    Science.gov (United States)

    Desoer, C. A.; Polak, E.; Zadeh, L. A.

    1974-01-01

    A series of research projects is briefly summarized which includes investigations in the following areas: (1) mathematical programming problems for large system and infinite-dimensional spaces, (2) bounded-input bounded-output stability, (3) non-parametric approximations, and (4) differential games. A list of reports and papers which were published over the ten year period of research is included.

  1. The Effect of High School Shootings on Schools and Student Performance

    Science.gov (United States)

    Beland, Louis-Philippe; Kim, Dongwoo

    2016-01-01

    We analyze how fatal shootings in high schools affect schools and students using data from shooting databases, school report cards, and the Common Core of Data. We examine schools' test scores, enrollment, number of teachers, graduation, attendance, and suspension rates at schools that experienced a shooting, employing a difference-in-differences…

  2. Experimental game theory and behavior genetics.

    Science.gov (United States)

    Cesarini, David; Dawes, Christopher T; Johannesson, Magnus; Lichtenstein, Paul; Wallace, Björn

    2009-06-01

    We summarize the findings from a research program studying the heritability of behavior in a number of widely used economic games, including trust, dictator, and ultimatum games. Results from the standard behavior genetic variance decomposition suggest that strategies and fundamental economic preference parameters are moderately heritable, with estimates ranging from 18 to 42%. In addition, we also report new evidence on so-called "hyperfair" preferences in the ultimatum game. We discuss the implications of our findings with special reference to current efforts that seek to understand the molecular genetic architecture of complex social behaviors.

  3. Serious Games and Gamification for Mental Health: Current Status and Promising Directions

    OpenAIRE

    Fleming, Theresa M.; Bavin, Lynda; Stasiak, Karolina; Hermansson-Webb, Eve; Merry, Sally N.; Cheek, Colleen; Lucassen, Mathijs; Lau, Ho Ming; Pollmuller, Britta; Hetrick, Sarah

    2017-01-01

    Computer games are ubiquitous and can be utilized for serious purposes such as health and education. ?Applied games? including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions via three processes. First, by extending the reach of online programs to those who might not otherwise use them. Second, by improving engagement through both game-ba...

  4. Convex games versus clan games

    NARCIS (Netherlands)

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

    2008-01-01

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

  5. Convex Games versus Clan Games

    NARCIS (Netherlands)

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

    2006-01-01

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

  6. Game on! : Evaluation malaria games

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

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

  7. Game-XP: Action Games as Experimental Paradigms for Cognitive Science.

    Science.gov (United States)

    Gray, Wayne D

    2017-04-01

    Why games? How could anyone consider action games an experimental paradigm for Cognitive Science? In 1973, as one of three strategies he proposed for advancing Cognitive Science, Allen Newell exhorted us to "accept a single complex task and do all of it." More specifically, he told us that rather than taking an "experimental psychology as usual approach," we should "focus on a series of experimental and theoretical studies around a single complex task" so as to demonstrate that our theories of human cognition were powerful enough to explain "a genuine slab of human behavior" with the studies fitting into a detailed theoretical picture. Action games represent the type of experimental paradigm that Newell was advocating and the current state of programming expertise and laboratory equipment, along with the emergence of Big Data and naturally occurring datasets, provide the technologies and data needed to realize his vision. Action games enable us to escape from our field's regrettable focus on novice performance to develop theories that account for the full range of expertise through a twin focus on expertise sampling (across individuals) and longitudinal studies (within individuals) of simple and complex tasks. Copyright © 2017 Cognitive Science Society, Inc.

  8. Security and privacy in massively-multiplayer online games and social and corporate virtual worlds

    NARCIS (Netherlands)

    Hogben, G.; Barosso, D.; Bartle, R.; Chazeran, C.; de Zwart, M.; Doumen, J.M.; Gorniak, S.; Kaźmierczak, M.; Kaskenmaa, M.; Benavente López, D.; Martin, A.; Naumann, I.; Reynolds, R.; Richardson, J; Rossow, C.; Rywczyoska, A.; Thumann, M.

    2008-01-01

    2007 was the year of online gaming fraud - with malicious programs that specifically target online games and virtual worlds increasing by 145% and the emergence of over 30,000 new programs aimed at stealing online game passwords. Such malware is invariably aimed at the theft of virtual property

  9. In vitro shoot multiplication of Ziziphus spina-christi by shoot tip culture

    African Journals Online (AJOL)

    USER

    2010-02-08

    Feb 8, 2010 ... Key words: Clonal propagation, cidir, shoot tip culture, Ziziphus spina-christi (L.) Desf. INTRODUCTION. Ziziphus spina-christi (L.) Desf., locally known as cidir, is a multipurpose tree species belonging to the botanical family Rhamnaceae. It is an important cultivated tree and one of the few truly native tree ...

  10. Ship and Shoot

    Science.gov (United States)

    Woods, Ron

    2012-01-01

    Ron Woods shared incredibly valuable insights gained during his 28 years at the Kennedy Space Center (KSC) packaging Flight Crew Equipment for shuttle and ISS missions. In particular, Woods shared anecdotes and photos from various processing events. The moral of these stories and the main focus of this discussion were the additional processing efforts and effects related to a "ship-and-shoot" philosophy toward flight hardware.

  11. Use of Game Console for Rehabilitation of Parkinson's Disease

    Directory of Open Access Journals (Sweden)

    Levent Özgönenel

    2016-08-01

    Full Text Available Background: Parkinson’s disease (PD predisposes to falls due to postural instability and decreased coordination. Postural and coordination exercises could ameliorate the incoordination and decrease falls. Aims: In this study, we explored the efficiency of a game console as an adjunct to an exercise program in treating incoordination in patients with PD. Study Design: Case-control study. Methods: In this single-blind, prospective clinical trial, rehabilitation with the Xbox (Microsoft; Washington, USA game console was used as an adjunct to a standard rehabilitation program. Thirty-three patients with PD at stages 1-3 were enrolled in the study. All patients received the threetimes weekly exercise program and electrotherapy to back and hip extensors for 5 weeks. Study patients played catch the ball and obstacle games on the Xbox in addition to the standard exercise program. Patients were evaluated based on the scores from the Timed Up-and-Go Test, the Berg Balance Scale (BBS, and the Unified Parkinson’s Disease Rating Scale-II (UPDRS-II. Post-treatment scores were compared between groups. Results: Thirty-three patients were enrolled in the study (15 in the game-console group, and 18 controls. Patients in both groups had improvements in all scores. The end-oftreatment scores were significantly better in the study group compared to the control group in all parameters: UPDRS (10±5 versus 16±6, p=0.002, BBS (53±4 versus 47±8, p=0.004, and TUG (11±4 seconds versus 20±8 seconds, p<0.001. Conclusion: Game-exercise with a game-console was noted to be a significant adjunct to the rehabilitation program in patients with PD in this study.

  12. Implementation of quantum game theory simulations using Python

    Science.gov (United States)

    Madrid S., A.

    2013-05-01

    This paper provides some examples about quantum games simulated in Python's programming language. The quantum games have been developed with the Sympy Python library, which permits solving quantum problems in a symbolic form. The application of these methods of quantum mechanics to game theory gives us more possibility to achieve results not possible before. To illustrate the results of these methods, in particular, there have been simulated the quantum battle of the sexes, the prisoner's dilemma and card games. These solutions are able to exceed the classic bottle neck and obtain optimal quantum strategies. In this form, python demonstrated that is possible to do more advanced and complicated quantum games algorithms.

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

    Directory of Open Access Journals (Sweden)

    Fredy Purnomo

    2010-12-01

    Full Text Available The research objective is to design a web-based e-learning game that could be used to be a learning facility of C language programming and as an online game so it could be enjoyed by everybody easily in internet. Flex usage in this game online is to implement RIA (Rich Internet Application concept in the game so e-learning process is hoped to be more interesting and interactive. E-learning game is also designed in MMORPG (Massively Multiplayer Online Role Playing Game concept. The research method used is analysis and design method. Analysis method is done through literature study, user analysis, and similar game analysis. Meanwhile, design method is about monitor display, gameplay and system design. The conclution of this research is that this game provides an interesting learning media of C language program accordingly to subject material at class and also easier to use through website. 

  14. We're not just playing games: Into aging--an aging simulation game.

    Science.gov (United States)

    Dillon, Deborah; Ailor, Diane; Amato, Shelly

    2009-01-01

    The elderly represent the largest-growing segment of the population. Specialized training in geriatrics is essential for healthcare professionals to provide optimal health care. As part of an ongoing education program on geriatrics, the game Into Aging: Understanding Issues Affecting the Later Stages of Life, 2nd ed. (1991) was provided to staff members of a facility to help healthcare providers develop personal insight into the aging process through role play. This game has provided the staff members with a better understanding of the issues patients experience as they deal with declines in health.

  15. Disentangling the intertwined genetic bases of root and shoot growth in Arabidopsis.

    Directory of Open Access Journals (Sweden)

    Marie Bouteillé

    Full Text Available Root growth and architecture are major components of plant nutrient and water use efficiencies and these traits are the matter of extensive genetic analysis in several crop species. Because root growth relies on exported assimilate from the shoot, and changes in assimilate supply are known to alter root architecture, we hypothesized (i that the genetic bases of root growth could be intertwined with the genetic bases of shoot growth and (ii that the link could be either positive, with alleles favouring shoot growth also favouring root growth, or negative, because of competition for assimilates. We tested these hypotheses using a quantitative genetics approach in the model species Arabidopsis thaliana and the Bay-0 × Shahdara recombinant inbred lines population. In accordance with our hypothesis, root and shoot growth traits were strongly correlated and most root growth quantitative trait loci (QTLs colocalized with shoot growth QTLs with positive alleles originating from either the same or the opposite parent. In order to identify regions that could be responsible for root growth independently of the shoot, we generated new variables either based on root to shoot ratios, residuals of root to shoot correlations or coordinates of principal component analysis. These variables showed high heritability allowing genetic analysis. They essentially all yielded similar results pointing towards two regions involved in the root--shoot balance. Using Heterogeneous Inbred Families (a kind of near-isogenic lines, we validated part of the QTLs present in these two regions for different traits. Our study thus highlights the difficulty of disentangling intertwined genetic bases of root and shoot growth and shows that this difficulty can be overcome by using simple statistical tools.

  16. Differential TOR activation and cell proliferation in Arabidopsis root and shoot apexes.

    Science.gov (United States)

    Li, Xiaojuan; Cai, Wenguo; Liu, Yanlin; Li, Hui; Fu, Liwen; Liu, Zengyu; Xu, Lin; Liu, Hongtao; Xu, Tongda; Xiong, Yan

    2017-03-07

    The developmental plasticity of plants relies on the remarkable ability of the meristems to integrate nutrient and energy availability with environmental signals. Meristems in root and shoot apexes share highly similar molecular players but are spatially separated by soil. Whether and how these two meristematic tissues have differential activation requirements for local nutrient, hormone, and environmental cues (e.g., light) remain enigmatic in photosynthetic plants. Here, we report that the activation of root and shoot apexes relies on distinct glucose and light signals. Glucose energy signaling is sufficient to activate target of rapamycin (TOR) kinase in root apexes. In contrast, both the glucose and light signals are required for TOR activation in shoot apexes. Strikingly, exogenously applied auxin is able to replace light to activate TOR in shoot apexes and promote true leaf development. A relatively low concentration of auxin in the shoot and high concentration of auxin in the root might be responsible for this distinctive light requirement in root and shoot apexes, because light is required to promote auxin biosynthesis in the shoot. Furthermore, we reveal that the small GTPase Rho-related protein 2 (ROP2) transduces light-auxin signal to activate TOR by direct interaction, which, in turn, promotes transcription factors E2Fa,b for activating cell cycle genes in shoot apexes. Consistently, constitutively activated ROP2 plants stimulate TOR in the shoot apex and cause true leaf development even without light. Together, our findings establish a pivotal hub role of TOR signaling in integrating different environmental signals to regulate distinct developmental transition and growth in the shoot and root.

  17. Game mechanics : advanced game design

    NARCIS (Netherlands)

    Adams, Ernest; Dormans, Joris

    2012-01-01

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

  18. 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.

  19. Educational program emergency planning.

    Science.gov (United States)

    Curtis, Tammy

    2009-01-01

    Tragic university shootings have prompted administrators of higher education institutions to re-evaluate their emergency preparedness plans and take appropriate measures for preventing and responding to emergencies. To review the literature and identify key components needed to prevent shootings at higher education institutions in the United States, and in particular, institutions housing radiologic science programs. Twenty-eight emergency preparedness plans were retrieved electronically and reviewed from a convenience sample of accredited radiologic science programs provided by the Joint Review Committee on Education in Radiologic Technology Web site. The review of the 28 emergency preparedness plans confirmed that most colleges are prepared for basic emergencies, but lack the key components needed to successfully address mass-casualty events. Only 5 (18%) of the 28 institutions addressed policies concerning school shootings.

  20. Game-Based Cognitive-Behavioral Therapy (GB-CBT) Group Program for Children Who Have Experienced Sexual Abuse: A Preliminary Investigation

    Science.gov (United States)

    Misurell, Justin R.; Springer, Craig; Tryon, Warren W.

    2011-01-01

    This preliminary investigation examined the efficacy of a game-based cognitive-behavioral therapy group program for elementary school-aged children who have experienced sexual abuse. Treatment aimed to improve: (a) internalizing symptoms, (b) externalizing behaviors, (c) sexually inappropriate behaviors, (d) social skills deficits, (e) self-esteem…

  1. Local Strategy Improvement for Parity Game Solving

    OpenAIRE

    Friedmann, Oliver; Lange, Martin

    2010-01-01

    The problem of solving a parity game is at the core of many problems in model checking, satisfiability checking and program synthesis. Some of the best algorithms for solving parity game are strategy improvement algorithms. These are global in nature since they require the entire parity game to be present at the beginning. This is a distinct disadvantage because in many applications one only needs to know which winning region a particular node belongs to, and a witnessing winning strategy may...

  2. Highly efficient in vitro adventitious shoot regeneration of Adenosma ...

    African Journals Online (AJOL)

    Adenosma glutinosum (Linn.) Druce is an important aromatic plant, but no information is available regarding its regeneration, callus induction and proliferation from leaf explants. In this study, an in vitro shoot regeneration procedure was developed for native A. glutinosum using leaf explants. Callus induction and shoots ...

  3. Effect of Hormones on Direct Shoot Regeneration in Hypocotyl Explants of Tomato

    Directory of Open Access Journals (Sweden)

    Rizwan RASHID

    2010-03-01

    Full Text Available This study was conducted for developing a high frequency regeneration system in two genotypes of tomato (Lycopersicon esculentum Mill., �Punjab Upma� and �IPA-3� for direct shoot regeneration from hypocotyl explants. The explants were excised from in vitro tomato seedlings and cultured on MS medium supplemented with different concentrations and combinations of hormones. Direct regeneration was significantly influenced by the genotype hormones combination and concentrations. The MS medium supplemented with (Kinetin 0.5 mg/l and (BAP 0.5 mg/l was found optimum for inducing direct shoot regeneration and number of shoots per explant from hypocotyl explants on this medium. Shoot regeneration per cent in �Punjab Upma� and �IPA-3� per cent was recorded to be highest i.e (86.02 and (82.57 respectively. Besides this, average number shoots per explant was also highest i.e (3.16 in case of �Punjab Upma� and (2.93 in case of �IPA-3�. A significant decline was observed in percent shoot regeneration and average number of shoots per explant with increase in the hormonal concentration. Shoots were obtained and transferred to the elongation medium (MS + BAP 0.3 mg/l. Hundred per cent rooting was induced in separated shoots upon culturing on MS and � MS basal media. Hardening on moist cotton showed maximum plantlet survival rate in case of both genotypes. After hardening, plants were transferred to soil. Thus, a tissue culture base line was established in tomato for obtaining direct regeneration using hypocotyl as explants.

  4. Effect of Hormones on Direct Shoot Regeneration in Hypocotyl Explants of Tomato

    Directory of Open Access Journals (Sweden)

    Rizwan RASHID

    2010-03-01

    Full Text Available This study was conducted for developing a high frequency regeneration system in two genotypes of tomato (Lycopersicon esculentum Mill., Punjab Upma and IPA-3 for direct shoot regeneration from hypocotyl explants. The explants were excised from in vitro tomato seedlings and cultured on MS medium supplemented with different concentrations and combinations of hormones. Direct regeneration was significantly influenced by the genotype hormones combination and concentrations. The MS medium supplemented with (Kinetin 0.5 mg/l and (BAP 0.5 mg/l was found optimum for inducing direct shoot regeneration and number of shoots per explant from hypocotyl explants on this medium. Shoot regeneration per cent in Punjab Upma and IPA-3 per cent was recorded to be highest i.e (86.02 and (82.57 respectively. Besides this, average number shoots per explant was also highest i.e (3.16 in case of Punjab Upma and (2.93 in case of IPA-3. A significant decline was observed in percent shoot regeneration and average number of shoots per explant with increase in the hormonal concentration. Shoots were obtained and transferred to the elongation medium (MS + BAP 0.3 mg/l. Hundred per cent rooting was induced in separated shoots upon culturing on MS and MS basal media. Hardening on moist cotton showed maximum plantlet survival rate in case of both genotypes. After hardening, plants were transferred to soil. Thus, a tissue culture base line was established in tomato for obtaining direct regeneration using hypocotyl as explants.

  5. Water relations, gas exchange and growth of dominant and suppressed shoots of Arbutus unedo L.

    Science.gov (United States)

    Castell, C; Terradas, J

    1995-06-01

    Basal shoots produced by Arbutus unedo L. after cutting at ground level vary in size and growth rate, and are classified accordingly as dominant or suppressed. The suppressed shoots eventually cease growth and die. In this study, we investigated the role of light and water in the competition among shoots of A. unedo. Dominant and suppressed shoots of A. unedo showed similar leaf water potentials and tissue water relations over the year, suggesting that water status is not responsible for the lack of flushing in suppressed shoots. Although suppressed shoots did not flush under low light, they showed many characteristics of shade-tolerant plants. Leaves of suppressed shoots had lower leaf conductance and light-saturated photosynthetic rate, and higher specific leaf area than leaves of dominant shoots. We conclude that light was the main resource determining competition among shoots and the death of suppressed shoots.

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

    Science.gov (United States)

    Frydenberg, Mark

    2015-01-01

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

  7. Hospital-based shootings in the United States: 2000 to 2011.

    Science.gov (United States)

    Kelen, Gabor D; Catlett, Christina L; Kubit, Joshua G; Hsieh, Yu-Hsiang

    2012-12-01

    Workplace violence in health care settings is a frequent occurrence. Emergency departments (EDs) are considered particularly vulnerable. Gunfire in hospitals is of particular concern; however, information about such workplace violence is limited. Therefore, we characterize US hospital-based shootings from 2000 to 2011. Using LexisNexis, Google, Netscape, PubMed, and ScienceDirect, we searched reports for acute care hospital shooting events in the United States for 2000 through 2011. All hospital-based shootings with at least 1 injured victim were analyzed. Of 9,360 search "hits," 154 hospital-related shootings were identified, 91 (59%) inside the hospital and 63 (41%) outside on hospital grounds. Shootings occurred in 40 states, with 235 injured or dead victims. Perpetrators were overwhelmingly men (91%) but represented all adult age groups. The ED environs were the most common site (29%), followed by the parking lot (23%) and patient rooms (19%). Most events involved a determined shooter with a strong motive as defined by grudge (27%), suicide (21%), "euthanizing" an ill relative (14%), and prisoner escape (11%). Ambient society violence (9%) and mentally unstable patients (4%) were comparatively infrequent. The most common victim was the perpetrator (45%). Hospital employees composed 20% of victims; physician (3%) and nurse (5%) victims were relatively infrequent. Event characteristics that distinguished the ED from other sites included younger perpetrator, more likely in custody, and unlikely to have a personal relationship with the victim (ill relative, grudge, coworker). In 23% of shootings within the ED, the weapon was a security officer's gun taken by the perpetrator. Case fatality inside the hospital was much lower in the ED setting (19%) than other sites (73%). Although it is likely that not every hospital-based shooting was identified, such events are relatively rare compared with other forms of workplace violence. The unpredictable nature of this type of

  8. Model Persamaan Massa Karbon Akar Pohon dan Root-Shoot Ratio Massa Karbon (Equation Models of Tree Root Carbon Mass and Root-Shoot Carbon Mass Ratio

    Directory of Open Access Journals (Sweden)

    Elias .

    2011-03-01

    Full Text Available The case study was conducted in the area of Acacia mangium plantation at BKPH Parung Panjang, KPH Bogor. The objective of the study was to formulate equation models of tree root carbon mass and root to shoot carbon mass ratio of the plantation. It was found that carbon content in the parts of tree biomass (stems, branches, twigs, leaves, and roots was different, in which the highest and the lowest carbon content was in the main stem of the tree and in the leaves, respectively. The main stem and leaves of tree accounted for 70% of tree biomass. The root-shoot ratio of root biomass to tree biomass above the ground and the root-shoot ratio of root biomass to main stem biomass was 0.1443 and 0.25771, respectively, in which 75% of tree carbon mass was in the main stem and roots of tree. It was also found that the root-shoot ratio of root carbon mass to tree carbon mass above the ground and the root-shoot ratio of root carbon mass to tree main stem carbon mass was 0.1442 and 0.2034, respectively. All allometric equation models of tree root carbon mass of A. mangium have a high goodness-of-fit as indicated by its high adjusted R2.Keywords: Acacia mangium, allometric, root-shoot ratio, biomass, carbon mass

  9. Correlation of arbuscular mycorrhizal colonization with plant growth, nodulation, and shoot npk in legumes

    International Nuclear Information System (INIS)

    Javaid, A.; Anjum, T.; Shah, M.H.M.

    2007-01-01

    Correlation of arbuscular mycorrhizal colonization with different root and shoot growth, nodulation and shoot NPK parameters was studied in three legumes viz. Trifolium alexandrianum, Medicago polymorpha and Melilotus parviflora. The three test legume species showed different patterns of root and shoot growth, nodulation, mycorrhizal colonization and shoot N, P and K content. Different mycorrhizal structures viz. mycelium, arbuscules and vesicles showed different patters of correlation with different studied parameters. Mycelial infection showed an insignificantly positive correlation with root and shoot dry biomass and total root length. Maximum root length was however, negatively associated with mycelial infection. Both arbuscular and vesicular infections were negatively correlated with shoot dry biomass and different parameters of root growth. The association between arbuscular infection and maximum root length was significant. All the three mycorrhizal structures showed a positive correlation with number and biomass of nodules. The association between arbuscular infection and nodule number was significant. Mycelial infection was positively correlated with percentage and total shoot N and P. Similarly percentage N was also positively correlated with arbuscular and vesicular infections. By contrast, total shoot N showed a negative association with arbuscular as well as vesicular infections. Similarly both percentage and total shoot P were negatively correlated with arbuscular and vesicular infections. All the associations between mycorrhizal parameters and shoot K were negative except between vesicular infection and shoot %K. (author)

  10. Mass shootings: a meta-analysis of the dose-response relationship.

    Science.gov (United States)

    Wilson, Laura C

    2014-12-01

    A meta-analysis was conducted to examine the dose-response theory as it relates to posttraumatic stress symptoms (PTSSs) following mass shootings. It was hypothesized that greater exposure to a mass shooting would be associated with greater PTSSs. Trauma exposure in the current study was broadly defined as the extent to which a person experienced or learned about a mass shooting. The meta-analysis identified 11 qualifying studies that included 13 independent effect sizes from a total of 8,047 participants. The overall weighted mean effect size, based on a random effects model, was r = .19, p shooting on the relationship between exposure and PTSSs. Because so few studies satisfied the inclusion criteria, the present study also documents that this area of the literature is underresearched. Copyright © 2014 International Society for Traumatic Stress Studies.

  11. Youth Responses to School Shootings: A Reviw

    DEFF Research Database (Denmark)

    Travers, Áine

    2018-01-01

    PURPOSE OF REVIEW:This paper aims to synthesize research relating to youth responses to school shootings between 2014 and 2017. The main questions it addresses are how such events impact young people psychologically, and what risk or protective factors may contribute to different trajectories...... of recovery? RECENT FINDINGS:Recent research suggests that most young people exposed to school shootings demonstrate resilience, exhibiting no long-term dysfunction. However, a minority will experience severe and chronic symptoms. The likelihood of experiencing clinically significant reactions is influenced...

  12. War-gaming application for future space systems acquisition

    Science.gov (United States)

    Nguyen, Tien M.; Guillen, Andy T.

    2016-05-01

    Recently the U.S. Department of Defense (DOD) released the Defense Innovation Initiative (DII) [1] to focus DOD on five key aspects; Aspect #1: Recruit talented and innovative people, Aspect #2: Reinvigorate war-gaming, Aspect #3: Initiate long-range research and development programs, Aspect #4: Make DOD practices more innovative, and Aspect #5: Advance technology and new operational concepts. Per DII instruction, this paper concentrates on Aspect #2 and Aspect #4 by reinvigorating the war-gaming effort with a focus on an innovative approach for developing the optimum Program and Technical Baselines (PTBs) and their corresponding optimum acquisition strategies for acquiring future space systems. The paper describes a unified approach for applying the war-gaming concept for future DOD acquisition of space systems. The proposed approach includes a Unified Game-based Acquisition Framework (UGAF) and an Advanced Game-Based Mathematical Framework (AGMF) using Bayesian war-gaming engines to optimize PTB solutions and select the corresponding optimum acquisition strategies for acquiring a space system. The framework defines the action space for all players with a complete description of the elements associated with the games, including Department of Defense Acquisition Authority (DAA), stakeholders, warfighters, and potential contractors, War-Gaming Engines (WGEs) played by DAA, WGEs played by Contractor (KTR), and the players' Payoff and Cost functions (PCFs). The AGMF presented here addresses both complete and incomplete information cases. The proposed framework provides a recipe for the DAA and USAF-Space and Missile Systems Center (SMC) to acquire future space systems optimally.

  13. Allen Newell's Program of Research: The Video-Game Test.

    Science.gov (United States)

    Gobet, Fernand

    2017-04-01

    Newell (1973) argued that progress in psychology was slow because research focused on experiments trying to answer binary questions, such as serial versus parallel processing. In addition, not enough attention was paid to the strategies used by participants, and there was a lack of theories implemented as computer models offering sufficient precision for being tested rigorously. He proposed a three-headed research program: to develop computational models able to carry out the task they aimed to explain; to study one complex task in detail, such as chess; and to build computational models that can account for multiple tasks. This article assesses the extent to which the papers in this issue advance Newell's program. While half of the papers devote much attention to strategies, several papers still average across them, a capital sin according to Newell. The three courses of action he proposed were not popular in these papers: Only two papers used computational models, with no model being both able to carry out the task and to account for human data; there was no systematic analysis of a specific video game; and no paper proposed a computational model accounting for human data in several tasks. It is concluded that, while they use sophisticated methods of analysis and discuss interesting results, overall these papers contribute only little to Newell's program of research. In this respect, they reflect the current state of psychology and cognitive science. This is a shame, as Newell's ideas might help address the current crisis of lack of replication and fraud in psychology. Copyright © 2017 The Author. Topics in Cognitive Science published by Wiley Periodicals, Inc. on behalf of Cognitive Science Society.

  14. Efficient regeneration of plants from shoot tip explants of ...

    African Journals Online (AJOL)

    Dendrobium densiflorum Lindl. is one of the horticulturally important orchids of Nepal due to its beautiful yellowish flower and medicinal properties. The present study was carried out for plant regeneration from shoot tip explants of D. densiflorum by tissue culture technique. The shoot tip explants of this species, obtained ...

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

    Science.gov (United States)

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

    2011-01-01

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

  16. An Evaluation of "Reach Out Central": An Online Gaming Program for Supporting the Mental Health of Young People

    Science.gov (United States)

    Shandley, Kerrie; Austin, David; Klein, Britt; Kyrios, Michael

    2010-01-01

    The objective of this study was to conduct an evaluation of Reach Out Central (ROC), an online gaming program designed to support the mental health of people aged 16-25. The evaluation sought to determine the benefit of playing ROC on alcohol use, use of coping strategies, psychological distress, resilience and satisfaction with life. Changes in…

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

    Science.gov (United States)

    Shubik, Martin

    2002-01-01

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

  18. Metabolomic homeostasis shifts after callus formation and shoot regeneration in tomato

    Science.gov (United States)

    Kumari, Alka; Ray, Kamalika; Sadhna, Sadhna; Pandey, Arun Kumar; Sreelakshmi, Yellamaraju; Sharma, Rameshwar

    2017-01-01

    Plants can regenerate from a variety of tissues on culturing in appropriate media. However, the metabolic shifts involved in callus formation and shoot regeneration are largely unknown. The metabolic profiles of callus generated from tomato (Solanum lycopersicum) cotyledons and that of shoot regenerated from callus were compared with the pct1-2 mutant that exhibits enhanced polar auxin transport and the shr mutant that exhibits elevated nitric oxide levels. The transformation from cotyledon to callus involved a major shift in metabolite profiles with denser metabolic networks in the callus. In contrast, the transformation from callus to shoot involved minor changes in the networks. The metabolic networks in pct1-2 and shr mutants were distinct from wild type and were rewired with shifts in endogenous hormones and metabolite interactions. The callus formation was accompanied by a reduction in the levels of metabolites involved in cell wall lignification and cellular immunity. On the contrary, the levels of monoamines were upregulated in the callus and regenerated shoot. The callus formation and shoot regeneration were accompanied by an increase in salicylic acid in wild type and mutants. The transformation to the callus and also to the shoot downregulated LST8 and upregulated TOR transcript levels indicating a putative linkage between metabolic shift and TOR signalling pathway. The network analysis indicates that shift in metabolite profiles during callus formation and shoot regeneration is governed by a complex interaction between metabolites and endogenous hormones. PMID:28481937

  19. Germination, seedling growth and relative water content of shoot in ...

    African Journals Online (AJOL)

    STORAGESEVER

    2008-08-18

    Aug 18, 2008 ... (mg), root : shoot length (R:S) ratio, and relative water content of shoot (RWC, %) were investigated in this study. The results ... seedlings may provide an advantage by allowing access ... Residual chlorine was eliminated by.

  20. Computerized tabletop games as a form of a video game training for old-old.

    Science.gov (United States)

    Cujzek, Marina; Vranic, Andrea

    2017-11-01

    This research aimed at investigating the utility of a computerized version of a cognitively stimulating activity as a video game intervention for elderly. The study focused on the effect of a 6-week extensive practice intervention on aspects of cognitive functioning (vigilance, working memory (WM), inhibition, reasoning) of old-old participants (N = 29), randomly assigned to trained or active control group. The difference between groups was in the content of the extended video game practice - cognitively complex card game for trained and computerized version of a simple dice-game of chance for control participants. A pretest, posttest and a 4-month follow-up measurement was conducted. Results revealed improvements in both groups, except for improved reasoning found only in trained participants. These results suggest that: (1) improvements are dependent on the complexity of the program, (2) cognitively stimulating activity are a valid training procedure for old-old, (3) novelty of computer use is an important factor in determining training efficacy.

  1. Character selecting advisor for a role-playing game

    Science.gov (United States)

    Redfield, Carol L.; Berlanga, Felicia

    1994-01-01

    Role-playing games have been a source of much pleasure and merriment for people of all ages. The process of developing a character for a role-playing game is usually very, very time consuming, delaying what many players consider the most entertaining part of the game. An expert system has been written to assist a player in creating a character by guiding the player through a series of questions. This paper discusses the selection of this topic, the knowledge engineering, the software development, and the resulting program that cuts the time of character development from about 4 hours to 30 minutes. The program was written on a PC and an Apollo in CLIPS 4.3 and currently runs on the Apollo.

  2. Computing a quasi-perfect equilibrium of a two-player game

    DEFF Research Database (Denmark)

    Miltersen, Peter Bro; Sørensen, Troels Bjerre

    2010-01-01

    Refining an algorithm due to Koller, Megiddo and von Stengel, we show how to apply Lemke's algorithm for solving linear complementarity programs to compute a quasi-perfect equilibrium in behavior strategies of a given two-player extensive-form game of perfect recall. A quasi-perfect equilibrium...... of a zero-sum game, we devise variants of the algorithm that rely on linear programming rather than linear complementarity programming and use the simplex algorithm or other algorithms for linear programming rather than Lemke's algorithm. We argue that these latter algorithms are relevant for recent...

  3. An Analysis of US School Shooting Data (1840-2015)

    Science.gov (United States)

    Paradice, David

    2017-01-01

    This paper describes the construction and descriptive analysis of a data set of United States school shooting events. Three hundred forty-three shooting events are included, spanning 175 years of United States educational history. All levels of US educational institution are included. Events are included when a firearm is discharged, regardless of…

  4. The effect of time constraints and running phases on combined event pistol shooting performance.

    Science.gov (United States)

    Dadswell, Clare; Payton, Carl; Holmes, Paul; Burden, Adrian

    2016-01-01

    The combined event is a crucial aspect of the modern pentathlon competition, but little is known about how shooting performance changes through the event. This study aimed to identify (i) how performance-related variables changed within each shooting series and (ii) how performance-related variables changed between each shooting series. Seventeen modern pentathletes completed combined event trials. An optoelectronic shooting system recorded score and pistol movement, and force platforms recorded centre of pressure movement 1 s prior to every shot. Heart rate and blood lactate values were recorded throughout the event. Whilst heart rate and blood lactate significantly increased between series (P  0.05). Thus, combined event shooting performance following each running phase appears similar to shooting performance following only 20 m of running. This finding has potential implications for the way in which modern pentathletes train for combined event shooting, and highlights the need for modern pentathletes to establish new methods with which to enhance shooting accuracy.

  5. Security and privacy in massively-multiplayer online games and social and corporate virtual worlds

    OpenAIRE

    Hogben, G.; Barosso, D.; Bartle, R.; Chazeran, C.; de Zwart, M.; Doumen, J.M.; Gorniak, S.; Kaźmierczak, M.; Kaskenmaa, M.; Benavente López, D.; Martin, A.; Naumann, I.; Reynolds, R.; Richardson, J; Rossow, C.

    2008-01-01

    2007 was the year of online gaming fraud - with malicious programs that specifically target online games and virtual worlds increasing by 145% and the emergence of over 30,000 new programs aimed at stealing online game passwords. Such malware is invariably aimed at the theft of virtual property accumulated in a user’s account and its sale for real money. With 217 million regular users of MMO/VWs (Massively Multiplayer Online Games and Virtual Worlds) and real-money sales of virtual objects es...

  6. Efficient regeneration of sorghum, Sorghum bicolor (L.) Moench, from shoot-tip explant.

    Science.gov (United States)

    Syamala, D; Devi, Prathibha

    2003-12-01

    Novel protocols for production of multiple shoot-tip clumps and somatic embryos of Sorghum bicolor (L.) Moench were developed with long-term goal of crop improvement through genetic transformation. Multiple shoot-tip clumps were developed in vitro from shoot-tip explant of one-week old seedling, cultured on MS medium containing only BA (0.5, 1 or 2 mg/l) or both BA (1 or 2 mg/l) and 2,4-D (0.5 mg/l) with bi-weekly subculture. Somatic embryos were directly produced on the enlarged dome shaped growing structures that developed from the shoot-tips of one-week old seedling explants (without any callus formation) when cultured on MS medium supplemented with both 2,4-D (0.5 mg/l) and BA (0.5 mg/l). However, the supplementation of MS medium with only 2,4-D (0.5 mg/l) induced compact callus without any plantlet regeneration. Each multiple shoot-clump was capable of regenerating more than 80 shoots via an intensive differentiation of both axillary and adventitious shoot buds, the somatic embryos were capable of 90% germination, plant conversion and regeneration. The regenerated shoots could be efficiently rooted on MS medium containing indole-3-butyric acid (IBA 1 mg/l). The plants were successfully transplanted to glasshouse and grown to maturity with a survival rate of 98%. Morphogenetic response of the explants was found to be genotypically independent.

  7. Computing sequential equilibria for two-player games

    DEFF Research Database (Denmark)

    Miltersen, Peter Bro

    2006-01-01

    Koller, Megiddo and von Stengel showed how to efficiently compute minimax strategies for two-player extensive-form zero-sum games with imperfect information but perfect recall using linear programming and avoiding conversion to normal form. Their algorithm has been used by AI researchers...... for constructing prescriptive strategies for concrete, often fairly large games. Koller and Pfeffer pointed out that the strategies obtained by the algorithm are not necessarily sequentially rational and that this deficiency is often problematic for the practical applications. We show how to remove this deficiency...... by modifying the linear programs constructed by Koller, Megiddo and von Stengel so that pairs of strategies forming a sequential equilibrium are computed. In particular, we show that a sequential equilibrium for a two-player zero-sum game with imperfect information but perfect recall can be found in polynomial...

  8. Computing Sequential Equilibria for Two-Player Games

    DEFF Research Database (Denmark)

    Miltersen, Peter Bro; Sørensen, Troels Bjerre

    2006-01-01

    Koller, Megiddo and von Stengel showed how to efficiently compute minimax strategies for two-player extensive-form zero-sum games with imperfect information but perfect recall using linear programming and avoiding conversion to normal form. Koller and Pfeffer pointed out that the strategies...... obtained by the algorithm are not necessarily sequentially rational and that this deficiency is often problematic for the practical applications. We show how to remove this deficiency by modifying the linear programs constructed by Koller, Megiddo and von Stengel so that pairs of strategies forming...... a sequential equilibrium are computed. In particular, we show that a sequential equilibrium for a two-player zero-sum game with imperfect information but perfect recall can be found in polynomial time. In addition, the equilibrium we find is normal-form perfect. Our technique generalizes to general-sum games...

  9. Local Strategy Improvement for Parity Game Solving

    Directory of Open Access Journals (Sweden)

    Oliver Friedmann

    2010-06-01

    Full Text Available The problem of solving a parity game is at the core of many problems in model checking, satisfiability checking and program synthesis. Some of the best algorithms for solving parity game are strategy improvement algorithms. These are global in nature since they require the entire parity game to be present at the beginning. This is a distinct disadvantage because in many applications one only needs to know which winning region a particular node belongs to, and a witnessing winning strategy may cover only a fractional part of the entire game graph. We present a local strategy improvement algorithm which explores the game graph on-the-fly whilst performing the improvement steps. We also compare it empirically with existing global strategy improvement algorithms and the currently only other local algorithm for solving parity games. It turns out that local strategy improvement can outperform these others by several orders of magnitude.

  10. Micropropagation of Plantago asiatica L. through culture of shoot-tips

    Directory of Open Access Journals (Sweden)

    Joanna Makowczyńska

    2011-01-01

    Full Text Available Shoot-tip multiplication of the medicinal species - Plantago asiatica was carried on MS medium with IAA and BAP or kinetin. Best results in micropropagation were achieved by adding 0.1 mg/dm3 IAA and 1 mg/dm3 BAP. After 6 weeks shoots were transferred to MS medium for rooting. The resulting plantlets were transferred after 8 weeks into pots and after a period of adaptation into the ground (field culture. The species Plantago asiatica was propagated in vitro by shoot-tip multiplication for the first time.

  11. Lippia dulcis shoot cultures as a source of the sweet sesquiterpene hernandulcin.

    Science.gov (United States)

    Sauerwein, M; Flores, H E; Yamazaki, T; Shimomura, K

    1991-04-01

    The axenic shoot culture of Lippia dulcis Trev., Verbenaceae, was established on hormone-free Murashige-Skoog solid medium containing 3% sucrose. Shoots were cultured in various liquid or solid media. Woody Plant liquid medium was best for shoot multiplication, but the production of hernandulcin was relatively low. The highest hernandulcin content (2.9% dry wt) was obtained after 28 days of culture on Murashige-Skoog solid medium containing 2% sucrose. The addition of chitosan to the culture media enhanced the growth of shoots as well as the production of hernandulcin, especially with the liquid medium.

  12. The effects of increased phosphorus application on shoot dry matter ...

    African Journals Online (AJOL)

    The effects of increased phosphorus application on shoot dry matter, shoot P and Zn concentrations in wheat ( Triticum durum L.) and maize ( Zea mays L.)wheat ( Triticum durum L.) and maize ( Zea mays L.) grown in a calcareous soil.

  13. Game Related Statistics Discriminating Between Starters and Nonstarters Players in Women’S National Basketball Association League (WNBA)

    Science.gov (United States)

    Gòmez, Miguel-Ángel; Lorenzo, Alberto; Ortega, Enrique; Sampaio, Jaime; Ibàñez, Sergio-José

    2009-01-01

    The aim of the present study was to identify the game-related statistics that allow discriminating between starters and nonstarter players in women’s basketball when related to winning or losing games and best or worst teams. The sample comprised all 216 regular season games from the 2005 Women’s National Basketball Association League (WNBA). The game-related statistics included were 2- and 3- point field-goals (both successful and unsuccessful), free-throws (both successful and unsuccessful), defensive and offensive rebounds, assists, blocks, fouls, steals, turnovers and minutes played. Results from multivariate analysis showed that when best teams won, the discriminant game-related statistics were successful 2-point field-goals (SC = 0.47), successful free-throws (SC = 0.44), fouls (SC = -0.41), assists (SC = 0.37), and defensive rebounds (SC = 0.37). When the worst teams won, the discriminant game-related statistics were successful 2-point field- goals (SC = 0.37), successful free-throws (SC = 0.45), assists (SC = 0.58), and steals (SC = 0.35). The results showed that the successful 2-point field-goals, successful free-throws and the assists were the most powerful variables discriminating between starters and nonstarters. These specific characteristics helped to point out the importance of starters’ players shooting and passing ability during competitions. Key points The players’ game-related statistical profile varied according to team status, game outcome and team quality in women’s basketball. The results of this work help to point out the different player’s performance described in women’s basketball compared with men’s basketball. The results obtained enhance the importance of starters and nonstarters contribution to team’s performance in different game contexts. Results showed the power of successful 2-point field-goals, successful free-throws and assists discriminating between starters and nonstarters in all the analyses. PMID:24149538

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

    Directory of Open Access Journals (Sweden)

    Giovanni Caruso

    2016-11-01

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

  15. Variation in shoot tolerance mechanisms not related to ion toxicity in barley

    KAUST Repository

    Tilbrook, Joanne

    2017-09-27

    Soil salinity can severely reduce crop growth and yield. Many studies have investigated salinity tolerance mechanisms in cereals using phenotypes that are relatively easy to measure. The majority of these studies measured the accumulation of shoot Na+ and the effect this has on plant growth. However, plant growth is reduced immediately after exposure to NaCl before Na+ accumulates to toxic concentrations in the shoot. In this study, nondestructive and destructive measurements are used to evaluate the responses of 24 predominately Australian barley (Hordeum vulgare L.) lines at 0, 150 and 250mMNaCl. Considerable variation for shoot tolerance mechanisms not related to ion toxicity (shoot ion-independent tolerance) was found, withsome lines being able to maintain substantial growth rates under salt stress, whereas others stopped growing. Hordeum vulgare spp. spontaneum accessions and barley landraces predominantly had the best shoot ion independent tolerance, although two commercial cultivars, Fathom and Skiff, also had high tolerance. The tolerance of cv. Fathom may be caused by a recent introgression from H. vulgare L. spp. spontaneum. This study shows that the most salt-tolerant barley lines are those that contain both shoot ion-independent tolerance and the ability to exclude Na+ from the shoot (and thus maintain high K+: Na+ ratios).

  16. Variation in shoot tolerance mechanisms not related to ion toxicity in barley

    KAUST Repository

    Tilbrook, Joanne; Schilling, Rhiannon K.; Berger, Bettina; Garcia, Alexandre F.; Trittermann, Christine; Coventry, Stewart; Rabie, Huwaida; Brien, Chris; Nguyen, Martin; Tester, Mark A.; Roy, Stuart J.

    2017-01-01

    Soil salinity can severely reduce crop growth and yield. Many studies have investigated salinity tolerance mechanisms in cereals using phenotypes that are relatively easy to measure. The majority of these studies measured the accumulation of shoot Na+ and the effect this has on plant growth. However, plant growth is reduced immediately after exposure to NaCl before Na+ accumulates to toxic concentrations in the shoot. In this study, nondestructive and destructive measurements are used to evaluate the responses of 24 predominately Australian barley (Hordeum vulgare L.) lines at 0, 150 and 250mMNaCl. Considerable variation for shoot tolerance mechanisms not related to ion toxicity (shoot ion-independent tolerance) was found, withsome lines being able to maintain substantial growth rates under salt stress, whereas others stopped growing. Hordeum vulgare spp. spontaneum accessions and barley landraces predominantly had the best shoot ion independent tolerance, although two commercial cultivars, Fathom and Skiff, also had high tolerance. The tolerance of cv. Fathom may be caused by a recent introgression from H. vulgare L. spp. spontaneum. This study shows that the most salt-tolerant barley lines are those that contain both shoot ion-independent tolerance and the ability to exclude Na+ from the shoot (and thus maintain high K+: Na+ ratios).

  17. How to talk (and not to talk) about school shootings

    OpenAIRE

    Scheper-Hughes, N

    2018-01-01

    © RAI 2018 In this guest editorial, the author addresses the latest school shootings at the Marjory Stoneman Douglas High School in Parkland, Florida. This event is weighed up against reports written by prominent academics, including anthropologists, during previous school shootings.

  18. Teaching introductory game development with unreal engine: Challenges, strategies, and experiences

    Science.gov (United States)

    Head, Nicholas A.

    From the days of Pong to 100 million dollar projects such as the Grand Theft Auto franchise, video games have evolved significantly over the years. This evolution has also changed the way game development is viewed as a career. Today, video games are one of the most profitable forms of entertainment, and game development courses are appearing at universities around the world. Even with this growth, a degree from a university has yet to be an important factor in finding a job in game development (Owen, 2013). This thesis examines a method of creating and implementing an introductory gaming course and recommends ways to improve the curriculum. The main focus of the course was to introduce game development to the students. Each week, they were given an exercise that covered a different topic. Students also took part in a team project in which they were tasked with creating a complete game. The goal of the team projects was to expand the student's basic knowledge given to them from the exercises. Data was gathered on the students' subjective experiences with the class. This data and the class's overall performance were compared with past iterations of the course. New to the course was the Unreal Engine. Students used the latest version of the engine, Unreal Engine 4, to complete exercises. Not all students chose to use this engine for the team project. Instructor and students experiences with the engine were also recorded. While there were some problems implementing the engine within our lab environment, we were still able to execute the overall lesson plan. Even with the engine issues, the course had overall good performance. CGT 241, Introduction to 3D Animation, was shown to help the students to complete the course while CGT 215, Computer Graphics Programming I, did not provide enough information on game programming. Exercises were found to be helpful but students wanted a better understanding of how these skills can be applied to game development. Team projects

  19. The SFMOMA AR Game Jam

    DEFF Research Database (Denmark)

    Brin, Sarah; Gangsei, Erica

    2018-01-01

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

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

    Science.gov (United States)

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

    2015-04-07

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

  1. School Shootings Stun Reservation

    Science.gov (United States)

    Borja, Rhea R.; Cavanagh, Sean

    2005-01-01

    This article deals with the impact brought by the school shootings at Red Lake Indian Reservation in Minnesota to the school community. A deeply troubled 16-year-old student shot and killed seven other people and himself at a high school. The nation's deadliest school attack since the 1999 slayings at Colorado's suburban Columbine High School took…

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

    NARCIS (Netherlands)

    Van Staalduinen, J.P.

    2012-01-01

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

  3. Violent mass shootings in Sweden from 1960 to 1995: profiles, patterns, and motives.

    Science.gov (United States)

    Lindquist, O; Lidberg, L

    1998-03-01

    During the past few decades, violent mass shooting in Sweden has increased rapidly. In the 36 years between 1960 and 1995, fourteen such occasions were recorded, during which 32 people were killed and 57 were wounded. The 14 offenders were men between the ages of 17 and 61 years. In the 20 years from 1960 to 1979, five shootings were committed by five offenders, leaving 10 dead and 13 wounded; in the 16 years between 1980 and 1995, there were nine different shootings committed by nine offenders, with 22 dead and 44 wounded. Seven of the shootings were classified as mass shootings, six as spree shootings, and one as a serial shooting. In all but four of these cases, the firearms used were illegal weapons. The four legal firearms belonged to an unemployed young laborer, an officer, a former United Nations (U.N.) soldier, and a member of the Swedish military volunteer corps. Of those killed, 68.8% were strangers to the offender; among the wounded, the corresponding figure was 89.5%. Profiles of the offenders and of the victims were studied. The psychiatric diagnoses among the offenders and the measures taken to prevent the increase in mass shooting in Sweden are presented.

  4. Direct shoot organogenesis of Digitalis trojana Ivan., an endemic ...

    African Journals Online (AJOL)

    STORAGESEVER

    2010-03-15

    Mar 15, 2010 ... An efficient protocol for in vitro propagation of Digitalis trojana Ivan. was developed via adventitious shoot regeneration. Leaf explants were cultured on MS which were supplemented with different concentrations of NAA (0.1, 0.5, 1.0 mg/ml) and BAP (0.1, 0.5, 1.0, 3.0, 5.0 mg/ml) for shoot formation.

  5. Translocation of sorbitol and other photosynthates in golden delicious apple shoots

    International Nuclear Information System (INIS)

    Steenkamp, J.; Terblanche, J.H.; De Villiers, O.T.

    1982-01-01

    This study was undertaken to determine to what extent sorbitol and other photosynthates are translocated in Golden Delicious apple shoots. The distribution of radioactivity in the different fractions, after the leaves had been exposed to radiocarbon, was found in segment of the shoots directly below the treatment leaves. The highest 14 C activity was in the carbohydrate fraction. The results indicate that sorbitol is the principal carbohydrate transported in Golden Delicious apple shoots

  6. Influence of calcium content of tissue on hyperhydricity and shoot-tip necrosis of in vitro regenerated shoots of Lavandula angustifolia Mill.

    Directory of Open Access Journals (Sweden)

    Marília Pereira Machado

    2014-10-01

    Full Text Available In the present study, the effects of two CaCl2.2H2O levels (440 and 1320 mg L-1 and two subcultures were evaluated on in vitro shoots of Lavandula angustifolia cv. Provence Blue. Ca2+ content of the apical, middle and basal portion of shoots was determined. Increasing CaCl2.2H2O level in the culture medium increased tissue Ca2+ content and decreased hyperhydricity. Shoot-tip necrosis also decreased with 1320 mg L-1 CaCl2.2H2O, but it did not occur in the second subculture. The middle and basal portion had higher Ca2+ content than apical portion. In non-hyperhydric tissues, there were smaller and more juxtaposed cells. Scanning electron microscopy of the leaves demonstrated that trichomes from in vitro leaf surface occurred in smaller quantities.

  7. Countering Terrorist Ideologies: A Rational Actor and Game Theoretic Analysis of De-Radicalization Programs for Al-Jemaah Al-Islamiyah Prisoners in Singapore and Indonesia

    National Research Council Canada - National Science Library

    Pendleton, Paul

    2008-01-01

    .... This thesis, proposing that successful counter-ideology occurs at the level of the individual, constitutes a rational actor and game theoretic analysis of counterideology programs in Indonesia...

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

    Science.gov (United States)

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

    2015-01-01

    , Pescape scores (on a 5-point Likert scale: mean 2.28, SD 1.14) than men (mean 1.87, SD 0.97) and (2) a stronger association between the escape motive and problematic online gaming (standardized effect size=.64, Pescape and competition motives) negatively associated with POG. Therefore, the exploration of psychiatric symptoms and gaming motives of POG can be helpful in the preparation of prevention and treatment programs. PMID:25855558

  9. Understanding causality in the effects of media violence

    NARCIS (Netherlands)

    Anderson, C.A.; Bushman, B.J.

    2015-01-01

    This article places media violence research into a broader context than the typical public debate about whether violent video games (or TV programs, or movies) are “the” cause of school shootings and other extreme acts of violence. We describe how scientists today decide whether one variable (e.g.,

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

    OpenAIRE

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

    2010-01-01

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

  11. Destroy The Castle: A 3D Magic Carpet-like Game

    OpenAIRE

    Ondrčková, Simona

    2017-01-01

    Title: Destroy the Castle: A 3D Magic Carpet-like Game Author: Simona Ondrčková Department: Department of Distributed and Dependable Systems Supervisor: Mgr. Pavel Ježek, Ph.D., Department of Distributed and Dependable Systems Abstract: The goal of the thesis is to create a computer game based on a game called Magic Carpet. The game has two main interesting aspects from the programming point of view: artificial intelligence and an editor. The artificial intelligence uses different approaches ...

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

    Science.gov (United States)

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

    2011-01-01

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

  13. Building counting by traditional game: Mathematics Program for Young Children

    OpenAIRE

    Nasrullah Nasrullah; Zulkardi Zulkardi

    2011-01-01

    In line with design research, the use of Bermain Satu Rumah (BSR) as traditional  game to support children’s counting classroom wherein students are encouraged to construct mathematical understanding. Number in traditional games is an interesting aspect that is helpful for children to encounter numerous situations that bring them into contact with sounds, symbols and meanings that relate to numbers. Bermain satu rumah as starting activity would be media to enhance student’s sense of number as...

  14. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

    Science.gov (United States)

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.

  15. Cognitive training with casual video games: Points to consider

    Directory of Open Access Journals (Sweden)

    Pauline L Baniqued

    2014-01-01

    Full Text Available Brain training programs have proliferated in recent years, with claims that video games or computer-based tasks can broadly enhance cognitive function. However, benefits are commonly seen only in trained tasks. Assessing generalized improvement and practicality of laboratory exercises complicate interpretation and application of findings. In this study, we addressed these issues by using active control groups, training tasks that more closely resemble real-world demands and multiple tests to determine transfer of training. We examined whether casual video games can broadly improve cognition and selected training games from a study of the relationship between game performance and cognitive abilities. A total of 209 young adults were randomized into a working memory-reasoning group, an adaptive working memory-reasoning group, an active control game group, and a no-contact control group. Before and after 15 hours of training, participants completed tests of reasoning, working memory, attention, episodic memory, perceptual speed, and self-report measures of executive function, game experience, perceived improvement, knowledge of brain training research, and game play outside the laboratory. Participants improved on the training games, but transfer to untrained tasks was limited. No group showed gains in reasoning, working memory, episodic memory or perceptual speed, but the working memory-reasoning groups improved in divided attention, with better performance in an attention-demanding game, a decreased attentional blink and smaller trail-making costs. Perceived improvements did not differ across training groups and those with low reasoning ability at baseline showed larger gains. Although there are important caveats, our study sheds light on the mixed effects in the training and transfer literature and offers a novel and potentially practical training approach. Still, more research is needed to determine the real-world benefits of computer programs

  16. Cognitive training with casual video games: points to consider.

    Science.gov (United States)

    Baniqued, Pauline L; Kranz, Michael B; Voss, Michelle W; Lee, Hyunkyu; Cosman, Joshua D; Severson, Joan; Kramer, Arthur F

    2014-01-07

    Brain training programs have proliferated in recent years, with claims that video games or computer-based tasks can broadly enhance cognitive function. However, benefits are commonly seen only in trained tasks. Assessing generalized improvement and practicality of laboratory exercises complicates interpretation and application of findings. In this study, we addressed these issues by using active control groups, training tasks that more closely resemble real-world demands and multiple tests to determine transfer of training. We examined whether casual video games can broadly improve cognition, and selected training games from a study of the relationship between game performance and cognitive abilities. A total of 209 young adults were randomized into a working memory-reasoning group, an adaptive working memory-reasoning group, an active control game group, and a no-contact control group. Before and after 15 h of training, participants completed tests of reasoning, working memory, attention, episodic memory, perceptual speed, and self-report measures of executive function, game experience, perceived improvement, knowledge of brain training research, and game play outside the laboratory. Participants improved on the training games, but transfer to untrained tasks was limited. No group showed gains in reasoning, working memory, episodic memory, or perceptual speed, but the working memory-reasoning groups improved in divided attention, with better performance in an attention-demanding game, a decreased attentional blink and smaller trail-making costs. Perceived improvements did not differ across training groups and those with low reasoning ability at baseline showed larger gains. Although there are important caveats, our study sheds light on the mixed effects in the training and transfer literature and offers a novel and potentially practical training approach. Still, more research is needed to determine the real-world benefits of computer programs such as casual games.

  17. Cognitive training with casual video games: points to consider

    Science.gov (United States)

    Baniqued, Pauline L.; Kranz, Michael B.; Voss, Michelle W.; Lee, Hyunkyu; Cosman, Joshua D.; Severson, Joan; Kramer, Arthur F.

    2014-01-01

    Brain training programs have proliferated in recent years, with claims that video games or computer-based tasks can broadly enhance cognitive function. However, benefits are commonly seen only in trained tasks. Assessing generalized improvement and practicality of laboratory exercises complicates interpretation and application of findings. In this study, we addressed these issues by using active control groups, training tasks that more closely resemble real-world demands and multiple tests to determine transfer of training. We examined whether casual video games can broadly improve cognition, and selected training games from a study of the relationship between game performance and cognitive abilities. A total of 209 young adults were randomized into a working memory–reasoning group, an adaptive working memory–reasoning group, an active control game group, and a no-contact control group. Before and after 15 h of training, participants completed tests of reasoning, working memory, attention, episodic memory, perceptual speed, and self-report measures of executive function, game experience, perceived improvement, knowledge of brain training research, and game play outside the laboratory. Participants improved on the training games, but transfer to untrained tasks was limited. No group showed gains in reasoning, working memory, episodic memory, or perceptual speed, but the working memory–reasoning groups improved in divided attention, with better performance in an attention-demanding game, a decreased attentional blink and smaller trail-making costs. Perceived improvements did not differ across training groups and those with low reasoning ability at baseline showed larger gains. Although there are important caveats, our study sheds light on the mixed effects in the training and transfer literature and offers a novel and potentially practical training approach. Still, more research is needed to determine the real-world benefits of computer programs such as casual

  18. The Sandy Hook Elementary School shooting as tipping point

    Science.gov (United States)

    Shultz, James M; Muschert, Glenn W; Dingwall, Alison; Cohen, Alyssa M

    2013-01-01

    Among rampage shooting massacres, the Sandy Hook Elementary School shooting on December 14, 2012 galvanized public attention. In this Commentary we examine the features of this episode of gun violence that has sparked strong reactions and energized discourse that may ultimately lead toward constructive solutions to diminish high rates of firearm deaths and injuries in the United States. PMID:28228989

  19. The standard set game of a cooperative game

    NARCIS (Netherlands)

    Bumb, A.F.; Hoede, C.

    2003-01-01

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

  20. Assessment of carbon sources on in vitro shoot regeneration in tomato

    International Nuclear Information System (INIS)

    Shah, S.H.; Jan, S.A.

    2014-01-01

    An innovative approach for in vitro shoot regeneration by both direct and indirect means was developed in three tomato genotypes culturing hypocotyls and leaf discs explants on MS and N6 basal media fortified with various concentrations of carbon sources (sucrose and sorbitol) individually, accumulatively and also in amalgamation with various plant growth regulators. No response of in vitro shoot regeneration was recorded in all the genotypes by the individual application of carbon sources in both MS and N6 basal media. On the other hand, their accumulative effect rapidly enhanced the in vitro shoot regeneration frequency in all the genotypes. The highest shoot organogenesis frequency (100, 99.00 and 97.69%) was recorded in Rio Grande, Roma and Moneymaker, respectively on MS medium fortified with carbon sources (30: 30 g/l) culturing hypocotyls. Supplementation of sucrose: sorbitol (30: 30 g/l) in N6 medium along with different PGRs (0.1 mg/l IAA, 1.0 mg/l ZEA and 2.0 mg/l BAP) produced the highest shoot regeneration frequency (96.33, 92.69 and 88.74%) in Roma, Rio Grande and Moneymaker culturing leaf discs. Our findings suggest an alternative approach as hormone-free protocol for in vitro shoot regeneration in tomato that would save the resources with regard to hormonal costs and time. (author)

  1. Systematizing game learning analytics for serious games

    NARCIS (Netherlands)

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

    2017-01-01

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

  2. Gene expression in arabidopsis shoot tips after liquid nitrogen exposure

    Science.gov (United States)

    Arabidopsis thaliana shoot tips can be successfully cryopreserved using either Plant Vitrification Solution 2 (PVS2) or Plant Vitrification Solution 3 (PVS3) as the cryoprotectant. We used this model system to identify suites of genes that were either upregulated or downregulated as shoot tips recov...

  3. Cryopreservation of in vitro -grown shoot tips of apricot ( Prunus ...

    African Journals Online (AJOL)

    In vitro grown apricot (Prunus armeniaca L.) cv. El-Hamawey shoot tips were successfully cryopreserved using an encapsulation-dehydration procedure. Shoot tips were encapsulated in calcium-alginate beads before preculture on woody plant (WP) medium supplemented with different sucrose concentrations; 0.1, 0.3, 0.5, ...

  4. Bamboo shoot preservation for enhancing its business potential and local economy: a review.

    Science.gov (United States)

    Bal, Lalit M; Singhal, Poonam; Satya, Santosh; Naik, S N; Kar, Abhijit

    2012-01-01

    Bamboo shoot as food has been used in traditional ways by the tribal community the world over. For enhancing its business potential, research on various aspects of bamboo shoot as food is being carried out in Japan, Taiwan, Thailand, and Asian countries and several products are available in the market. Bamboo shoots are used as a delicacy in human food, are a good source of dietary fiber, low in fat and calories. The research studies included in this review paper focus on post-harvest preservation of bamboo shoot. In view of the seasonal availability of bamboo shoot, the post-harvest preservation system for handling cynogenic toxicity in raw shoot while keeping nutrients intact and enhancement of shelf life of the value added products assume great significance for the business potential of this natural product. A yardstick of assessing the "Shelf life-Quality Matrix" developed in this review paper would give a new perspective of quality control in case of preservation of bamboo shoot. Also, knowledge gaps identified in this paper would give impetus to new academic and R&D activities, in turn generating an innovative job profile in the food industry as well as rural entrepreneurship.

  5. Learning Objective-C by developing iPhone games

    CERN Document Server

    Walters, Joseph

    2014-01-01

    Written as a practical and engaging tutorial, this book guides you through the development of your own exciting, fully featured, games.If you are a beginner and an enthusiast who dreams about creating games and is in need of some additional inspiration and knowledge, then this book is for you. No programming experience is expected.

  6. Application of soybean shoot-cutting in SMV-resistance genetic analysis

    Institute of Scientific and Technical Information of China (English)

    Haifeng Chen; Zhihui Shan; Xin'an zhou; Zhonglu Yang; Qiao Wan; Yanyan Yang; Shuilian Chen; Chanjuan Zhang; Limiao Chen; Songli Yuan; Dezhen Qiu

    2016-01-01

    Soybean mosaic virus (SMV) is one of the most serious diseases affecting soy-bean yield. Recombination inbred lines (RILs) are common materials for resistance genetic research. However, the population construction always takes quite a long time which pro-long the breading process. Shoot-cutting is a well-established technique for plant multipli-cation. It has high successful ratio in soybean. In this study, we use shoot-cutting to multiply two F2 populations from the crosses of susceptible and resistant varieties. Soybean plants can be multiplied from 1 into 3 homogenous ones within 30 days, bringing on well-grown plants with normal seeds. The SMV resistance from cutting-shoot plants was consistent with that from original plants. When shoot-cutting is applied in a F2 population, the pheno-typic and genotypic data can be simultaneously collected and corresponding saved during population development. The genetic research and resistant breeding can be effectively promoted by this technology.

  7. Experiential Learning about the Elderly: The Geriatric Medication Game.

    Science.gov (United States)

    Oliver, Carol H.; And Others

    1995-01-01

    An active learning simulation game designed to increase pharmacy students' awareness of the physical, psychological, and financial difficulties of the ambulatory elderly in handling their medication is described. Questionnaires before and after the game, including a semantic differential tool, indicate that the program is successful in increasing…

  8. [The effects of video games on cognitive aging].

    Science.gov (United States)

    Maillot, Pauline; Perrot, Alexandra; Hartley, Alan

    2012-03-01

    Advancing age is associated with cognitive decline, which, however, remains a very heterogeneous phenomenon. Indeed, several extrinsic factors seem to modulate the effect of aging on cognition. Recently, several studies have provided evidence that the practice of video games could engender many benefits by favoring the maintenance of cognitive vitality in the elderly. This review of the literature aims to establish a precise inventory of the relations between the various types of video games and cognitive aging, including both sedentary video games (i.e., classics as well as brain training) and active video games (i.e., exergames). The largest benefits seem to be provided by exergames which combine game play with significant physical exercise. This article also tries to define the determinants of the training programs which could be responsible for the observed improvements.

  9. Giant panda foraging and movement patterns in response to bamboo shoot growth.

    Science.gov (United States)

    Zhang, Mingchun; Zhang, Zhizhong; Li, Zhong; Hong, Mingsheng; Zhou, Xiaoping; Zhou, Shiqiang; Zhang, Jindong; Hull, Vanessa; Huang, Jinyan; Zhang, Hemin

    2018-03-01

    Diet plays a pivotal role in dictating behavioral patterns of herbivorous animals, particularly specialist species. The giant panda (Ailuropoda melanoleuca) is well-known as a bamboo specialist. In the present study, the response of giant pandas to spatiotemporal variation of bamboo shoots was explored using field surveys and GPS collar tracking. Results show the dynamics in panda-bamboo space-time relationships that have not been previously articulated. For instance, we found a higher bamboo stump height of foraged bamboo with increasing elevation, places where pandas foraged later in spring when bamboo shoots become more fibrous and woody. The time required for shoots to reach optimum height for foraging was significantly delayed as elevation increased, a pattern which corresponded with panda elevational migration patterns beginning from the lower elevational end of Fargesia robusta distribution and gradually shifting upward until the end of the shooting season. These results indicate that giant pandas can respond to spatiotemporal variation of bamboo resources, such as available shoots. Anthropogenic interference of low-elevation F. robusta habitat should be mitigated, and conservation attention and increased monitoring should be given to F. robusta areas at the low- and mid-elevation ranges, particularly in the spring shooting season.

  10. Learning Through Quests and Contests: Games in Information Literacy Instruction

    OpenAIRE

    Maura A Smale

    2011-01-01

    Games-based learning is an innovative pedagogical strategy employed at all levels of education, and much research in education, psychology, and other disciplines supports its effectiveness in engaging and motivating students, as well as increasing student learning. Many libraries have incorporated games into their collections and programming. College and university libraries have begun to use games for information literacy and library instruction. Academic librarians use commercially-produ...

  11. beta-Blockade used in precision sports: effect on pistol shooting performance.

    Science.gov (United States)

    Kruse, P; Ladefoged, J; Nielsen, U; Paulev, P E; Sørensen, J P

    1986-08-01

    In a double-blind cross-over study of 33 marksmen (standard pistol, 25 m) the adrenergic beta 1-receptor blocker, metoprolol, was compared to placebo. Metoprolol obviously improved the pistol shooting performance compared with placebo. Shooting improved by 13.4% of possible improvement (i.e., 600 points minus actual points obtained) as an average (SE = 4%, 2P less than 0.002). The most skilled athletes demonstrated the clearest metoprolol improvement. We found no correlation between the shooting improvement and changes in the cardiovascular variables (i.e., changes of heart rate and systolic blood pressure) and no correlation to the estimated maximum O2 uptake. The shooting improvement is an effect of metoprolol on hand tremor. Emotional increase of heart rate and systolic blood pressure seem to be a beta 1-receptor phenomenon.

  12. Relationship between the shoot characteristics and plant resistance to vascular-streak dieback on cocoa

    Directory of Open Access Journals (Sweden)

    Agung Wahyu Soesilo

    2014-12-01

    Full Text Available Vascular-streak dieback (Oncobasidium theobromae is a serious disease on cocoa damaging the vegetative tissue especially on the branches and leaves. This research was aimed to identify the relationship between characteristics of sprouting ability and VSD resistance to confirm the response of cocoa to pruning treatment on VSD control and developing criteria for selection. Trial was carried out at Kaliwining Experimental Station of ICCRI, a VSD-endemic area by using 668 plants of hybrid populayion which were derivated from intercrossing among seven clones performing different response to VSD. The resistance was evaluated by scoring the plant damage with the scale of 0-6 on drought season in the year of 2009 and 2011. The characteristics of sprouting ability was assessed by recording the pruned trees for the variables of the number of re-growth shoot, shoot height, number of new shoot per pruned branches, shoot diameter and number of leaves per shoot. It was analyzed that the variables of the number of shoot per pruned branches, shoot diameter, shoot height and number of leaves per shoot were not significantly correlated to the score of VSD damage. Grouping of the resistance also performed similar results whereas mean of the sprouting variables were not different among group but the percentage of sprouted branches tend to be higher with the higher of the resistance (lower score. This result confirmed any mechanism of tolerance on VSD resistance by accelerating shoot rejuvenation on resistant plant. Key words : vascular-streak diaback, cocoa, resistance, characteristics of sprouting

  13. 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.

  14. [Negative perceptions of the risks associated with gaming in young adolescents: An exploratory study to help thinking about a prevention program].

    Science.gov (United States)

    Bonnaire, C; Phan, O

    2017-07-01

    Given the growing use of video games and the growing number of adolescents with Internet gaming disorder (IGD), prevention in this area is necessary. The objective of this study was to investigate the use and most particularly the representations of the risks associated with the use of video games in young adolescents by comparing problematic (PGs) and nonproblematic gamers (NPGs). Gender differences were also explored. Five Parisian middle schools participated in this study and 434 adolescents (231 boys, m age =13.2 years; 203 girls, m age =13.1 years) answered several questions concerning videogames (including the Game Addiction Scale). Among all participants (n=434), 37 students (n=8.8%) could be considered PGs. Of these, 29 (n=78.4%) were boys. Generally, sample students' surf and play a great deal during the week: they spend an average of 2h per day playing video games and 4h per day on the Internet. The number of screens at home is significantly higher in PGs compared to NPGs, the remaining set at a high level (n>10). Most middle school students believe that time spent on video games can have an impact on physical and mental health but they have no impact on academic performance. The two types of video games responsible for problematic use were role-play games and first-person shooter games. Most negative consequences are reported more by girls than boys: eating problems (P=.037), sleep problems (P=.040), vision problems (P=.002), conflicts with parents (Pnegative self-image (P=.007) led to IGD. The three main features of the individual with IGD reported by PGs and NPGs is the failure to stop playing, playing instead of fulfilling one's obligations and doing nothing but play. Most of the respondents believed that one can be addicted to video games and that they can have an impact on physical and mental health. Adolescents are more aware of the impact gaming generates on themselves than on their relationship with the environment (school and family). These

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

    Science.gov (United States)

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

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD. PMID:29206183

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

    Science.gov (United States)

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

    2017-12-05

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

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

    Directory of Open Access Journals (Sweden)

    Soo-Hyun Paik

    2017-12-01

    Full Text Available Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD. Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1 individuals who played only computer games; (2 individuals who played computer games more than smartphone games; (3 individuals who played computer and smartphone games evenly; (4 individuals who played smartphone games more than computer games; (5 individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers (B = 0.457, odds ratio = 1.579. Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

  18. The Prize Is Healthy Eyes: Using Games to Educate about Diabetic Retinopathy

    Science.gov (United States)

    Stastny, Sherri N.; Garden-Robinson, Julie

    2013-01-01

    This article describes a program for prevention of diabetic retinopathy (DR) that was designed for Extension in collaboration with optometrists. The program was created to increase knowledge and awareness about risk factors for DR and included a game and take-home materials. Participants were asked to play a game similar to Wheel of Fortune. A…

  19. The impact of video games on training surgeons in the 21st century.

    Science.gov (United States)

    Rosser, James C; Lynch, Paul J; Cuddihy, Laurie; Gentile, Douglas A; Klonsky, Jonathan; Merrell, Ronald

    2007-02-01

    Video games have become extensively integrated into popular culture. Anecdotal observations of young surgeons suggest that video game play contributes to performance excellence in laparoscopic surgery. Training benefits for surgeons who play video games should be quantifiable. There is a potential link between video game play and laparoscopic surgical skill and suturing. Cross-sectional analysis of the performance of surgical residents and attending physicians participating in the Rosser Top Gun Laparoscopic Skills and Suturing Program (Top Gun). Three different video game exercises were performed, and surveys were completed to assess past experience with video games and current level of play, and each subject's level of surgical training, number of laparoscopic cases performed, and number of years in medical practice. Academic medical center and surgical training program. Thirty-three residents and attending physicians participating in Top Gun from May 10 to August 24, 2002. The primary outcome measures were compared between participants' laparoscopic skills and suturing capability, video game scores, and video game experience. Past video game play in excess of 3 h/wk correlated with 37% fewer errors (Pvideo game players and 42% better (Pvideo game players made 32% fewer errors (P=.04), performed 24% faster (Pvideo gaming skills, those in the top tertile made 47% fewer errors, performed 39% faster, and scored 41% better (Pvideo game skill and past video game experience are significant predictors of demonstrated laparoscopic skills. Video game skill correlates with laparoscopic surgical skills. Training curricula that include video games may help thin the technical interface between surgeons and screen-mediated applications, such as laparoscopic surgery. Video games may be a practical teaching tool to help train surgeons.

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

    OpenAIRE

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

    2017-01-01

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

  1. Fruit production and branching density affect shoot and whole-tree wood to leaf biomass ratio in olive.

    Science.gov (United States)

    Rosati, Adolfo; Paoletti, Andrea; Al Hariri, Raeed; Famiani, Franco

    2018-02-14

    The amount of shoot stem (i.e., woody part of the shoot) dry matter per unit shoot leaf dry matter (i.e., the shoot wood to leaf biomass ratio) has been reported to be lower in short shoots than in long ones, and this is related to the greater and earlier ability of short shoots to export carbon. This is important in fruit trees, since the greater and earlier carbon export ability of shoots with a lower wood to leaf biomass ratio improves fruit production. This ratio may vary with cultivars, training systems or plant age, but no study has previously investigated the possible effect of fruit production. In this study on two olive cultivars (i.e., Arbequina, with low growth rate, and Frantoio, with high growth rate) subject to different fruit production treatments, we found that at increasing fruit production, shoot length and shoot wood to leaf biomass ratio were proportionally reduced in the new shoots growing at the same time as the fruit. Specifically, fruit production proportionally reduced total new-shoot biomass, length, leaf area and average shoot length. With decreasing shoot length, shoot diameter, stem mass, internode length, individual leaf area and shoot wood to leaf biomass ratio also decreased. This may be viewed as a plant strategy to better support fruit growth in the current year, given the greater and earlier ability of short shoots to export carbon. Moreover, at the whole-tree level, the percentage of total tree biomass production invested in leaves was closely correlated with branching density, which differed significantly across cultivars. By branching more, Arbequina concentrates more shoots (thus leaves) per unit of wood (trunk, branches and root) mass, decreasing wood to leaf biomass ratio at the whole-tree level. Therefore, while, at the shoot level, shoot length determines shoot wood to leaf biomass ratio, at the canopy level branching density is also an important determinant of whole-tree wood to leaf biomass ratio. Whole-tree wood to leaf

  2. Root-shoot growth responses during interspecific competition quantified using allometric modelling.

    Science.gov (United States)

    Robinson, David; Davidson, Hazel; Trinder, Clare; Brooker, Rob

    2010-12-01

    Plant competition studies are restricted by the difficulty of quantifying root systems of competitors. Analyses are usually limited to above-ground traits. Here, a new approach to address this issue is reported. Root system weights of competing plants can be estimated from: shoot weights of competitors; combined root weights of competitors; and slopes (scaling exponents, α) and intercepts (allometric coefficients, β) of ln-regressions of root weight on shoot weight of isolated plants. If competition induces no change in root : shoot growth, α and β values of competing and isolated plants will be equal. Measured combined root weight of competitors will equal that estimated allometrically from measured shoot weights of each competing plant. Combined root weights can be partitioned directly among competitors. If, as will be more usual, competition changes relative root and shoot growth, the competitors' combined root weight will not equal that estimated allometrically and cannot be partitioned directly. However, if the isolated-plant α and β values are adjusted until the estimated combined root weight of competitors matches the measured combined root weight, the latter can be partitioned among competitors using their new α and β values. The approach is illustrated using two herbaceous species, Dactylis glomerata and Plantago lanceolata. Allometric modelling revealed a large and continuous increase in the root : shoot ratio by Dactylis, but not Plantago, during competition. This was associated with a superior whole-plant dry weight increase in Dactylis, which was ultimately 2·5-fold greater than that of Plantago. Whole-plant growth dominance of Dactylis over Plantago, as deduced from allometric modelling, occurred 14-24 d earlier than suggested by shoot data alone. Given reasonable assumptions, allometric modelling can analyse competitive interactions in any species mixture, and overcomes a long-standing problem in studies of competition.

  3. Ahead of the game protocol: a multi-component, community sport-based program targeting prevention, promotion and early intervention for mental health among adolescent males.

    Science.gov (United States)

    Vella, Stewart A; Swann, Christian; Batterham, Marijka; Boydell, Katherine M; Eckermann, Simon; Fogarty, Andrea; Hurley, Diarmuid; Liddle, Sarah K; Lonsdale, Chris; Miller, Andrew; Noetel, Michael; Okely, Anthony D; Sanders, Taren; Telenta, Joanne; Deane, Frank P

    2018-03-21

    There is a recognised need for targeted community-wide mental health strategies and interventions aimed specifically at prevention and early intervention in promoting mental health. Young males are a high need group who hold particularly negative attitudes towards mental health services, and these views are detrimental for early intervention and help-seeking. Organised sports provide a promising context to deliver community-wide mental health strategies and interventions to adolescent males. The aim of the Ahead of the Game program is to test the effectiveness of a multi-component, community-sport based program targeting prevention, promotion and early intervention for mental health among adolescent males. The Ahead of the Game program will be implemented within a sample drawn from community sporting clubs and evaluated using a sample drawn from a matched control community. Four programs are proposed, including two targeting adolescents, one for parents, and one for sports coaches. One adolescent program aims to increase mental health literacy, intentions to seek and/or provide help for mental health, and to decrease stigmatising attitudes. The second adolescent program aims to increase resilience. The goal of the parent program is to increase parental mental health literacy and confidence to provide help. The coach program is intended to increase coaches' supportive behaviours (e.g., autonomy supportive behaviours), and in turn facilitate high-quality motivation and wellbeing among adolescents. Programs will be complemented by a messaging campaign aimed at adolescents to enhance mental health literacy. The effects of the program on adolescent males' psychological distress and wellbeing will also be explored. Organised sports represent a potentially engaging avenue to promote mental health and prevent the onset of mental health problems among adolescent males. The community-based design, with samples drawn from an intervention and a matched control community

  4. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

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

  5. Methylation-sensitive amplification polymorphism in date palms (Phoenix dactylifera L.) and their off-shoots.

    Science.gov (United States)

    Fang, J-G; Chao, C T

    2007-07-01

    DNA methylation plays an important role in the regulation of gene expression in eukaryotes. In this study, the extent and patterns of DNA methylation were assessed in date palm mother-plants and their off-shoots using the methylation-sensitive amplified polymorphism (MSAP) technique. Three types of bands were generated using 12 pairs of primers. Type I were present in both ECOR I + HPA II and ECOR I + MSP I lanes; type II were present in ECOR I + HPA II lanes, but not in ECOR I + MSP I lanes; and type III bands were present in ECOR I + MSP I lanes, but not in ECOR I + HPA II lanes. The total numbers of these three types of bands were 782, 55, and 34, respectively. Among these three types of bands, the polymorphic bands were, respectively, 37, 10, and 0. The distribution of polymorphic bands among mother-plants and off-shoots suggests the methylation variation was present in both the mother-plants and off-shoots. Forty- four out of these 47 polymorphic bands show clear difference between mother-plant and off-shoots: 38 were present only in off-shoots and 6 in both mother-plants and off-shoots. Compared to methylation status in mother-plants, the methylation variation during off-shoot growth of date palm can be characterized as a process involving primarily de-methylation. Hypomethylation of DNA in off-shoots, compared with mother-plants, reflects the marked expression of this molecular feature, which may be related to gene expression during off-shoot development. The methylation or de-methylation status of specific loci in the mother-plants and their off-shoots were probably random events.

  6. Serious Games are a Serious Tool for Team Research

    Directory of Open Access Journals (Sweden)

    Michael D. Coovert

    2017-03-01

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

  7. In vitro propagation of Stevia rebaudina plants using multiple shoot culture.

    Science.gov (United States)

    Nepovím, A; Vanek, T

    1998-12-01

    A multiple shoot culture was induced from nodal segments on MS medium containing half concentration of macroelements, 1% sucrose, and supplemented with NAA (0.01 mg/l). A bioreactor with hormone-free MS medium (300 ml) was inoculated with 1.5 g of the multiple shoot culture and cultivated for a month. The cultivating process of the multiple shoot culture in the bioreactor and the transfer into ex vitro conditions took about 8-9 weeks and produced approx. 600 new seedlings, that could be transferred from greenhouse to field conditions.

  8. Let the (Board) Games Begin: Creative Ways to Enhance Teaching and Learning

    Science.gov (United States)

    Sardone, Nancy B.; Devlin-Scherer, Roberta

    2016-01-01

    Gaming, in its many forms, is becoming a more active force in classrooms. To prepare preservice candidates for this trend, one teacher education program asked candidates (n = 60) to develop games in varied curricular fields tied to curriculum standards. This article describes the development of a model game, assignment requirements, provides a…

  9. The effect of traditional games and ordinary games on manipulative skills development in educable mental retarded boys

    Directory of Open Access Journals (Sweden)

    hamid reza Gheiji

    2014-03-01

    Full Text Available Background : Manipulative skills are one of the fundamental skills subtitles which is used in most of daily and sports activities. The aim of this study was to compare the effect of traditional games and ordinary games on manipulative skills development in 8-10 years old Gorgan boys with educable mental retardation. Materials and Methods: Personal information was evaluated by the researcher made questionnaire and children's intelligence by the Wechsler test. Also, manipulative skills were assessed by the Test of Gross Motor Development- edition 2 (TGMD-2 in pre-test. Then, participants were distributed into two groups traditional games (n=15 and ordinary games (n=15 randomly. Post-test of TGMD-2 were done from two groups after 8 weeks training (3 sessions per week and 45 min for each session. Data analyzes was done by independent t-test, paired t-test and variance analysis with repeated measurement in a significant rate (α= 0.05. Results: The two groups showed significant improvements in manipulation skills, but the improvement of traditional games group was significantly more than ordinary games group in all of measured manipulating skills (throwing, catching, kicking, striking, dribbling , rolling a ball (p<0.05. Conclusion: It can be said, selected traditional games could be an appropriate program for the manipulative skills development of children.

  10. Carbon dioxide exchange in Norway spruce at the shoot, tree and ecosystem scale.

    Science.gov (United States)

    Wallin, G; Linder, S; Lindroth, A; Räntfors, M; Flemberg, S; Grelle, A

    2001-08-01

    Net CO2 exchange in a 35-year-old boreal Norway spruce (Picea abies (L.) Karst.) forest in northern Sweden was measured at the shoot (NSE), tree (NTE) and ecosystem levels (NEE) by means of shoot cuvettes, whole-tree chambers and the eddy covariance technique, respectively. We compared the dynamics of gross primary production (GPP) at the three levels during the course of a single week. The diurnal dynamics of GPP at each level were estimated by subtracting half-hourly or hourly model-estimated values of total respiration (excluding light-dependent respiration) from net CO(2) exchange. The relationship between temperature and total respiration at each level was derived from nighttime measurements of NSE, NTE and NEE over the course of 1 month. There was a strong linear relationship (r2 = 0.93) between the hourly estimates of GPP at the shoot and tree levels, but the correlation between shoot- and ecosystem-level GPP was weaker (r2 = 0.69). However, the correlation between shoot- and ecosystem-level GPP was improved (r2 = 0.88) if eddy covariance measurements were restricted to periods when friction velocity was > or = 0.5 m s(-1). Daily means were less dependent on friction velocity, giving an r2 value of 0.94 between shoot- and ecosystem-level GPP. The correlation between shoot and tree levels also increased when daily means were compared (r2 = 0.98). Most of the measured variation in carbon exchange rate among the shoot, tree and ecosystem levels was the result of periodic low coupling between vegetation and the atmosphere at the ecosystem level. The results validate the use of measurements at the shoot and tree level for analyzing the contribution of different compartments to net ecosystem CO2 exchange.

  11. Healthy Gaming – Video Game Design to promote Health

    Science.gov (United States)

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

    2011-01-01

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

  12. Productive Gaming

    OpenAIRE

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

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

  13. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

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

  14. School Shootings as Organizational Deviance.

    Science.gov (United States)

    Fox, Cybelle; Harding, David J.

    2005-01-01

    This article argues that rampage school shootings in American public schools can be understood as instances of organizational deviance, which occurs when events created by or in organizations do not conform to an organization's goals or expectations and produce unanticipated and harmful outcomes. Drawing on data from qualitative case studies of…

  15. Serious Games: Video Games for Good?

    Science.gov (United States)

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

    2015-01-01

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

  16. Initiation and growth of shoots of Gongronema latifolia Benth stem ...

    African Journals Online (AJOL)

    There was significant reduction in number of days to shoot initiation and growth in sawdust medium in the wet season. Sawdust and soil gave a better performance of the cuttings in opening of apical buds, initiation of shoots, percentage of rooted cuttings, number of vines, vine length and number of opposite leaves on vines ...

  17. Radiocesium distribution in bamboo shoots after the Fukushima nuclear accident.

    Directory of Open Access Journals (Sweden)

    Takumi Higaki

    Full Text Available The distribution of radiocesium was examined in bamboo shoots, Phyllostachys pubescens, collected from 10 sites located some 41 to 1140 km from the Fukushima Daiichi nuclear power plant, Japan, in the Spring of 2012, 1 year after the Fukushima nuclear accident. Maximum activity concentrations for radiocesium ¹³⁴Cs and ¹³⁷Cs in the edible bamboo shoot parts, 41 km away from the Fukushima Daiichi plant, were in excess of 15.3 and 21.8 kBq/kg (dry weight basis; 1.34 and 1.92 kBq/kg, fresh weight, respectively. In the radiocesium-contaminated samples, the radiocesium activities were higher in the inner tip parts, including the upper edible parts and the apical culm sheath, than in the hardened culm sheath and underground basal parts. The radiocesium/potassium ratios also tended to be higher in the inner tip parts. The radiocesium activities increased with bamboo shoot length in another bamboo species, Phyllostachys bambusoides, suggesting that radiocesium accumulated in the inner tip parts during growth of the shoots.

  18. Teaching open innovation using a game

    DEFF Research Database (Denmark)

    Bogers, Marcel; Sproedt, Henrik

    2017-01-01

    This chapter presents how to use a game to teach open innovation, based on a particular experience from which lessons and recommendations are drawn. The focus is on playing a board game in a graduate course of the international engineering program with a focus on innovation and busniess. We...... identify several important themes related to the process of learning through playing and the social dynamics of open innovation, while we also highlight possible caveats of “playing” and practicing open innovation....

  19. Simple gambling or sophisticated gaming? : applying game analysis methods to modern video slot machine games

    OpenAIRE

    Leppäsalko, Tero

    2017-01-01

    Slot machine games have become the most popular form of gambling worldwide. In Finland, their pervasiveness in public spaces and popularity makes them one of the most common form of gaming. However, in game studies, gambling games are often regarded as borderline games due to the player’s lack of control. In this thesis I ask whether modern video slot machine games can be considered as games and if so, what similarities there are between them and contemporary video games. To find out if m...

  20. Designing Game Analytics For A City-Builder Game

    OpenAIRE

    Korppoo, Karoliina

    2015-01-01

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

  1. Do-It-Yourself Learning Games: Software That Lets You Pick the Questions--and Answers.

    Science.gov (United States)

    Hively, Wells

    1984-01-01

    Reviews user-adaptable learning games that can be customized for any subject, including Tic Tac Show and the Game Show from Computer Advanced Ideas, which are question-answer learning programs based on game shows, and Master Match from Computer Advanced Ideas and Square Pairs from Scholastic Inc., which are based on the card game Concentration.…

  2. School Shootings and Critical Pedagogy

    Science.gov (United States)

    Schiller, Juliet

    2013-01-01

    What has been left out of studying school violence and shootings is a comprehensive look at the culture that creates violence and the lack of support for those deemed "different" in an educational setting that promotes and rewards competition. If parents, teachers, and other adults associated with children were teaching the values of…

  3. Defining and Leveraging Game Qualities for Serious Games

    Science.gov (United States)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

    Serious games can and should leverage the unique qualities of video games to effectively deliver educational experiences for the learners. However, leveraging these qualities is incumbent upon understanding what these unique 'game' qualities are , and how they can facilitate the learning process. This paper presents an examination of the meaning of the term 'game' . as it applies to both serious games and digital entertainment games. Through the examination of counter examples, we derive three game characteristics; games are self contained, provide a variety of meaningful choices, and are intrinsically compelling. We also discuss the theoretical educational foundations which support the application of these 'game qualities' to educational endeavors. This paper concludes with a presentation of results achieved through the application of these qualities and the applicable educational theories to teach learners about the periodic table of elements via a serious game developed by the authors.

  4. GAME FPS DENGAN MENGGUNAKAN MULTIPLAYER GAME

    Directory of Open Access Journals (Sweden)

    Ida Bagus Made Oka Widharma

    2016-08-01

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

  5. Anomalous needle numbers on dwarf shoots of Pinus mugo and P. uncinata (Pinaceae

    Directory of Open Access Journals (Sweden)

    Krystyna Boratyńska

    2011-01-01

    Full Text Available The frequency of occurrence of abnormal, three- (or more needle dwarf shoots of most southern and central European two-needle pine (Pinus species were studied. No specimens with more than two-needle dwarf shoots were found in a population of P. nigra Arnold subsp. salzmannii (Dunal Franco from the Iberian Peninsula and in two populations of P. uliginosa Neumann from the Sudeten Mountains in Central Europe. Single specimens were found within one population of P. pinaster Aiton from the Iberian Peninsula and among six populations of P. sylvestris L. from the Iberian Peninsula and Central Europe. Abnormal dwarf shoots mostly with three, but also four, five or six needles were found among 24 of 25 surveyed populations of P. mugo Turra and P. uncinata Ramond. The average frequency of specimens with at least one three-needle dwarf shoot was 24% for P. mugo and 20% for P. uncinata. The frequencies of occurrence varied significantly among studied populations and were highest in samples collected from the upper elevational range limits of the species in the mountains and near the northern limits of their ranges. The frequency of abnormal dwarf shoots in the same populations was significantly high in 2-3 consecutive years. Needles from three-needle dwarf shoots were not significantly shorter than those of two-needle shoots.

  6. Glyphosate (Ab)sorption by Shoots and Rhizomes of Native versus Hybrid Cattail (Typha).

    Science.gov (United States)

    Zheng, Tianye; Sutton, Nora B; de Jager, Pim; Grosshans, Richard; Munira, Sirajum; Farenhorst, Annemieke

    2017-11-01

    Wetlands in the Prairie Pothole Region of North America are integrated with farmland and contain mixtures of herbicide contaminants. Passive nonfacilitated diffusion is how most herbicides can move across plant membranes, making this perhaps an important process by which herbicide contaminants are absorbed by wetland vegetation. Prairie wetlands are dominated by native cattail (Typha latifolia) and hybrid cattail (Typha x glauca). The objective of this batch equilibrium study was to compare glyphosate absorption by the shoots and rhizomes of native versus hybrid cattails. Although it has been previously reported for some pesticides that passive diffusion is greater for rhizome than shoot components, this is the first study to demonstrate that the absorption capacity of rhizomes is species dependent, with the glyphosate absorption being significantly greater for rhizomes than shoots in case of native cattails, but with no significant differences in glyphosate absorption between rhizomes and shoots in case of hybrid cattails. Most importantly, glyphosate absorption by native rhizomes far exceeded that of the absorption occurring for hybrid rhizomes, native shoots and hybrid shoots. Glyphosate has long been used to manage invasive hybrid cattails in wetlands in North America, but hybrid cattail expansions continue to occur. Since our results showed limited glyphosate absorption by hybrid shoots and rhizomes, this lack of sorption may partially explain the poorer ability of glyphosate to control hybrid cattails in wetlands.

  7. The benefits of playing video games.

    Science.gov (United States)

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

    2014-01-01

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

  8. Equivalence between quantum simultaneous games and quantum sequential games

    OpenAIRE

    Kobayashi, Naoki

    2007-01-01

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

  9. 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...

  10. Developmental anatomy of blueberry (Vaccinium corymbosum L. ‘Aurora’) shoot regeneration

    Science.gov (United States)

    The culture of Vaccinium corymbosum L. ’Aurora’ leaves on regeneration medium results in the regeneration of adventitious shoots. We present anatomical evidence that these new shoot apices are directly regenerated from the cultured blades. Mounds of densely staining cells, which formed from epidermi...

  11. Robust Adaptive Dynamic Programming of Two-Player Zero-Sum Games for Continuous-Time Linear Systems.

    Science.gov (United States)

    Fu, Yue; Fu, Jun; Chai, Tianyou

    2015-12-01

    In this brief, an online robust adaptive dynamic programming algorithm is proposed for two-player zero-sum games of continuous-time unknown linear systems with matched uncertainties, which are functions of system outputs and states of a completely unknown exosystem. The online algorithm is developed using the policy iteration (PI) scheme with only one iteration loop. A new analytical method is proposed for convergence proof of the PI scheme. The sufficient conditions are given to guarantee globally asymptotic stability and suboptimal property of the closed-loop system. Simulation studies are conducted to illustrate the effectiveness of the proposed method.

  12. Learning C# by developing games with Unity 3D

    CERN Document Server

    Norton, Terry

    2013-01-01

    This book uses the learning-by-example approach. It takes simple examples from games to introduce all the main concepts of programming in an easy-to-digest and immediately recognizable way.This book is for the total beginner to any type of programming, focusing on the writing of C# code and scripts only. There are many parts that make up the Unity game engine. It is assumed that the reader already knows their way around Unity's user interface. The code editor used in this book is the MonoDevelop editor supplied by Unity.

  13. Game Analytics for Game User Research, Part 1

    DEFF Research Database (Denmark)

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

    2013-01-01

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

  14. Chlordecone Transfer and Distribution in Maize Shoots.

    Science.gov (United States)

    Pascal-Lorber, Sophie; Létondor, Clarisse; Liber, Yohan; Jamin, Emilien L; Laurent, François

    2016-01-20

    Chlordecone (CLD) is a persistent organic pollutant (POP) that was mainly used as an insecticide against banana weevils in the French West Indies (1972-1993). Transfer of CLD via the food chain is now the major mechanism for exposure of the population to CLD. The uptake and the transfer of CLD were investigated in shoots of maize, a C4 model plant growing under tropical climates, to estimate the exposure of livestock via feed. Maize plants were grown on soils contaminated with [(14)C]CLD under controlled conditions. The greatest part of the radioactivity was associated with roots, nearly 95%, but CLD was detected in whole shoots, concentrations in old leaves being higher than those in young ones. CLD was thus transferred from the base toward the plant top, forming an acropetal gradient of contaminant. In contrast, results evidenced the existence of a basipetal gradient of CLD concentration within leaves whose extremities accumulated larger amounts of CLD because of evapotranspiration localization. Extractable residues accounted for two-thirds of total residues both in roots and in shoots. This study highlighted the fact that the distribution of CLD contamination within grasses resulted from a conjunction between the age and evapotranspiration rate of tissues. CLD accumulation in fodder may be the main route of exposure for livestock.

  15. Is School a Better Environment than Home for Digital Game-Based Learning? The Case of GraphoGame

    Directory of Open Access Journals (Sweden)

    Miia Ronimus

    2015-01-01

    Full Text Available This study investigated how the use of an online reading game differs in home and school environments. First and second graders (N = 194 participated in an 8-week training during which they used the reading program GraphoGame either at home or at school under the supervision of parents or teachers. Child participants were recommended by parents and teachers recruited from the list of GraphoGame users, and adults decided whether the training took place at home or at school. We measured the frequency and duration of playing, children’s engagement, development of reading skill and reading interest, and adult supportive involvement. The results revealed that children who played GraphoGame at school showed higher engagement and used it more frequently than players at home. Although teachers were more involved in the children’s playing than were parents, only parental involvement was significantly associated with a child’s engagement during training and the child’s learning outcomes.

  16. Strategies of copper tolerance in root and shoot of broad bean (Vicia faba L.)

    International Nuclear Information System (INIS)

    Latef, A.A.H.; Alhmad, M.F.A.

    2013-01-01

    Changes in dry mass and some physiological parameters were investigated in root and shoot of broad bean (Vicia faba L.) exposed to different concentrations of CuSO/sub 4/ (0, 100, 200, 300 and 400 mg kg/sup -1/) for 15 days. Low Cu concentration did not affect dry mass of root and shoot. However, the negative effect of copper on dry mass was noticed in root than shoot especially at the higher concentrations of copper due to the accumulation of Cu was higher in root than that in shoot. Cu induced changes in the concentration of photosynthetic pigments, Zn, K and Ca. Exposure to Cu induced the accumulation of organic solutes (soluble sugar, soluble protein and total free amino acids) in root than shoot. Level of malondialdehyde (MDA) was correlated with the concentration of Cu in broad bean tissues. Copper stimulated the activity of superoxide dismutase (SOD) and peroxidase (POD) and this stimulation was more obvious in shoot than root. (author)

  17. Connected Gaming: An Inclusive Perspective for Serious Gaming

    Directory of Open Access Journals (Sweden)

    Yasmin Kafai

    2017-09-01

    Full Text Available Serious games should focus on connected gaming, which is combining the instructionist approach on having students play educational games for learning with the constructionist approach on having students make their own games for learning. Constructionist activities have always been part of the larger gaming ecology but have traditionally received far less attention than their instructionist counterparts. Future developments in serious gaming ought to promote this more inclusive perspective to better realize the full potential of gaming as a means for learning and for connecting children to technology and to each other. This potential for more meaningful connectivity can also address the persistent access and diversity issues long facing gaming cultures. 

  18. Influence of fertilizer placements on the root and shoot growth of soybean

    International Nuclear Information System (INIS)

    Sisworo, E.L.

    1983-01-01

    Two experiments have been carried out to obtain data of soybean growth in relation to fertilizer placements in the soil. Treatments in these two experiments were: fertilizer (N, P, and K) placements at the soil surface, 5, 10, and 15 cm beneath the soil surface and the plants were harvested at the age of 51, 58, and 65 days after seed planting, in the first experiment, and in the second experiment plants were harvested at the age of 37, 44, and 51 days after seed planting. The parameter for root growth was the percentage of roots in soil depths at: 0-5, 5-10, 10-15, and 15-20 cm, respectively, while for shoot growth the parameters were the dry weight of the shoot, plant height, and number of flowers and pods. Data obtained from these two experiments showed that fertilizer placements at several soil depths have no influence on the growth of root and shoot. The highest shoot growth was at 0-5 cm soil depth, but this does not cause highest shoot growth. Different harvest time do not effect root growth, but it has a highly siginificant on shoot growth. The soybean plants were planted in PVC pots with a 6 kg soil capacity, and the pots were placed outside the green house. (author)

  19. School Shootings in Policy Spotlight

    Science.gov (United States)

    Maxwell, Lesli A.

    2006-01-01

    The three school shootings that left a principal and six students dead in less than a week have sparked a barrage of pledges from national and state political leaders to tighten campus security. School safety experts urged caution against overreacting to the horrific, but rare, incidents in rural schools in Colorado, Pennsylvania, and Wisconsin.…

  20. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder

    NARCIS (Netherlands)

    Lemmens, J.S.; Hendriks, S.J.F.

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games.

  1. Game of Life Cellular Automata

    CERN Document Server

    Adamatzky, Andrew

    2010-01-01

    In the late 1960s, British mathematician John Conway invented a virtual mathematical machine that operates on a two-dimensional array of square cell. Each cell takes two states, live and dead. The cells' states are updated simultaneously and in discrete time. A dead cell comes to life if it has exactly three live neighbours. A live cell remains alive if two or three of its neighbours are alive, otherwise the cell dies. Conway's Game of Life became the most programmed solitary game and the most known cellular automaton. The book brings together results of forty years of study into computational

  2. [Identifying transcription factors involved in Arabidopsis adventious shoot regeneration by RNA-Seq technology].

    Science.gov (United States)

    Wang, Xingchun; Chen, Zhao; Fan, Juan; He, Miaomiao; Han, Yuanhuai; Yang, Zhirong

    2015-04-01

    Transcriptional regulation is one of the major regulations in plant adventious shoot regeneration, but the exact mechanism remains unclear. In our study, the RNA-seq technology based on the IlluminaHiSeq 2000 sequencing platform was used to identify differentially expressed transcription factor (TF) encoding genes during callus formation stage and adventious shoot regeneration stage between wild type and adventious shoot formation defective mutant be1-3 and during the transition from dedifferentiation to redifferentiation stage in wildtype WS. Results show that 155 TFs were differentially expressed between be1-3 mutant and wild type during callus formation, of which 97 genes were up-regulated, and 58 genes were down-regulated; and that 68 genes were differentially expressed during redifferentiation stage, with 40 genes up-regulated and 28 genes down-regulated; whereas at the transition stage from dedifferentiation to redifferention in WS wild type explants, a total of 231 differentially expressed TF genes were identified, including 160 up-regualted genes and 71 down-regulated genes. Among these TF genes, the adventious shoot related transcription factor 1 (ART1) gene encoding a MYB-related (v-myb avian myeloblastosis viral oncogene homolog) TF, was up-regulated 3 217 folds, and was the highest up-regulated gene during be1-3 callus formation. Over expression of the ART1 gene caused defects in callus formation and shoot regeneration and inhibited seedling growth, indicating that the ART1 gene is a negative regulator of callus formation and shoot regeneration. This work not only enriches our knowledge about the transcriptional regulation mechanism of adventious shoot regeneration, but also provides valuable information on candidate TF genes associated with adventious shoot regeneration for future research.

  3. Home-Based Computer Gaming in Vestibular Rehabilitation of Gaze and Balance Impairment.

    Science.gov (United States)

    Szturm, Tony; Reimer, Karen M; Hochman, Jordan

    2015-06-01

    Disease or damage of the vestibular sense organs cause a range of distressing symptoms and functional problems that could include loss of balance, gaze instability, disorientation, and dizziness. A novel computer-based rehabilitation system with therapeutic gaming application has been developed. This method allows different gaze and head movement exercises to be coupled to a wide range of inexpensive, commercial computer games. It can be used in standing, and thus graded balance demands using a sponge pad can be incorporated into the program. A case series pre- and postintervention study was conducted of nine adults diagnosed with peripheral vestibular dysfunction who received a 12-week home rehabilitation program. The feasibility and usability of the home computer-based therapeutic program were established. Study findings revealed that using head rotation to interact with computer games, when coupled to demanding balance conditions, resulted in significant improvements in standing balance, dynamic visual acuity, gaze control, and walking performance. Perception of dizziness as measured by the Dizziness Handicap Inventory also decreased significantly. These preliminary findings provide support that a low-cost home game-based exercise program is well suited to train standing balance and gaze control (with active and passive head motion).

  4. Shoot regeneration from cotyledonary leaf explants of jatropha curcas: A biodiesel plant

    KAUST Repository

    Kumar, Nitish Chandramohana

    2010-03-07

    A simple, high frequency, and reproducible method for plant regeneration through direct organogenesis from cotyledonary leaf explants of Jatropha curcas was developed using Murashige and Skoog (MS) medium supplemented with different concentrations of thidiazuron (TDZ) or 6-benzyl aminopurine (BAP). Medium containing TDZ has greater influence on regeneration as compared to BAP. The induced shoot buds were transferred to MS medium containing 10 lM kinetin (Kn), 4.5 lM BAP, and 5.5 lM a-naphthaleneacetic acid (NAA) for shoot proliferation. The proliferated shoots could be elongated on MS medium supplemented with different concentrations and combinations of BAP, indole-3-acetic acid (IAA), NAA, and indole-3-butyric acid (IBA). MS medium with 2.25 lM BAP and 8.5 lM IAA was found to be the best combination for shoot elongation. However, significant differences in plant regeneration and shoot elongation were observed among the genotypes studied. Rooting was achieved when the basal cut end of elongated shoots were dipped in half strength MS liquid medium containing dif- ferent concentrations and combinations of IBA, IAA, and NAA for 4 days, followed by transfer to growth regulators free half strength MS medium supplemented 0.25 mg l-1 activated charcoal. Elongated shoot treated with 15 lM IBA, 5.7 lM IAA, and 11 lM NAA resulted in highest percent rooting. The rooted plants could be established in soil with more than 90% survival rate. The method developed may be useful in improvement of J. curcas through genetic modification. © Franciszek Górski Institute of Plant Physiology, Polish Academy of Sciences, Kraków 2010.

  5. In vitro shoot regeneration and microcorm development in crocus vernus (l.) hill

    International Nuclear Information System (INIS)

    Sivanesan, I.

    2014-01-01

    An efficient method has been developed for In vitro regeneration of shoot and microcorm from corm explants of Crocus vernus. Corms were cut into 0.5-1.0 cm long segments and cultured on the SH medium supplemented with 0.5, 1.0, 2.0, or 4.0 mg L-1 2-isopentyl adenine (2-iP), N6-benzyladenine (BA), and N6-furfuryladenine (kinetin, Kin) alone or combination with 0.5 or 1.0 mg L-1 alpha-naphthalene acetic acid (NAA) for shoot regeneration. Of the three cytokinins tested, BA was found to be the most effective cytokinin for shoot formation. The number of shoots induced per explant was more when BA was combined with 0.5 mg L-1 NAA than with 1.0 mg L-1 NAA. The greatest percentage of shoot induction (97.2) with the mean number of 11.8 shoots per explant was obtained when the SH medium was supplemented with 2.0 mg L-1 BA and 0.5 mg L-1 NAA. The frequency of microcorm induction was significantly affected by the concentrations of sucrose.The greatest number of 6.1 microcorms per explant was obtained when the SH medium was supplemented with 2.0 mg L-1 BA, 0.5 mg L-1 NAA and 6.0% sucrose. The microcorms formed In vitro developed daughter corms when they were cultured on this medium. Microcorms were separated from the culture and planted out in acclimatization boxes containing a commercial medium. About 85% of corms developed shoot and root after 30 days. This protocol could be utilized for genetic transformation and mass clonal propagation of C. (author)

  6. Shoot regeneration from cotyledonary leaf explants of jatropha curcas: A biodiesel plant

    KAUST Repository

    Kumar, Nitish Chandramohana; Vijay Anand, K. G.; Reddy, Muppala P.

    2010-01-01

    A simple, high frequency, and reproducible method for plant regeneration through direct organogenesis from cotyledonary leaf explants of Jatropha curcas was developed using Murashige and Skoog (MS) medium supplemented with different concentrations of thidiazuron (TDZ) or 6-benzyl aminopurine (BAP). Medium containing TDZ has greater influence on regeneration as compared to BAP. The induced shoot buds were transferred to MS medium containing 10 lM kinetin (Kn), 4.5 lM BAP, and 5.5 lM a-naphthaleneacetic acid (NAA) for shoot proliferation. The proliferated shoots could be elongated on MS medium supplemented with different concentrations and combinations of BAP, indole-3-acetic acid (IAA), NAA, and indole-3-butyric acid (IBA). MS medium with 2.25 lM BAP and 8.5 lM IAA was found to be the best combination for shoot elongation. However, significant differences in plant regeneration and shoot elongation were observed among the genotypes studied. Rooting was achieved when the basal cut end of elongated shoots were dipped in half strength MS liquid medium containing dif- ferent concentrations and combinations of IBA, IAA, and NAA for 4 days, followed by transfer to growth regulators free half strength MS medium supplemented 0.25 mg l-1 activated charcoal. Elongated shoot treated with 15 lM IBA, 5.7 lM IAA, and 11 lM NAA resulted in highest percent rooting. The rooted plants could be established in soil with more than 90% survival rate. The method developed may be useful in improvement of J. curcas through genetic modification. © Franciszek Górski Institute of Plant Physiology, Polish Academy of Sciences, Kraków 2010.

  7. Effect of nitrogen salts on the growth of Ceratonia siliqua L. Shoot cultures

    Directory of Open Access Journals (Sweden)

    Vinterhalter Branka

    2007-01-01

    Full Text Available Effects of reduced nitrogen salt nutriton on the growth, lenticel hypertrophy and anthocyanin accumulation of carob (Ceratonia siliqua L. shoot cultures were investigated in conditions of light and darkness. Growth of shoot cultures was not significantly affected until nitrogen salts were reduced to less than ¼ of full-strength MS (Murashige and Skoog, 1962 values. Cultures in darkness were less affected and their main shoots even increased in length. Appearance of hypertrophied lenticels in light decreased, while in darkness they were absent in all treatments. Reduced nitrogen salt nutrition strongly affected anthocyanin accumulation of shoots and leaves, which greatly increased in both light and darkness. .

  8. PotuGame: A video game for learning about university

    Directory of Open Access Journals (Sweden)

    Antoni Guillem

    2013-11-01

    Full Text Available The aim of the PotuGame proposal to give a step more on strategies already developed in previous Potu Program (Programa d’Orientació i Transició a la Universitat-UIB. For that we add a new multidisciplinary component that enables high school students, teachers and researchers from UIB to share knowledge of the research conducted using a common language or a common world. Therefore it is considered very appropriate to use the technologies related to the creation of virtual worlds, especially those aimed in online video games as a means to allow vehicle for the transmission of knowledge in an interactive and fun way increasing mass participation of all components of the teaching environment at all levels. Several experiments have been developed and that have been implemented in several virtual worlds. The final tool used was the Unreal SDK.

  9. Influencia del tamaño del balón y la altura de la canasta en la eficacia del lanzamiento en categoría pre-infantil (11-12 años femenina.[Influence of ball size and basket height in the effectiveness of the shooting in femalepre-child level (11-12 years

    Directory of Open Access Journals (Sweden)

    María Teresa Gutiérrez Colón

    2010-03-01

    Abstract The aim of this study is to know which are learning best conditions of the shooting basketball in the phase pre-child. In this phase is a sharp change for the boy depending on the size of the equipment, that demands to carry out a progressive adaptation process of dimensions of the ball and of the basket, allowing that players have a more suitable and adapted learning to his characteristics. The sample was formed by 12 players pre-child (11-12 years, belonging an equipment from feminine basketball. The effectiveness of the releases was analyzed to basket depending on the size of the ball and the height of the basket, as well as of the position of the shooting, before and after an intervention process. Results showed that at the start of the process were differences in the effectiveness of shooting. Players were more effective shooting with ball of minibasket (number 5 and basket of minibasket that with those of the full-grown game (number 6. Finally, after the intervention process results showed as players increase their effectiveness when they shoot with big ball and basket with respect to the beginning of the process. Besides, in the post-test obtained great effectiveness values with this material that with the small ball and basket. Key words:  basketball, pre-child, effectiveness, shooting, ball size, basket

  10. Genetic variation in pea (Pisum sativum L.) demonstrates the importance of root but not shoot C/N ratios in the control of plant morphology and reveals a unique relationship between shoot length and nodulation intensity.

    Science.gov (United States)

    Ludidi, Ndiko N; Pellny, Till K; Kiddle, Guy; Dutilleul, Christelle; Groten, Karin; VAN Heerden, Philippus D R; Dutt, Som; Powers, Stephen J; Römer, Peter; Foyer, Christine H

    2007-10-01

    Nodule numbers are regulated through systemic auto-regulatory signals produced by shoots and roots. The relative effects of shoot and root genotype on nodule numbers together with relationships to organ biomass, carbon (C) and nitrogen (N) status, and related parameters were measured in pea (Pisum sativum) exploiting natural genetic variation in maturity and apparent nodulation intensity. Reciprocal grafting experiments between the early (Athos), intermediate (Phönix) and late (S00182) maturity phenotypes were performed and Pearson's correlation coefficients for the parameters were calculated. No significant correlations were found between shoot C/N ratios and plant morphology parameters, but the root C/N ratio showed a strong correlation with root fresh and dry weights as well as with shoot fresh weight with less significant interactions with leaf number. Hence, the root C/N ratio rather than shoot C/N had a predominant influence on plant morphology when pea plants are grown under conditions of symbiotic nitrogen supply. The only phenotypic characteristic that showed a statistically significant correlation with nodulation intensity was shoot length, which accounted for 68.5% of the variation. A strong linear relationship was demonstrated between shoot length and nodule numbers. Hence, pea nodule numbers are controlled by factors related to shoot extension, but not by shoot or root biomass accumulation, total C or total N. The relationship between shoot length and nodule numbers persisted under field conditions. These results suggest that stem height could be used as a breeding marker for the selection of pea cultivars with high nodule numbers and high seed N contents.

  11. Solution of Constrained Optimal Control Problems Using Multiple Shooting and ESDIRK Methods

    DEFF Research Database (Denmark)

    Capolei, Andrea; Jørgensen, John Bagterp

    2012-01-01

    of this paper is the use of ESDIRK integration methods for solution of the initial value problems and the corresponding sensitivity equations arising in the multiple shooting algorithm. Compared to BDF-methods, ESDIRK-methods are advantageous in multiple shooting algorithms in which restarts and frequent...... algorithm. As we consider stiff systems, implicit solvers with sensitivity computation capabilities for initial value problems must be used in the multiple shooting algorithm. Traditionally, multi-step methods based on the BDF algorithm have been used for such problems. The main novel contribution...... discontinuities on each shooting interval are present. The ESDIRK methods are implemented using an inexact Newton method that reuses the factorization of the iteration matrix for the integration as well as the sensitivity computation. Numerical experiments are provided to demonstrate the algorithm....

  12. Exploring Game Experiences and Game Leadership in Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

    This study explored the in-game experiences of massively multiplayer online role-playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play…

  13. Game on, science - how video game technology may help biologists tackle visualization challenges.

    Science.gov (United States)

    Lv, Zhihan; Tek, Alex; Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/.

  14. Game on, science - how video game technology may help biologists tackle visualization challenges.

    Directory of Open Access Journals (Sweden)

    Zhihan Lv

    Full Text Available The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/.

  15. Gaming Increases Craving to Gaming-Related Stimuli in Individuals With Internet Gaming Disorder.

    Science.gov (United States)

    Dong, Guangheng; Wang, Lingxiao; Du, Xiaoxia; Potenza, Marc N

    2017-07-01

    Internet gaming disorder (IGD) has been proposed as a behavioral addiction warranting additional investigation. Craving is considered a core component of addictions. However, few studies to date have investigated craving in IGD. In the current study, we investigated how gaming was associated with changes in response to gaming-related stimuli in subjects with IGD and those with recreational game use (RGU). Behavioral and functional magnetic resonance imaging data were collected from 27 individuals with IGD and 43 individuals with RGU. Subjects' craving responses to gaming-related stimuli were measured before and after 30 minutes of gaming. The comparison between post- and pregaming measures showed that for IGD, gaming was associated with increased craving and increased brain activation of the lateral and prefrontal cortex, the striatum, and the precuneus when exposed to gaming-related stimuli. In individuals with RGU, no enhanced brain activity was observed. These results suggest that gaming behavior enhances craving responses in subjects with IGD but not in subjects with RGU, provide insight into potential mechanisms underlying IGD, and suggest behavioral and neurobiological targets for IGD-related interventions. Copyright © 2017 Society of Biological Psychiatry. Published by Elsevier Inc. All rights reserved.

  16. Development of Sirococcus shoot blight following thinning in western hemlock regeneration.

    Science.gov (United States)

    Charles G. Shaw; Thomas H. Laurent; Spencer. Israelson

    1981-01-01

    Shoot mortality from Sirococcus strobilinus Preuss. and other causes was recorded by crown position from April 1978 through October 1979 in younggrowth western hemlock (Tsuga heterophylla (Raf.) Sarg.) crop trees released in a 1977 thinning at Thomas Bay, Alaska. All study trees contained some infected shoots, but no terminal...

  17. Collaborative gaming and competition for CS-STEM education using SPHERES Zero Robotics

    Science.gov (United States)

    Nag, Sreeja; Katz, Jacob G.; Saenz-Otero, Alvar

    2013-02-01

    There is widespread investment of resources in the fields of Computer Science, Science, Technology, Engineering, Mathematics (CS-STEM) education to improve STEM interests and skills. This paper addresses the goal of revolutionizing student education using collaborative gaming and competition, both in virtual simulation environments and on real hardware in space. The concept is demonstrated using the SPHERES Zero Robotics (ZR) Program which is a robotics programming competition. The robots are miniature satellites called SPHERES—an experimental test bed developed by the MIT SSL on the International Space Station (ISS) to test navigation, formation flight and control algorithms in microgravity. The participants compete to win a technically challenging game by programming their strategies into the SPHERES satellites, completely from a web browser. The programs are demonstrated in simulation, on ground hardware and then in a final competition when an astronaut runs the student software aboard the ISS. ZR had a pilot event in 2009 with 10 High School (HS) students, a nationwide pilot tournament in 2010 with over 200 HS students from 19 US states, a summer tournament in 2010 with ˜150 middle school students and an open-registration tournament in 2011 with over 1000 HS students from USA and Europe. The influence of collaboration was investigated by (1) building new web infrastructure and an Integrated Development Environment where intensive inter-participant collaboration is possible, (2) designing and programming a game to solve a relevant formation flight problem, collaborative in nature—and (3) structuring a tournament such that inter-team collaboration is mandated. This paper introduces the ZR web tools, assesses the educational value delivered by the program using space and games and evaluates the utility of collaborative gaming within this framework. There were three types of collaborations as variables—within matches (to achieve game objectives), inter

  18. Shoot- and root-borne cytokinin influences arbuscular mycorrhizal symbiosis.

    Science.gov (United States)

    Cosme, Marco; Ramireddy, Eswarayya; Franken, Philipp; Schmülling, Thomas; Wurst, Susanne

    2016-10-01

    The arbuscular mycorrhizal (AM) symbiosis is functionally important for the nutrition and growth of most terrestrial plants. Nearly all phytohormones are employed by plants to regulate the symbiosis with AM fungi, but the regulatory role of cytokinin (CK) is not well understood. Here, we used transgenic tobacco (Nicotiana tabacum) with a root-specific or constitutive expression of CK-degrading CKX genes and the corresponding wild-type to investigate whether a lowered content of CK in roots or in both roots and shoots influences the interaction with the AM fungus Rhizophagus irregularis. Our data indicates that shoot CK has a positive impact on AM fungal development in roots and on the root transcript level of an AM-responsive phosphate transporter gene (NtPT4). A reduced CK content in roots caused shoot and root growth depression following AM colonization, while neither the uptake of phosphorus or nitrogen nor the root transcript levels of NtPT4 were significantly affected. This suggests that root CK may restrict the C availability from the roots to the fungus thus averting parasitism by AM fungi. Taken together, our study indicates that shoot- and root-borne CK have distinct roles in AM symbiosis. We propose a model illustrating how plants may employ CK to regulate nutrient exchange with the ubiquitous AM fungi.

  19. A large scale test of the gaming-enhancement hypothesis

    Directory of Open Access Journals (Sweden)

    Andrew K. Przybylski

    2016-11-01

    Full Text Available A growing research literature suggests that regular electronic game play and game-based training programs may confer practically significant benefits to cognitive functioning. Most evidence supporting this idea, the gaming-enhancement hypothesis, has been collected in small-scale studies of university students and older adults. This research investigated the hypothesis in a general way with a large sample of 1,847 school-aged children. Our aim was to examine the relations between young people’s gaming experiences and an objective test of reasoning performance. Using a Bayesian hypothesis testing approach, evidence for the gaming-enhancement and null hypotheses were compared. Results provided no substantive evidence supporting the idea that having preference for or regularly playing commercially available games was positively associated with reasoning ability. Evidence ranged from equivocal to very strong in support for the null hypothesis over what was predicted. The discussion focuses on the value of Bayesian hypothesis testing for investigating electronic gaming effects, the importance of open science practices, and pre-registered designs to improve the quality of future work.

  20. A large scale test of the gaming-enhancement hypothesis.

    Science.gov (United States)

    Przybylski, Andrew K; Wang, John C

    2016-01-01

    A growing research literature suggests that regular electronic game play and game-based training programs may confer practically significant benefits to cognitive functioning. Most evidence supporting this idea, the gaming-enhancement hypothesis , has been collected in small-scale studies of university students and older adults. This research investigated the hypothesis in a general way with a large sample of 1,847 school-aged children. Our aim was to examine the relations between young people's gaming experiences and an objective test of reasoning performance. Using a Bayesian hypothesis testing approach, evidence for the gaming-enhancement and null hypotheses were compared. Results provided no substantive evidence supporting the idea that having preference for or regularly playing commercially available games was positively associated with reasoning ability. Evidence ranged from equivocal to very strong in support for the null hypothesis over what was predicted. The discussion focuses on the value of Bayesian hypothesis testing for investigating electronic gaming effects, the importance of open science practices, and pre-registered designs to improve the quality of future work.

  1. Impact of elevated carbon dioxide concentration and temperature on bud burst and shoot growth of boreal Norway spruce

    International Nuclear Information System (INIS)

    Slaney, M.; Linder, S.

    2007-01-01

    Atmospheric carbon dioxide (CO 2 ) concentrations are predicted to double during the next century, and recent studies have suggested that temperature changes as a result of global warming will be pronounced over the mid and high latitudes of northern continents. The phenology of boreal forests is mainly driven by temperature, and is a reliable indicator of climate change. This article presented the results of a study investigating the effects of elevated carbon dioxide (CO 2 ) and temperature on bud and shoot phenology of mature Norway spruce trees grown in northern Sweden. The trees were grown in whole tree chambers over a period of 3 years and supplied with either ambient or elevated CO 2 at either ambient, or elevated temperatures, which were altered on a monthly time step based on simulations by the Swedish Regional Climate Modelling Program. Temperature elevation ranged between 2.8 and 5.6 degrees C above ambient temperatures, with a CO 2 elevation of 700 μmol per mol. Bud development and shoot extension were monitored from early spring until the termination of elongation growth. Results of the study showed that elevated air temperature hastened both bud development and the initiation and termination of shoot growth by 2 to 3 weeks in each of the study years. It was noted that elevated CO 2 had no significant effect on bud development patterns or on the length of the shoot growth period. Although there was a distinct correlation between temperature sum and shoot elongation, a precise timing of bud burst could not be obtained by using an accumulation of temperature sums. It was concluded that climate warming will results in earlier bud burst in boreal Norway spruce. 59 refs., 3 tabs., 7 figs

  2. Alginate-encapsulation of shoot tips of jojoba [Simmondsia chinensis (Link) Schneider] for germplasm exchange and distribution.

    Science.gov (United States)

    Kumar, Sunil; Rai, Manoj K; Singh, Narender; Mangal, Manisha

    2010-12-01

    Shoot tips excised from in vitro proliferated shoots derived from nodal explants of jojoba [Simmondsia chinensis (Link) Schneider] were encapsulated in calcium alginate beads for germplasm exchange and distribution. A gelling matrix of 3 % sodium alginate and 100 mM calcium chloride was found most suitable for formation of ideal calcium alginate beads. Best response for shoot sprouting from encapsulated shoot tips was recorded on 0.8 % agar-solidified full-strength MS medium. Rooting was induced upon transfer of sprouted shoots to 0.8 % agar-solidified MS medium containing 1 mg l(-1) IBA. About 70 % of encapsulated shoot tips were rooted and converted into plantlets. Plants regenerated from encapsulated shoot tips were acclimatized successfully. The present encapsulation approach could also be applied as an alternative method of propagation of desirable elite genotype of jojoba.

  3. Lead Pollution of Shooting Range Soils

    African Journals Online (AJOL)

    NICOLAAS

    range. Most of the shooting range soils contained high levels of Pb in the range above 2000 mg kg–1 far exceeding the United States ... N. Sehube, R. Kelebemang, O. Totolo, M. Laetsang, O. Kamwi and P. Dinake,. 21 ..... Eng. Sci., 1999, 16,.

  4. Educational Game Design as Gateway for Operationalizing Computational Thinking Skills among Middle School Students

    Science.gov (United States)

    Wu, Min Lun

    2018-01-01

    This qualitative case study reports descriptive findings of digital game-based learning involving 15 Taiwanese middle school students' use of computational thinking skills elicited through programmed activities in a game design workshop. Situated learning theory is utilized as framework to evaluate novice game designers' individual advancement in…

  5. Induction of shoot regeneration in cotyledon explants of the oilseed crop Sesamum indicum L.

    Directory of Open Access Journals (Sweden)

    Masochon Zimik

    2017-12-01

    Full Text Available Sesamum indicum is an ancient oilseed crop known for its high quality edible oil and its medicinally important lignans. The crop is said to be recalcitrant to plant tissue culture thus limiting the use of modern biotechnology for its genetic improvement. We present here a protocol describing plant regeneration through adventitious shoot formation from cotyledons dissected from sesame seeds soaked for four hours in water. Subculturing of the cotyledons after two weeks of culture on to a fresh Murashige and Skoog medium leads to differentiation of adventitious shoots from the proximal cut end of the explant. Culture of cotyledons on a medium containing 9% sucrose for a couple of weeks prior to transfer to MS medium supplemented with 3% sucrose induced a higher frequency of shoot regeneration. The highest frequency of 25% adventitious shoot regeneration was observed for S. indicum variety UMA. This variety also turned out to be the best among the ten genotypes tested for shoot regeneration through tissue culture. While addition of IAA marginally improved regeneration, silver nitrate was found essential for enhancing the frequency of shoot regeneration. The regenerated shoots formed roots on full strength MS medium supplemented with 1 mg/l IBA and the rooted plants were established in soil.

  6. The Potential of Incorporating Computer Games in Foreign Language Curricula

    Directory of Open Access Journals (Sweden)

    Jayakaran Mukundan

    2014-04-01

    Full Text Available There is ample evidence that technology-enhanced instruction could result in students’ learning. With the advancement and ever-increasing growth of technology, the use of educational electronic games or computer games in education has appealed to both educators and students. Because of their potential to enhance students’ interest, motivation and creativity, computer games can be used to teach various skills and strategies to different types of students, particularly schoolchildren. These games have also made inroads into language learning classrooms as they provide language learners with a rich learning context to engage in authentic and meaningful learning experiences. This paper reviews the potential of integrating computer games into second/foreign language syllabi and curricula by offering a synopsis of the assumptions, prior studies and theoretical background in support of these games in language education. At the end, the paper touches upon the role of teachers and the likely inhibiting factors affecting the integration of computer games into English language programs.

  7. A Playful Programming Products Vs. Programming Concepts Matrix

    DEFF Research Database (Denmark)

    Allsopp, Benjamin Brink

    2017-01-01

    to computer program: playful programming. This research also describes a project to bring together different stakeholders (developers, educators, parents and researchers) with a common vocabulary for describing, developing, teaching with and comparing these playful programming products and develops a model......A number of Danish primary schools are involved in pilot studies where 1st to 9th grade students work with Scratch and Lego MindStorms in STEM subjects. These games may become part of the curriculum at these schools. Recent research identifies a category of games and toys that support learning...... to provide educators and researchers involved in pilot studies with an overview of which programming concepts various playful programming products exercise (a playful programming products vs. programming concepts matrix). We also add additional concept specializations and expand on the descriptions...

  8. Mastering the game of Go without human knowledge

    Science.gov (United States)

    Silver, David; Schrittwieser, Julian; Simonyan, Karen; Antonoglou, Ioannis; Huang, Aja; Guez, Arthur; Hubert, Thomas; Baker, Lucas; Lai, Matthew; Bolton, Adrian; Chen, Yutian; Lillicrap, Timothy; Hui, Fan; Sifre, Laurent; van den Driessche, George; Graepel, Thore; Hassabis, Demis

    2017-10-01

    A long-standing goal of artificial intelligence is an algorithm that learns, tabula rasa, superhuman proficiency in challenging domains. Recently, AlphaGo became the first program to defeat a world champion in the game of Go. The tree search in AlphaGo evaluated positions and selected moves using deep neural networks. These neural networks were trained by supervised learning from human expert moves, and by reinforcement learning from self-play. Here we introduce an algorithm based solely on reinforcement learning, without human data, guidance or domain knowledge beyond game rules. AlphaGo becomes its own teacher: a neural network is trained to predict AlphaGo’s own move selections and also the winner of AlphaGo’s games. This neural network improves the strength of the tree search, resulting in higher quality move selection and stronger self-play in the next iteration. Starting tabula rasa, our new program AlphaGo Zero achieved superhuman performance, winning 100-0 against the previously published, champion-defeating AlphaGo.

  9. Coumarins and alkaloids in shoot culture of Ruta graveolens L.

    Directory of Open Access Journals (Sweden)

    Halina Ekiert

    2014-01-01

    Full Text Available A shoot culture of Ruta graveolens L. (Rutaceae was maintained in the stationary liquid phase. From the cultured shoots seven compounds were isolated and identified as psoralen, bergapten, xanthotoxin, isopimpinellin (linear furanocoumarins, rutamarin (linear dihydrofuranocoumarin, kokusaginine and skimmianine (furanoquinoline alkaloids by spectral methods. The compounds are known as secondary metabolites of the intact plant, as well as its cell and tissue cultures.

  10. Use of games as a learner-centered strategy in gerontology, geriatrics, and aging-related courses.

    Science.gov (United States)

    Schmall, Vicki; Grabinski, C Joanne; Bowman, Sally

    2008-01-01

    Based on their experience as designers and/or users of games as a learner-centered strategy in gerontology, geriatric, and aging-related courses and training programs, the authors note multiple advantages of using games as a learning tool, list six relevant games (including order information), and suggest a variety of ways games can be used. They offer guidelines to apply in selecting appropriate games and discuss key aspects of the instructor or facilitator's role in preparing learners for game playing, monitoring game play, and debriefing students once game play has ended. Outcomes for learners and course instructors are shared.

  11. Long-term impact of shoot blight disease on red pine saplings

    Science.gov (United States)

    Linda M. Haugen; Michael E. Ostry

    2013-01-01

    Damage from Sirococcus and Diplodia shoot blights of red pine is widespread and periodically severe in the Lake States. An outbreak of shoot blight occurred in red pine sapling plantations across northern Wisconsin, northern Minnesota, and the Upper Peninsula of Michigan in 1993. We established monitoring plots in red pine sapling...

  12. The Dynamic Programming Method of Stochastic Differential Game for Functional Forward-Backward Stochastic System

    Directory of Open Access Journals (Sweden)

    Shaolin Ji

    2013-01-01

    Full Text Available This paper is devoted to a stochastic differential game (SDG of decoupled functional forward-backward stochastic differential equation (FBSDE. For our SDG, the associated upper and lower value functions of the SDG are defined through the solution of controlled functional backward stochastic differential equations (BSDEs. Applying the Girsanov transformation method introduced by Buckdahn and Li (2008, the upper and the lower value functions are shown to be deterministic. We also generalize the Hamilton-Jacobi-Bellman-Isaacs (HJBI equations to the path-dependent ones. By establishing the dynamic programming principal (DPP, we derive that the upper and the lower value functions are the viscosity solutions of the corresponding upper and the lower path-dependent HJBI equations, respectively.

  13. Video games and surgical ability: a literature review.

    Science.gov (United States)

    Lynch, Jeremy; Aughwane, Paul; Hammond, Toby M

    2010-01-01

    Surgical training is rapidly evolving because of reduced training hours and the reduction of training opportunities due to patient safety concerns. There is a popular conception that video game usage might be linked to improved operating ability especially those techniques involving endoscopic modalities. If true this might suggest future directions for training. A search was made of the MEDLINE databases for the MeSH term, "Video Games," combined with the terms "Surgical Procedures, Operative," "Endoscopy," "Robotics," "Education," "Learning," "Simulators," "Computer Simulation," "Psychomotor Performance," and "Surgery, Computer-Assisted,"encompassing all journal articles before November 2009. References of articles were searched for further studies. Twelve relevant journal articles were discovered. Video game usage has been studied in relationship to laparoscopic, gastrointestinal endoscopic, endovascular, and robotic surgery. Video game users acquire endoscopic but not robotic techniques quicker, and training on video games appears to improve performance. Copyright (c) 2010 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.

  14. Game, game, game and again game, de Jason Nelson: aspectos da contemporaneidade

    Directory of Open Access Journals (Sweden)

    Flavio Pereira Senra

    2016-01-01

    Full Text Available Embora pensadores como o escritor Mario Vargas Llosa afirmem que os tempos hodiernos têm como característica principal a frivolidade, por conta da velocidade e quantidade de informações a serem digeridas diariamente, artistas em sua pulsão criativa exploram tais paradoxos de grandeza/pequenez em suas obras de arte. Este artigo visa apreender na obra Game, game, game and again game aspectos da contemporaneidade, como o conceito de lúdico e a enorme gama de entretenimentos voltados a um público imerso na indústria da cultura, através da forma como eles são trabalhados junto a conceitos como interatividade como forma de coautoria da obra de arte, finitude artística e permanência no meio digital, e transmidialidade na criação estética.

  15. Carbon utilization by fruit limits shoot growth in alternate-bearing citrus trees.

    Science.gov (United States)

    Martínez-Alcántara, Belén; Iglesias, Domingo J; Reig, Carmina; Mesejo, Carlos; Agustí, Manuel; Primo-Millo, Eduardo

    2015-03-15

    Fruit load in alternate-bearing citrus trees is reported to alter shoot number and growth during spring, summer, and autumn flushes, and the source-sink balance, which affects the storage and mobilization of reserve nutrients. The aim of this work was to assess the extent of shoot growth inhibition resulting from the presence of fruits in 'Moncada' mandarin trees loaded with fruit (ON) or with very light fruit load (OFF), and to identify the role of carbohydrates and nitrogenous compounds in the competition between fruits and shoots. Growth of reproductive and vegetative organs was measured on a monthly basis. (13)C- and (15)N-labeled compounds were supplied to trace the allocation of reserve nutrients and subsequent translocation from source to sink. At the end of the year, OFF trees produced more abundant flushes (2.4- and 4.9-fold higher in number and biomass, respectively) than ON trees. Fruits from ON trees accumulated higher C amounts at the expense of developing flushes, whereas OFF trees exhibited the opposite pattern. An inverse relationship was identified between the amount of C utilized by fruits and vegetative flush growth. (13)C-labeling revealed an important role for mature leaves of fruit-bearing branches in supporting shoot/fruit growth, and the elevated sink strength of growing fruits on shoots. N availability for vegetative shoots was not affected by the presence or absence of fruits, which accumulated important amounts of (15)N. In conclusion, our results show that shoot growth is resource-limited as a consequence of fruit development, and vegetative-growth inhibition is caused by photoassimilate limitation. The competence for N is not a decisive factor in limiting vegetative growth under the experimental conditions of this study. Copyright © 2014 Elsevier GmbH. All rights reserved.

  16. Selection for protection in an ant–plant mutualism: host sanctions, host modularity, and the principal–agent game

    Science.gov (United States)

    Edwards, David P; Hassall, Mark; Sutherland, William J; Yu, Douglas W

    2005-01-01

    Retaliation against cheaters can prevent the breakdown of cooperation. Here we ask whether the ant–plant Cordia nodosa is able to apply retaliatory sanctions against its ant symbiont Allomerus octoarticulatus, which patrols new shoots to prevent herbivory. We test the hypothesis that the modular design of C. nodosa physiologically ties the growth of housing (stem swellings known as domatia) to the successful development of the attached leaves. We experimentally simulated herbivory by cutting leaves from patrolled shoots and found that the domatia on such ‘cheated’ shoots suffered higher mortality and lower growth than did controls, evidence for a host sanction. On the other hand, patrolling is costly to the ant, and experiment shows that non-patrollers run a low risk of being sanctioned because most leaves (and the attached domatia) escape heavy herbivory even when patrollers are absent. This suggests that cheaters might enjoy a higher fitness than do mutualists, despite sanctions, but we find that patrolling provides a net fecundity benefit when the colony and plant exceed a minimum size, which requires sustained ant investment in patrolling. These results map directly onto the principal–agent (P–A) game from economics, which we suggest can be used as a framework for studying stability in mutualisms, where high sampling costs and cheating do not allow market effects to select for mutual benefits. PMID:16537131

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

    Science.gov (United States)

    Denner, Jill; Werner, Linda; Ortiz, Eloy

    2012-01-01

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

  18. Bioconcentration of atrazine and chlorophenols into roots and shoots of rice seedlings

    International Nuclear Information System (INIS)

    Su Yuhong; Zhu Yongguan

    2006-01-01

    Accumulation of o-chlorophenol (CP), 2,4-dichlorophenol (DCP), and atrazine (ATR), as single and mixed contaminants, from hydroponic solutions into roots and shoots of rice seedlings was studied following 48-h exposure of the plant roots. As single contaminants at low levels, the observed bioconcentration factors (BCFs) of CP and DCP with roots approximated the equilibrium values according to the partition-limited model. The BCF of atrazine with roots was about half the partition limit for unknown reasons. The BCFs of CP and ATR with shoots also approximated the partition limits, while the BCF for more lipophilic DCP with shoots was about half the estimated limit, due to insufficient water transport into plants for DCP. As mixed contaminants at low levels, the BCFs with both roots and shoots were comparable with those for the single contaminants; at high levels, the BCFs generally decreased because of the enhanced mixed-contaminant phytotoxicity, as manifested by the greatly reduced plant transpiration rate. - Uptakes of o-chlorophenol, 2,4-dichlorophenol, and atrazine at various levels from nutrient solution by roots and shoots of rice seedlings were investigated using a partition-limited model

  19. Virtual Pinball / Video Arcade games

    NARCIS (Netherlands)

    1997-01-01

    For use in multimedia or other environments, a virtual pinball/video arcade game displays one or more computer-generated runner elements, runner inject elements, and runner interactivity elements. It has a programmed computer for simulating movement of the runner elements. This is interfered with by

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

    Science.gov (United States)

    Park, Hyangjin; Kim, Suk Sun

    2018-04-01

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