WorldWideScience

Sample records for shooting game program

  1. 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.

  2. 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.

  3. [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...

  4. 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...

  5. 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

  6. 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...

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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…

  13. 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.

  14. 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…

  15. Learning Programming Patterns Using Games

    Science.gov (United States)

    de Aquino Leal, Alexis Vinícius; Ferreira, Deller James

    2016-01-01

    There is still no pedagogy to teach programming that stands out significantly from others and no consensus on what is the best way for learning programming. There is still a need to develop new teaching methods for learning in introductory programming courses. This paper presents a pedagogic approach in support of creativity in programming and the…

  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. 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.

  18. 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...

  19. 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.

  20. 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…

  1. 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.

  2. 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.

  3. 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...

  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. 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

  6. [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.

  7. 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.

  8. 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).

  9. 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,…

  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. 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...

  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. 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.

  15. 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...

  16. 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

  17. 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...

  18. 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…

  19. 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

  20. 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...

  1. 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…

  2. 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.

  3. 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

  4. 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…

  5. 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…

  6. 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....

  7. 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…

  8. 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...

  9. 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

  10. 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.

  11. Use of protoplast, cell, and shoot tip culture in an elm germ plasm improvement program

    Science.gov (United States)

    R. Daniel Lineberger; M.B. Sticklen; P.M. Pijut; Mark A. Kroggel; C.V.M. Fink; S.C. Domir

    1990-01-01

    An elm germplasm improvement program was established using three distinct approaches: (1) development of protoplast regeneration protocols with the goal of attempting somatic hybridization between Ulmus americana and disease resistant hybrids; (2) evaluation of the extent of somaclonal variation in plants regenerated from protoplasts; and (3)...

  12. 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...

  13. 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

  14. 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…

  15. 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.

  16. 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...

  17. 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.

  18. 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. .

  19. 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.

  20. 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.

  1. 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…

  2. Gaming

    CERN Document Server

    Duke, Richard D

    2014-01-01

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

  3. 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…

  4. 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.

  5. 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.

  6. 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...

  7. 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...

  8. 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.

  9. 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

  10. 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.

  11. 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.

  12. 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.

  13. 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

  14. 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.

  15. 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.

  16. Symbolic Game Semantics for Model Checking Program Families

    DEFF Research Database (Denmark)

    Dimovski, Aleksandar

    2016-01-01

    represent program families with infinite integers as so-called (finite-state) featured symbolic automata. Specifically designed model checking algorithms are then employed to verify safety of all programs from a family at once and pinpoint those programs that are unsafe (respectively, safe). We present...... a prototype tool implementing this approach, and we illustrate it with several examples....

  17. 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…

  18. 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.

  19. Mathematics Learning by Programming in a Game Engine

    DEFF Research Database (Denmark)

    Triantafyllou, Evangelia; Timcenko, Olga; Misfeldt, Morten

    2017-01-01

    This paper emerges from our research focusing on mathematics education in trans-disciplinary engineering programs and presents a case study in such an engineering discipline, namely the Media Technology program at Aalborg University Copenhagen, Denmark. In this case study, we substituted traditio...

  20. 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.

  1. 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.

  2. 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.

  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. 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.

  5. A Competency-Based Program for Electronic Gaming Equipment Repair.

    Science.gov (United States)

    Hardman, James R.

    This program is designed to provide entry-level training to individuals (especially workers displaced from industry) who desire employment as "slot technicians" in the casino industry. The 96-hour course includes both classroom instruction and hands-on experience. Sources for direct purchase of required manuals are provided. The 13…

  6. Designing Educational Games for Computer Programming: A Holistic Framework

    Science.gov (United States)

    Malliarakis, Christos; Satratzemi, Maya; Xinogalos, Stelios

    2014-01-01

    Computer science is continuously evolving during the past decades. This has also brought forth new knowledge that should be incorporated and new learning strategies must be adopted for the successful teaching of all sub-domains. For example, computer programming is a vital knowledge area within computer science with constantly changing curriculum…

  7. A Game-Theoretic Model for Distributed Programming by Contract

    DEFF Research Database (Denmark)

    Henriksen, Anders Starcke; Hvitved, Tom; Filinski, Andrzej

    2009-01-01

    We present an extension of the programming-by-contract (PBC) paradigm to a concurrent and distributed environment.  Classical PBC is characterized by absolute conformance of code to its specification, assigning blame in case of failures, and a hierarchical, cooperative decomposition model – none...

  8. "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.

  9. 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...

  10. 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.

  11. 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.

  12. 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 ...

  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. 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

  15. 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…

  16. 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...

  17. “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

  18. 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.

  19. Violence in American Schools: The Impact of the Newtown School Shooting on School Practices and Programs, School Security Staff, Staff Training, and Security Budgets

    Science.gov (United States)

    O'Donnell, Robert William

    2016-01-01

    The purpose of this study was to examine changes implemented by public school district personnel in response to the Newtown school shooting that occurred on December 14, 2012. The researcher used the U.S. Department of Education's National Center for Educational Statistics (NCES) School Survey on Crime and Safety (SSOCS) to gather quantitative…

  20. 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.

  1. 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.

  2. 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

  3. "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,…

  4. 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…

  5. 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.

  6. 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.

  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. 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.

  9. 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 ...

  10. 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

  11. 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…

  12. 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.

  13. 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.

  14. 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

  15. 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...

  16. 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…

  17. 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.

  18. 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…

  19. Role of word-of-mouth for programs of voluntary vaccination: A game-theoretic approach.

    Science.gov (United States)

    Bhattacharyya, Samit; Bauch, Chris T; Breban, Romulus

    2015-11-01

    We propose a model describing the synergetic feedback between word-of-mouth (WoM) and epidemic dynamics controlled by voluntary vaccination. The key feature consists in combining a game-theoretic model for the spread of WoM and a compartmental model describing VSIR disease dynamics in the presence of a program of voluntary vaccination. We evaluate and compare two scenarios for determinants of behavior, depending on what WoM disseminates: (1) vaccine advertising, which may occur whether or not an epidemic is ongoing and (2) epidemic status, notably disease prevalence. Understanding the synergy between the two strategies could be particularly important for designing voluntary vaccination campaigns. We find that, in the initial phase of an epidemic, vaccination uptake is determined more by vaccine advertising than the epidemic status. As the epidemic progresses, epidemic status becomes increasingly important for vaccination uptake, considerably accelerating vaccination uptake toward a stable vaccination coverage. Copyright © 2015 Elsevier Inc. All rights reserved.

  20. 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.

  1. 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...

  2. 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.

  3. 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.

  4. 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…

  5. TV programs that denounce unfair advantage impact women's sensitivity to defection in the public goods game.

    Science.gov (United States)

    Park, Seongmin A; Jeong, Soyeong; Jeong, Jaeseung

    2013-01-01

    We explore the neural underpinnings of gender differences in cooperation and their modulation by intensive media watching. We compared cooperative decisions and electroencephalograph data between genders from who participated in repeated rounds of the public goods game (PGG) and investigated within groups changes that occurred after watching a TV program known as "investigative reporting" that denounces unfair advantages taken by free-riders against the public. Women tended to be more cooperative than men during early rounds of PGG, mostly because they react differently to the defection of others; women also had greater β and γ band activity in regions estimated to be associated with social cognition. These gender differences disappeared after participants watched the TV programs: women were more likely to choose free-riding in response to the defection of others that elicits significant increases in γ band activities that were estimated to be right insula. Greater activity in social cognition leads women to make decisions considering the motives of others, while men tend to make a decision by complying with the social norm. Watching the investigative TV reports produced a greater negative emotion to the defection and led women, in a similar manner as men, to opt for a "tit-for-tat" strategy.

  6. 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

  7. Space Technology Mission Directorate Game Changing Development Program FY2015 Annual Program Review: Advanced Manufacturing Technology

    Science.gov (United States)

    Vickers, John; Fikes, John

    2015-01-01

    The Advance Manufacturing Technology (AMT) Project supports multiple activities within the Administration's National Manufacturing Initiative. A key component of the Initiative is the Advanced Manufacturing National Program Office (AMNPO), which includes participation from all federal agencies involved in U.S. manufacturing. In support of the AMNPO the AMT Project supports building and Growing the National Network for Manufacturing Innovation through a public-private partnership designed to help the industrial community accelerate manufacturing innovation. Integration with other projects/programs and partnerships: STMD (Space Technology Mission Directorate), HEOMD, other Centers; Industry, Academia; OGA's (e.g., DOD, DOE, DOC, USDA, NASA, NSF); Office of Science and Technology Policy, NIST Advanced Manufacturing Program Office; Generate insight within NASA and cross-agency for technology development priorities and investments. Technology Infusion Plan: PC; Potential customer infusion (TDM, HEOMD, SMD, OGA, Industry); Leverage; Collaborate with other Agencies, Industry and Academia; NASA roadmap. Initiatives include: Advanced Near Net Shape Technology Integrally Stiffened Cylinder Process Development (launch vehicles, sounding rockets); Materials Genome; Low Cost Upper Stage-Class Propulsion; Additive Construction with Mobile Emplacement (ACME); National Center for Advanced Manufacturing.

  8. Innovative Teaching Games: Climbing the Hills of Math Skills. California Demonstration Mathematics Program.

    Science.gov (United States)

    Pittsburg Unified School District, CA.

    The card games in this publication are an alternative activity to help students master computational skills. Games for operations with whole numbers, fractions, decimals, percents, integers, and square roots are included. They can be used to introduce math topics and for practice and review, with either the whole class or in small groups with 2 to…

  9. 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

  10. 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.

  11. 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...

  12. 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.

  13. Interactive Biophysics with Microswimmers: Education, Cloud Experimentation, Programmed Swarms, and Biotic Games

    Science.gov (United States)

    Riedel-Kruse, Ingmar

    Modern biotechnology gets increasingly powerful to manipulate and measure microscopic biophysical processes. Nevertheless, no platform exists to truly interact with these processes, certainly not with the convenience that we are accustomed to from our electronic smart devices. In my talk I will provide the rational for such Interactive Biotechnology and conceptualize its core component, the BPU (biotic processing unit), which is then connected to an according user interface. The biophysical phenomena currently featured on these platforms utilize the phototactic response of motile microorganisms, e.g., Euglena gracilis, resulting in spatio-temporal dynamics from the single cell to the self-organized multi-cellular scale. I will demonstrate multiple platforms, such as scalable biology cloud experimentation labs, tangible museum exhibits, biotic video games, low-cost interactive DIY kits using smartphones, and programming languages for swarm robotics. I will discuss applications for education as well as for professional and citizen science. Hence, we turn traditionally observational microscopy into an interactive experience. I was told that presenting in the educational section does not count against the ''one author - one talk policy'' - so I submit two abstracts. In case of conflict - please contact me: ingmar@stanford.edu.

  14. Iterative Adaptive Dynamic Programming for Solving Unknown Nonlinear Zero-Sum Game Based on Online Data.

    Science.gov (United States)

    Zhu, Yuanheng; Zhao, Dongbin; Li, Xiangjun

    2017-03-01

    H ∞ control is a powerful method to solve the disturbance attenuation problems that occur in some control systems. The design of such controllers relies on solving the zero-sum game (ZSG). But in practical applications, the exact dynamics is mostly unknown. Identification of dynamics also produces errors that are detrimental to the control performance. To overcome this problem, an iterative adaptive dynamic programming algorithm is proposed in this paper to solve the continuous-time, unknown nonlinear ZSG with only online data. A model-free approach to the Hamilton-Jacobi-Isaacs equation is developed based on the policy iteration method. Control and disturbance policies and value are approximated by neural networks (NNs) under the critic-actor-disturber structure. The NN weights are solved by the least-squares method. According to the theoretical analysis, our algorithm is equivalent to a Gauss-Newton method solving an optimization problem, and it converges uniformly to the optimal solution. The online data can also be used repeatedly, which is highly efficient. Simulation results demonstrate its feasibility to solve the unknown nonlinear ZSG. When compared with other algorithms, it saves a significant amount of online measurement time.

  15. 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…

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

    National Research Council Canada - National Science Library

    Oelrich, I

    2002-01-01

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

  17. 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.

  18. 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.

  19. 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...

  20. 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...

  1. 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 ...

  2. 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.

  3. 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...

  4. 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.

  5. Shootings Revive Debates on Security

    Science.gov (United States)

    Shah, Nirvi

    2013-01-01

    By nearly all accounts, the staff and students at Sandy Hook Elementary School did everything right on Dec. 14--and with the security measures they took before that day--when a young man armed with powerful weapons blasted his way into the school. But the deadliest K-12 school shooting in American history, a day that President Barack Obama has…

  6. 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…

  7. 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.…

  8. 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…

  9. Programming Turing Machines as a game for technology sense-making

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2011-01-01

    statistics and qualitative analysis. This initial study suggests that simple paper tangibles and tinkering have a place in future, technology-enhanced learning, and that central technological concepts can be discussed on the basis of low-cost tabletop-like games. We also notice a general interest...

  10. Programming Video Games and Simulations in Science Education: Exploring Computational Thinking through Code Analysis

    Science.gov (United States)

    Garneli, Varvara; Chorianopoulos, Konstantinos

    2018-01-01

    Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students' code. For this purpose, we performed a teaching intervention that took place over five…

  11. 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:…

  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. 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...

  14. 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

  15. 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.…

  16. 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...

  17. 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.

  18. 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.

  19. 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.

  20. Risk factors in school shootings.

    Science.gov (United States)

    Verlinden, S; Hersen, M; Thomas, J

    2000-01-01

    Nine incidents of multiple-victim homicide in American secondary schools are examined and common risk factors are identified. The literature dealing with individual, family, social, societal, and situational risk factors for youth violence and aggression is reviewed along with existing risk assessment methods. Checklists of risk factors for serious youth violence and school violence are used in reviewing each school shooting case. Commonalties among the cases and implications for psychologists practicing in clinical and school settings are discussed.

  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. 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

  3. 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....

  4. 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...

  5. 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.

  6. [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

  7. 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…

  8. Game-Based Cognitive-Behavioral Therapy (GB-CBT) Group Program for Children Who Have Experienced Sexual Abuse: A Three-Month Follow-Up Investigation

    Science.gov (United States)

    Springer, Craig; Misurell, Justin R.; Hiller, Atara

    2012-01-01

    This study examined the efficacy of a game-based cognitive-behavioral group therapy program for addressing problems typically found among elementary school-aged victims of child sexual abuse immediately after treatment and at three months following treatment. It was hypothesized that positive gains would be observed among the following domains:…

  9. The effects of a virtual reality treatment program for online gaming addiction.

    Science.gov (United States)

    Park, Sung Yong; Kim, Sun Mi; Roh, Sungwon; Soh, Min-Ah; Lee, Sang Hoon; Kim, Hyungjin; Lee, Young Sik; Han, Doug Hyun

    2016-06-01

    Neuroimaging studies have demonstrated dysfunction in the brain reward circuit in individuals with online gaming addiction (OGA). We hypothesized that virtual reality therapy (VRT) for OGA would improve the functional connectivity (FC) of the cortico-striatal-limbic circuit by stimulating the limbic system. Twenty-four adults with OGA were randomly assigned to a cognitive behavior therapy (CBT) group or VRT group. Before and after the four-week treatment period, the severity of OGA was evaluated with Young's Internet Addiction Scale (YIAS). Using functional magnetic resonance imaging, the amplitude of low-frequency fluctuation (ALFF) and FC from the posterior cingulate cortex (PCC) seed to other brain areas were evaluated. Twelve casual game users were also recruited and underwent only baseline assessment. After treatment, both CBT and VRT groups showed reductions in YIAS scores. At baseline, the OGA group showed a smaller ALFF within the right middle frontal gyrus and reduced FC in the cortico-striatal-limbic circuit. In the VRT group, connectivity from the PCC seed to the left middle frontal and bilateral temporal lobe increased after VRT. VRT seemed to reduce the severity of OGA, showing effects similar to CBT, and enhanced the balance of the cortico-striatal-limbic circuit. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.

  10. 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.

  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. Game theory : Noncooperative games

    NARCIS (Netherlands)

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

    2015-01-01

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

  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. 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

  15. 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.

  16. 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.

  17. [School shooting in statu nascendi].

    Science.gov (United States)

    Knecht, Thomas

    2012-01-01

    In the last few years, amok-like killings and especially so-called "school shootings" have received a great deal of public attention both in the Old and the New world. Meanwhile, criminal psychological research has gained a thorough insight into this dangerous development in young people. Thus, the possibility to assess the concrete threat of such a multiple killing before it is carried out has been considerably improved, as many prognostic criteria have been worked out in the meantime. The case report presented shows that it is possible to exercise a favourable influence on this critical negative trend.

  18. Learning via Game Design

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2015-01-01

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

  19. 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...

  20. Convex games versus clan games

    NARCIS (Netherlands)

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

    2008-01-01

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

  1. Convex Games versus Clan Games

    NARCIS (Netherlands)

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

    2006-01-01

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

  2. Game on! : Evaluation malaria games

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

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

  3. 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

  4. 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.

  5. 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.

  6. 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.

  7. The Effects of a Robot Game Environment on Computer Programming Education for Elementary School Students

    Science.gov (United States)

    Shim, Jaekwoun; Kwon, Daiyoung; Lee, Wongyu

    2017-01-01

    In the past, computer programming was perceived as a task only carried out by computer scientists; in the 21st century, however, computer programming is viewed as a critical and necessary skill that everyone should learn. In order to improve teaching of problem-solving abilities in a computing environment, extensive research is being done on…

  8. 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.

  9. 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

  10. 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.

  11. 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.

  12. 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…

  13. 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 ...

  14. 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

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  19. Video Games to Augment Leisure Programming in a State Hospital Residence for Developmentally Disabled Clients.

    Science.gov (United States)

    Powers, Janet; Ball, Thomas S.

    1983-01-01

    Three mildly and moderately retarded, physically handicapped institutionalized men (17-30 years old) successfully participated in a recreation program involving adapted videogames. Doubles play fostered cooperative social interaction between players. (CL)

  20. Improving preschooler conduct adaptation by using a social learning program based on motion games

    Directory of Open Access Journals (Sweden)

    Zsuzsa Szilárda

    2017-03-01

    Full Text Available Being aware of the changes which occur under the influence of environmental conditions, education, culture and social roles upon the child is indispensable with a view to build up a conduct adapted to the social environment. For any preschooler child, entering kindergarten is an important social event and getting adapted to the new situation is not easy. Broadening the relational framework with objects, other individuals, with one’s own self, results in disciplining preschooler conducts and increasing the number of socially desirable conducts. Relying upon the above statements, this study is aimed at working out a social learning programme made up of motion games involving socialization/cooperation elements intended for inducing amelioration in terms of the child’s conduct during the process of adaptation to the kindergarten environment. The experiment was conducted using a sample of “little group” preschoolers (children 3-4 years of age. As research methods, the following have been used: studying the reference literature, the method of pedagogical observation, the method of experiment and the method of playing. Further to the practical application of the programme worked out with a view to enhance the adaptation conduct in the said subjects, the experimental group proved to have undergone a significant positive evolution and each subject showed improvements considering the conduct of adaptation to kindergarten conditions, as highlighted by the change i.e. higher values in terms of the individual scores achieved at the final test. Preschool education is meant to provide all possible ways and means to enable any child’s integration into groups of children of a peer age, to develop sociability in children and to create favorable conditions for building out inter-children networks.

  1. Personalised gaming

    NARCIS (Netherlands)

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

    2012-01-01

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

  2. Game Studies

    NARCIS (Netherlands)

    Raessens, J.F.F.

    2016-01-01

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

  3. Game theory

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

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

  4. 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.

  5. 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…

  6. Designing the Game: How a Project-Based Media Production Program Approaches STEAM Career Readiness for Underrepresented Young Adults

    Science.gov (United States)

    Bass, Kristin M.; Hu Dahl, Ingrid; Panahandeh, Shirin

    2016-12-01

    Numerous studies have indicated a need for a diverse workforce that is more highly educated in STEM and ICT fields, and one that is capable of responding creatively to demands for continual innovation. This paper, in response, chronicles the implementation of the Digital Pathways (DP) program, a two-time ITEST recipient and an ongoing initiative of the Bay Area Video Coalition. DP has provided low-income, underrepresented minority young people with 180 contact hours of activities in digital media production to prepare them to pursue higher education and technology careers. A design-based research approach synthesizes staff interviews with student observations, interviews and artifacts to identify a set of generalizable best practices or design principles for empowering young people to move from being consumers of digital media to producers. These principles are illustrated with a case study of the 3D Animation and Gaming track from the second ITEST grant. Researchers argue for the importance of attending to the noncognitive elements of learning and illustrate ways in which instructors encouraged creative expression, personal agency, and collaboration through long-term projects. They also identify strategies for sustaining young people's participation through the establishment of a supportive community environment.

  7. Game Changing Development Program - Next Generation Life Support Project: Oxygen Recovery From Carbon Dioxide Using Ion Exchange Membrane Electrolysis Technology

    Science.gov (United States)

    Burke, Kenneth A.; Jiao, Feng

    2016-01-01

    This report summarizes the Phase I research and development work performed during the March 13, 2015 to July 13, 2016 period. The proposal for this work was submitted in response to NASA Research Announcement NNH14ZOA001N, "Space Technology Research, Development, Demonstration, and Infusion 2014 (SpaceTech-REDDI-2014)," Appendix 14GCD-C2 "Game Changing Development Program, Advanced Oxygen Recovery for Spacecraft Life Support Systems Appendix" The Task Agreement for this Phase I work is Document Control Number: GCDP-02-TA-15015. The objective of the Phase I project was to demonstrate in laboratories two Engineering Development Units (EDU) that perform critical functions of the low temperature carbon dioxide electrolysis and the catalytic conversion of carbon monoxide into carbon and carbon dioxide. The low temperature carbon dioxide electrolysis EDU was built by the University of Delaware with Dr. Feng Jiao as the principal investigator in charge of this EDU development (under NASA Contract NNC15CA04C). The carbon monoxide catalytic conversion EDU was built by the NASA Glenn Research Center with Kenneth Burke as the principal investigator and overall project leader for the development of both EDUs. Both EDUs were successfully developed and demonstrated the critical functions for each process. The carbon dioxide electrolysis EDU was delivered to the NASA Johnson Space Center and the carbon monoxide catalytic conversion EDU was delivered to the NASA Marshall Spaceflight Center.

  8. The effectiveness of online gaming as part of a security awareness program

    CSIR Research Space (South Africa)

    Labuschagne, WA

    2014-07-01

    Full Text Available the human element whose actions can be considered as erratic and unpredictable thus posing a threat to the security of the organization. Security awareness programs aim to equip users of cyberspace with the necessary knowledge to identify and mitigate...

  9. 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…

  10. 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.

  11. 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.

  12. 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. …

  13. Writerly Gaming: Political Gaming

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2007-01-01

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

  14. "Braingame Brian": Toward an Executive Function Training Program with Game Elements for Children with ADHD and Cognitive Control Problems.

    Science.gov (United States)

    Prins, Pier J M; Brink, Esther Ten; Dovis, Sebastiaan; Ponsioen, Albert; Geurts, Hilde M; de Vries, Marieke; van der Oord, Saskia

    2013-02-01

    In the area of childhood attention-deficit hyperactivity disorder, there is an urgent need for new, innovative, and child-focused treatments. A computerized executive functioning training with game elements aimed at enhancing self-control was developed. The first results are promising, and the next steps involve replication with larger samples, evaluating transfer of training effects to daily life, and enhancing motivation through more gaming elements.

  15. 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

  16. [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.

  17. 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...

  18. 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.

  19. Health Games: A Key Component for the Evolution of Wellness Programs.

    Science.gov (United States)

    Lenihan, David

    2012-06-01

    Healthcare cost growth has been a major concern for both governments and employers. Considerable efforts have been made to "bend the trend" or find ways to control costs. At the highest levels, this has been the move from indemnity care models to managed care and then to consumer-directed health models using Healthcare Reimbursement Accounts and Healthcare Spending Accounts in plan designs. Accompanying this move in plan design has been an effort to get the consumer/patient/employee more engaged and responsible for his or her health expenditures, health decision-making, and activities. Consumers have gone through the phases of health being doctor-centric (indemnity care model), to health plan-centric (managed care models), to consumer-centric (consumer-directed health models). There is currently a need to incorporate wellness into the equation. Simply put, wellness is intended to keep people out of the health system by reducing the risk factors that would put them into the system in the first place. This includes things like smoking cessation, exercise, weight management, nutrition, and other factors over which individuals have a significant level of control over, as well as condition management such as medication adherence, and condition monitoring (such as glucose monitoring for diabetics). Wellness will become increasingly more common for major buyers, initially large self-funded employers and then health plans that will offer it as a part of their overall Plan Design and Administration services. Wellness initiatives will also be offered by Federal and State governments and will include programs for the elderly and at-risk populations as well as for the general population. The measure of success of wellness programs to actually "bend the trend" will be engagement. How large a piece of the population can be captured and retained will be the critical metric for success…and metrics require real data and will be used by the entire healthcare value-chain to measure

  20. «Monetary Program» of Ancient Greek Olympic Games (History and British Historiography of the XIX – Early ХХ Centuries

    Directory of Open Access Journals (Sweden)

    Olga V. Gzhibovskaya

    2013-01-01

    Full Text Available Commemorative coins are one of the attributes of the modern Olympic movement, relating to the category of «Games Product». Monetary program “Sochi 2014”, realized since 2011 is one of the most extensive and design diversified. The tradition to stamp out coins in the host city of the Olympic Games was established in Ancient Greece. They served not only as a means of exchange or as a store of value, ancient Greeks managed to make them works of art. Ancient authors’ data, concerning coinage site, time and type don’t give an accurate account of the coins we can reasonably call the “Olympic” ones. This problem has been solved by numismatologists from late XVIII century through the present. Their views of ancient “monetary program” differ. This article is focused on the special character of these discrepancies both in historical records and historiography

  1. (ludo) game

    African Journals Online (AJOL)

    Dr Obe

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

  2. [Game addiction].

    Science.gov (United States)

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

    2015-09-01

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

  3. A prospective study of concussions among National Hockey League players during regular season games: the NHL-NHLPA Concussion Program.

    Science.gov (United States)

    Benson, Brian W; Meeuwisse, Willem H; Rizos, John; Kang, Jian; Burke, Charles J

    2011-05-17

    In 1997, the National Hockey League (NHL) and NHL Players' Association (NHLPA) launched a concussion program to improve the understanding of this injury. We explored initial postconcussion signs, symptoms, physical examination findings and time loss (i.e., time between the injury and medical clearance by the physician to return to competitive play), experienced by male professional ice-hockey players, and assessed the utility of initial postconcussion clinical manifestations in predicting time loss among hockey players. We conducted a prospective case series of concussions over seven NHL regular seasons (1997-2004) using an inclusive cohort of players. The primary outcome was concussion and the secondary outcome was time loss. NHL team physicians documented post-concussion clinical manifestations and recorded the date when a player was medically cleared to return to play. Team physicians reported 559 concussions during regular season games. The estimated incidence was 1.8 concussions per 1000 player-hours. The most common postconcussion symptom was headache (71%). On average, time loss (in days) increased 2.25 times (95% confidence interval [CI] 1.41-3.62) for every subsequent (i.e., recurrent) concussion sustained during the study period. Controlling for age and position, significant predictors of time loss were postconcussion headache (p < 0.001), low energy or fatigue (p = 0.01), amnesia (p = 0.02) and abnormal neurologic examination (p = 0.01). Using a previously suggested time loss cut-point of 10 days, headache (odds ratio [OR] 2.17, 95% CI 1.33-3.54) and low energy or fatigue (OR 1.72, 95% CI 1.04-2.85) were significant predictors of time loss of more than 10 days. Postconcussion headache, low energy or fatigue, amnesia and abnormal neurologic examination were significant predictors of time loss among professional hockey players.

  4. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

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

  5. Online Learning of Genetic Network Programming and its Application to Prisoner’s Dilemma Game

    Science.gov (United States)

    Mabu, Shingo; Hirasawa, Kotaro; Hu, Jinglu; Murata, Junichi

    A new evolutionary model with the network structure named Genetic Network Programming (GNP) has been proposed recently. GNP, that is, an expansion of GA and GP, represents solutions as a network structure and evolves it by using “offline learning (selection, mutation, crossover)”. GNP can memorize the past action sequences in the network flow, so it can deal with Partially Observable Markov Decision Process (POMDP) well. In this paper, in order to improve the ability of GNP, Q learning (an off-policy TD control algorithm) that is one of the famous online methods is introduced for online learning of GNP. Q learning is suitable for GNP because (1) in reinforcement learning, the rewards an agent will get in the future can be estimated, (2) TD control doesn’t need much memory and can learn quickly, and (3) off-policy is suitable in order to search for an optimal solution independently of the policy. Finally, in the simulations, online learning of GNP is applied to a player for “Prisoner’s dilemma game” and its ability for online adaptation is confirmed.

  6. 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.

  7. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

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

  8. Game theory.

    Science.gov (United States)

    Dufwenberg, Martin

    2011-03-01

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

  9. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

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

  10. 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

  11. 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...

  12. 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

  13. 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.

  14. 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.

  15. Impact of Game-Inspired Infographics on User Engagement and Information Processing in an eHealth Program.

    Science.gov (United States)

    Comello, Maria Leonora G; Qian, Xiaokun; Deal, Allison M; Ribisl, Kurt M; Linnan, Laura A; Tate, Deborah F

    2016-09-22

    Online interventions providing individual health behavior assessment should deliver feedback in a way that is both understandable and engaging. This study focused on the potential for infographics inspired by the aesthetics of game design to contribute to these goals. We conducted formative research to test game-inspired infographics against more traditional displays (eg, text-only, column chart) for conveying a behavioral goal and an individual's behavior relative to the goal. We explored the extent to which the display type would influence levels of engagement and information processing. Between-participants experiments compared game-inspired infographics with traditional formats in terms of outcomes related to information processing (eg, comprehension, cognitive load) and engagement (eg, attitudes toward the information, emotional tone). We randomly assigned participants (N=1162) to an experiment in 1 of 6 modules (tobacco use, alcohol use, vegetable consumption, fruit consumption, physical activity, and weight management). In the tobacco module, a game-inspired format (scorecard) was compared with text-only; there were no differences in attitudes and emotional tone, but the scorecard outperformed text-only on comprehension (P=.004) and decreased cognitive load (P=.006). For the other behaviors, we tested 2 game-inspired formats (scorecard, progress bar) and a traditional column chart; there were no differences in comprehension, but the progress bar outperformed the other formats on attitudes and emotional tone (Pgame-inspired infographic showed potential to outperform a traditional format for some study outcomes while not underperforming on other outcomes. Overall, findings support the use of game-inspired infographics in behavioral assessment feedback to enhance comprehension and engagement, which may lead to greater behavior change.

  16. 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

  17. 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.

  18. 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.

  19. 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

  20. 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.

  1. 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.

  2. 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.

  3. 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.

  4. "Braingame Brian": Toward an Executive Function Training Program with Game Elements for Children with ADHD and Cognitive Control Problems

    NARCIS (Netherlands)

    Prins, P.J.M.; ten Brink, E.; Dovis, S.; Ponsioen, A.; Geurts, H.M.; de Vries, M.; van der Oord, S.

    2013-01-01

    In the area of childhood attention-deficit hyperactivity disorder, there is an urgent need for new, innovative, and child-focused treatments. A computerized executive functioning training with game elements aimed at enhancing self-control was developed. The first results are promising, and the next

  5. 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...

  6. 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....

  7. 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.

  8. 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.

  9. Positional games

    CERN Document Server

    Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor

    2014-01-01

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

  10. 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

  11. Emotional Gaming

    OpenAIRE

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

    2013-01-01

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

  12. Simulation games

    OpenAIRE

    Giddings, S.

    2013-01-01

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

  13. Game physics

    CERN Document Server

    Eberly, David H

    2010-01-01

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

  14. Serious Games

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2006-01-01

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

  15. Design Games

    DEFF Research Database (Denmark)

    Johansson, Martin Wetterstrand

    2007-01-01

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

  16. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

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

  17. Game theory and fuzzy programming approaches for bi-objective optimization of reservoir watershed management: a case study in Namazgah reservoir.

    Science.gov (United States)

    Üçler, N; Engin, G Onkal; Köçken, H G; Öncel, M S

    2015-05-01

    In this study, game theory and fuzzy programming approaches were used to balance economic and environmental impacts in the Namazgah reservoir, Turkey. The main goals identified were to maximize economic benefits of land use and to protect water quality of reservoir and land resources. Total phosphorous load (kg ha(-1) year(-1)) and economic income (USD ha(-1) year(-1)) from land use were determined as environmental value and economic value, respectively. The surface area of existing land use types, which are grouped under 10 headings according to the investigations on the watershed area, and the constraint values for the watershed were calculated using aerial photos, master plans, and basin slope map. The results of fuzzy programming approach were found to be very close to the results of the game theory model. It was concluded that the amount of fertilizer used in the current situation presents a danger to the reservoir and, therefore, unnecessary fertilizer use should be prevented. Additionally, nuts, fruit, and vegetable cultivation, instead of wheat and corn cultivation, was found to be more suitable due to their high economic income and low total phosphorus (TP) load. Apart from agricultural activities, livestock farming should also be considered in the area as a second source of income. It is believed that the results obtained in this study will help decision makers to identify possible problems of the watershed.

  18. 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.

  19. 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,.

  20. Improving adventitious shoot regeneration from cultured leaf ...

    African Journals Online (AJOL)

    The effect of various concentrations of thidiazuron (TDZ) with or without 2.7 μM of α-naphthalene acetic acid (NAA) on adventitious shoot formation of two Petunia hybrida cultivars was studied. Seeds from 'Daddy Blue' and 'Dreams White' cultivars were germinated in vitro. Expanded leaves from both seedlings and ...

  1. Adventitious shoots induction and plant regeneration from ...

    African Journals Online (AJOL)

    A highly efficient regeneration system is a prerequisite step for successful genetic transformation of watermelon cultivars (Citrullus lanatus L.). The objective of this study was to establish efficient in vitro plant regeneration for three watermelon cultivars. To achieve optimal conditions for adventitious shoot induction, the ...

  2. School Shootings; Standards Kill Students and Society

    Science.gov (United States)

    Angert, Betsy L.

    2008-01-01

    School shootings have been in the news of late. People ponder what occurs in classrooms today. Why would a young person wish to take a life? Within educational institutions, the killings are a concern. In our dire attempt to teach the children and ensure student success, it seems many of our offspring are lost. Some students feel separate from…

  3. 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…

  4. The KiVa antibullying program in primary schools in Chile, with and without the digital game component: study protocol for a randomized controlled trial.

    Science.gov (United States)

    Gaete, Jorge; Valenzuela, Daniela; Rojas-Barahona, Cristian; Valenzuela, Eduardo; Araya, Ricardo; Salmivalli, Christina

    2017-02-20

    Bullying is a major problem worldwide and Chile is no exception. Bullying is defined as a systematic aggressive behavior against a victim who cannot defend him or herself. Victims suffer social isolation and psychological maladjustment, while bullies have a higher risk for conduct problems and substance use disorders. These problems appear to last over time. The KiVa antibullying program has been evaluated in Finland and other European countries, showing preventive effects on victimization and self-reported bullying. The aims of this study are (1) to develop a culturally appropriate version of the KiVa material and (2) to test the effectiveness of the KiVa program, with and without the online game, on reducing experiences of victimization and bullying behavior among vulnerable primary schools in Santiago (Chile), using a cluster randomized controlled trial (RCT) design with three arms: (1) full KiVa program group, (2) partial KiVa (without online game) program group and (3) control group. This is a three-arm, single-blind, cluster randomized controlled trial (RCT) with a target enrolment of 1495 4th and 5th graders attending 13 vulnerable schools per arm. Students in the full and partial KiVa groups will receive universal actions: ten 2-h lessons delivered by trained teachers during 1 year; they will be exposed to posters encouraging them to support victims and behave constructively when witnessing bullying; and a person designated by the school authorities will be present in all school breaks and lunchtimes using a visible KiVa vest to remind everybody that they are in a KiVa school. KiVa schools also will have indicated actions, which consist of a set of discussion groups with the victims and with the bullies, with proper follow-up. Only full KiVa schools will also receive an online game which has the aim to raise awareness of the role of the group in bullying, increase empathy and promote strategies to support victimized peers. Self-reported victimization

  5. 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.

  6. 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.

  7. 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.

  8. Epistemic Games

    Science.gov (United States)

    Shaffer, David Williamson

    2005-01-01

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

  9. 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.

  10. 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...

  11. Methodological aspects of a GIS-based environmental health inspection program used in the Athens 2004 Olympic and Para Olympic Games.

    Science.gov (United States)

    Hadjichristodoulou, Christos; Soteriades, Elpidoforos S; Kolonia, Virginia; Falagas, Matthew E; Pantelopoulos, Efstathios; Panagakos, Georgios; Mouchtouri, Varvara; Kremastinou, Jeni

    2005-09-02

    The use of geographical information system (GIS) technologies in public health surveillance is gradually gaining momentum around the world and many applications have already been reported in the literature. In this study, GIS technology was used to help county departments of Public Health to implement environmental health surveillance for the Athens 2004 Olympic and Para Olympic Games. In order to assess the workload in each Olympic county, 19 registry forms and 17 standardized inspection forms were developed to register and inspect environmental health items requiring inspection (Hotels, restaurants, swimming pools, water supply system etc), respectively. Furthermore, related databases were created using Epi Info 2002 and a geographical information system (GIS) were used to implement an integrated Environmental Health inspection program. The project was conducted in Athens by the Olympic Planning Unit (OPU) of the National School of Public Health, in close cooperation with the Ministry of Health and Social Solidarity and the corresponding departments of Public Health in all municipalities that were scheduled to host events during the Athens 2004 Olympic and Para Olympic games. A total of 44,741 premises of environmental health interest were geocoded into GIS databases and several electronic maps were developed. Using such maps in association with specific criteria, we first identified the maximum workload required to execute environmental health inspections in all premises within the eleven Olympic County Departments of Public Health. Six different scenarios were created for each county, based on devised algorithms in order to design the most effective and realistic inspection program using the available inspectors from each municipality. Furthermore, GIS applications were used to organize the daily inspection program for the Olympic games, provide coloured displays of the inspection results and link those results with the public health surveillance of specific

  12. Methodological aspects of a GIS-based environmental health inspection program used in the Athens 2004 Olympic and Para Olympic Games

    Directory of Open Access Journals (Sweden)

    Pantelopoulos Efstathios

    2005-09-01

    Full Text Available Abstract Background The use of geographical information system (GIS technologies in public health surveillance is gradually gaining momentum around the world and many applications have already been reported in the literature. In this study, GIS technology was used to help county departments of Public Health to implement environmental health surveillance for the Athens 2004 Olympic and Para Olympic Games. Methods In order to assess the workload in each Olympic county, 19 registry forms and 17 standardized inspection forms were developed to register and inspect environmental health items requiring inspection (Hotels, restaurants, swimming pools, water supply system etc, respectively. Furthermore, related databases were created using Epi Info 2002 and a geographical information system (GIS were used to implement an integrated Environmental Health inspection program. The project was conducted in Athens by the Olympic Planning Unit (OPU of the National School of Public Health, in close cooperation with the Ministry of Health and Social Solidarity and the corresponding departments of Public Health in all municipalities that were scheduled to host events during the Athens 2004 Olympic and Para Olympic games. Results A total of 44,741 premises of environmental health interest were geocoded into GIS databases and several electronic maps were developed. Using such maps in association with specific criteria, we first identified the maximum workload required to execute environmental health inspections in all premises within the eleven Olympic County Departments of Public Health. Six different scenarios were created for each county, based on devised algorithms in order to design the most effective and realistic inspection program using the available inspectors from each municipality. Furthermore, GIS applications were used to organize the daily inspection program for the Olympic games, provide coloured displays of the inspection results and link those

  13. 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

  14. 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…

  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. 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-.

  17. 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

  18. 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 ...

  19. 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', ...

  20. 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 ...

  1. 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 ...

  2. 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.

  3. 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., ...

  4. Gaias Game

    Directory of Open Access Journals (Sweden)

    Niklas Schrape

    2014-09-01

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

  5. 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.

  6. 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.

  7. 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].

  8. Multiple Shooting and Time Domain Decomposition Methods

    CERN Document Server

    Geiger, Michael; Körkel, Stefan; Rannacher, Rolf

    2015-01-01

    This book offers a comprehensive collection of the most advanced numerical techniques for the efficient and effective solution of simulation and optimization problems governed by systems of time-dependent differential equations. The contributions present various approaches to time domain decomposition, focusing on multiple shooting and parareal algorithms.  The range of topics covers theoretical analysis of the methods, as well as their algorithmic formulation and guidelines for practical implementation. Selected examples show that the discussed approaches are mandatory for the solution of challenging practical problems. The practicability and efficiency of the presented methods is illustrated by several case studies from fluid dynamics, data compression, image processing and computational biology, giving rise to possible new research topics.  This volume, resulting from the workshop Multiple Shooting and Time Domain Decomposition Methods, held in Heidelberg in May 2013, will be of great interest to applied...

  9. Propagation of pineapple by shoot tip culture

    International Nuclear Information System (INIS)

    Almobasher, H. A. A.; Osman, M. G.; Said, A. E.

    2009-01-01

    This study was conducted with the objective of modifying the composition of MS medium for the clonal propagation of pineapple using shoot tips of Smooth Cayenne cultivar. Modification were made on various medium components. Results showed that both MS salts at the full or half strength were optimal, and there was on significant difference between them. Sucrose concentrations of 3% and 6% were better than other concentrations tested for growth and development of plant lets. The cultures responded positively to the increase of adenine sulfate and 80 mg/1 was the optimal. As for the additions of NAA and BA , alone or in combinations, the best results were recorded with the combination of NAA at 0.01 mg/1, and BA at 3.0 mg/1 where the largest number of shoots was obtained. Better explants performance was achieved on liquid medium with cotton support compared to solid medium. (Author)

  10. 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...

  11. 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.

  12. 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

  13. Contagion in Mass Killings and School Shootings

    OpenAIRE

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

    2015-01-01

    Background 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. Methods 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 dat...

  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. 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.

  16. 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.

  17. 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.

  18. 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,…

  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. 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

  1. 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.

  2. 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.

  3. Natural games

    Science.gov (United States)

    Anttila, Jani; Annila, Arto

    2011-10-01

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

  4. Golden Games

    Institute of Scientific and Technical Information of China (English)

    LI XIAO

    2010-01-01

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

  5. Playing Games with Timed Games

    DEFF Research Database (Denmark)

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

    2009-01-01

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

  6. 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...

  7. Natural games

    International Nuclear Information System (INIS)

    Anttila, Jani; Annila, Arto

    2011-01-01

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

  8. Game development tool essentials

    CERN Document Server

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

    2014-01-01

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

  9. 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...

  10. Microworlds, Games, Animations, Mobile Apps, Puzzle Editors and More: What Is Important for an Introductory Programming Environment?

    Science.gov (United States)

    Xinogalos, Stelios; Satratzemi, Maya; Malliarakis, Christos

    2017-01-01

    Teaching and learning programming constitutes a challenge. Although several teaching approaches and programming tools have been proposed, it seems that they have limited impact on classroom practice. This article investigates students' perceptions on five educational programming environments that are widely used and the features that any…

  11. Game mechanics engine

    OpenAIRE

    Magnusson, Lars V

    2011-01-01

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

  12. 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…

  13. Drinking Game Studies

    DEFF Research Database (Denmark)

    Debus, Michael S.

    2016-01-01

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

  14. 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

  15. 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.

  16. 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.

  17. 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

  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. 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.

  20. 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 ...

  1. Prevalence and Correlates of Video and Internet Gaming Addiction among Hong Kong Adolescents: A Pilot Study

    Directory of Open Access Journals (Sweden)

    Chong-Wen Wang

    2014-01-01

    Full Text Available This pilot study investigated the patterns of video and internet gaming habits and the prevalence and correlates of gaming addiction in Hong Kong adolescents. A total of 503 students were recruited from two secondary schools. Addictive behaviors of video and internet gaming were assessed using the Game Addiction Scale. Risk factors for gaming addiction were examined using logistical regression. An overwhelming majority of the subjects (94% reported using video or internet games, with one in six (15.6% identified as having a gaming addiction. The risk for gaming addiction was significantly higher among boys, those with poor academic performance, and those who preferred multiplayer online games. Gaming addiction was significantly associated with the average time spent gaming per week, frequency of spending money on gaming, period of spending money on gaming, perceived family disharmony, and having more close friends. These results suggest that effective educational and preventative programs or strategies are needed.

  2. Prevalence and correlates of video and internet gaming addiction among Hong Kong adolescents: a pilot study.

    Science.gov (United States)

    Wang, Chong-Wen; Chan, Cecilia L W; Mak, Kwok-Kei; Ho, Sai-Yin; Wong, Paul W C; Ho, Rainbow T H

    2014-01-01

    This pilot study investigated the patterns of video and internet gaming habits and the prevalence and correlates of gaming addiction in Hong Kong adolescents. A total of 503 students were recruited from two secondary schools. Addictive behaviors of video and internet gaming were assessed using the Game Addiction Scale. Risk factors for gaming addiction were examined using logistical regression. An overwhelming majority of the subjects (94%) reported using video or internet games, with one in six (15.6%) identified as having a gaming addiction. The risk for gaming addiction was significantly higher among boys, those with poor academic performance, and those who preferred multiplayer online games. Gaming addiction was significantly associated with the average time spent gaming per week, frequency of spending money on gaming, period of spending money on gaming, perceived family disharmony, and having more close friends. These results suggest that effective educational and preventative programs or strategies are needed.

  3. 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

  4. 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.

  5. 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.

  6. 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...

  7. Youth Responses to School Shootings: a Review.

    Science.gov (United States)

    Travers, Áine; McDonagh, Tracey; Elklit, Ask

    2018-05-19

    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 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 by pre-trauma functioning as well as peri-traumatic and post-traumatic factors. These include proximity to the trauma, peri-traumatic dissociation, post-traumatic emotional regulation difficulties, social support, and flexibility of coping styles. Research that separates the distinguishing features of young people with differing recovery styles is vital to tailor intervention. But methodological and design issues associated with such research necessitates caution in drawing conclusions. Variation in definitions and measures and the self-report nature of many of the studies are potential sources of bias. Greater uniformity across designs would enhance confidence and allow for improved evidence-based intervention.

  8. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

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

  9. 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...

  10. Serious Games

    DEFF Research Database (Denmark)

    Christensen, Jens

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

  11. Serious Games

    DEFF Research Database (Denmark)

    Salovaara-Moring, Inka

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

  12. Effects of the It’s Your Game . . . Keep It Real Program on Dating Violence in Ethnic-Minority Middle School Youths: A Group Randomized Trial

    Science.gov (United States)

    Markham, Christine M.; Shegog, Ross; Baumler, Elizabeth R.; Addy, Robert C.; Tortolero, Susan R.

    2014-01-01

    Objectives. We examined whether It’s Your Game . . . Keep It Real (IYG) reduced dating violence among ethnic-minority middle school youths, a population at high risk for dating violence. Methods. We analyzed data from 766 predominantly ethnic-minority students from 10 middle schools in southeast Texas in 2004 for a group randomized trial of IYG. We estimated logistic regression models, and the primary outcome was emotional and physical dating violence perpetration and victimization by ninth grade. Results. Control students had significantly higher odds of physical dating violence victimization (adjusted odds ratio [AOR] = 1.52; 95% confidence interval [CI] = 1.20, 1.92), emotional dating violence victimization (AOR = 1.74; 95% CI = 1.36, 2.24), and emotional dating violence perpetration (AOR = 1.58; 95% CI = 1.11, 2.26) than did intervention students. The odds of physical dating violence perpetration were not significantly different between the 2 groups. Program effects varied by gender and race/ethnicity. Conclusions. IYG significantly reduced 3 of 4 dating violence outcomes among ethnic-minority middle school youths. Although further study is warranted to determine if IYG should be widely disseminated to prevent dating violence, it is one of only a handful of school-based programs that are effective in reducing adolescent dating violence behavior. PMID:24922162

  13. Effects of the It's Your Game . . . Keep It Real program on dating violence in ethnic-minority middle school youths: a group randomized trial.

    Science.gov (United States)

    Peskin, Melissa F; Markham, Christine M; Shegog, Ross; Baumler, Elizabeth R; Addy, Robert C; Tortolero, Susan R

    2014-08-01

    We examined whether It's Your Game . . . Keep It Real (IYG) reduced dating violence among ethnic-minority middle school youths, a population at high risk for dating violence. We analyzed data from 766 predominantly ethnic-minority students from 10 middle schools in southeast Texas in 2004 for a group randomized trial of IYG. We estimated logistic regression models, and the primary outcome was emotional and physical dating violence perpetration and victimization by ninth grade. Control students had significantly higher odds of physical dating violence victimization (adjusted odds ratio [AOR] = 1.52; 95% confidence interval [CI] = 1.20, 1.92), emotional dating violence victimization (AOR = 1.74; 95% CI = 1.36, 2.24), and emotional dating violence perpetration (AOR = 1.58; 95% CI = 1.11, 2.26) than did intervention students. The odds of physical dating violence perpetration were not significantly different between the 2 groups. Program effects varied by gender and race/ethnicity. IYG significantly reduced 3 of 4 dating violence outcomes among ethnic-minority middle school youths. Although further study is warranted to determine if IYG should be widely disseminated to prevent dating violence, it is one of only a handful of school-based programs that are effective in reducing adolescent dating violence behavior.

  14. 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.

  15. 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

  16. 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.

  17. 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...

  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. 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…

  20. 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

  1. 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...

  2. 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…

  3. 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)

  4. Game-based verification and synthesis

    DEFF Research Database (Denmark)

    Vester, Steen

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

  5. 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.

  6. 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

  7. 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

  8. 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.

  9. 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.

  10. Global Games

    NARCIS (Netherlands)

    van Bottenburg, Maarten

    2001-01-01

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

  11. Urban Games

    DEFF Research Database (Denmark)

    Nielsen, Rune; Løssing, Tobias

    2004-01-01

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

  12. Gaming conservation

    NARCIS (Netherlands)

    Fletcher, Robert

    2017-01-01

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

  13. 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…

  14. 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.

  15. 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

  16. 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....

  17. 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,…

  18. 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. …

  19. 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…

  20. 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...

  1. Defining Game Mechanics

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    2008-01-01

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

  2. Models and games

    NARCIS (Netherlands)

    Väänänen, J.

    2011-01-01

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

  3. Teaching Using Computer Games

    Science.gov (United States)

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

    2011-01-01

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

  4. Alena Lidzhieva, About Games

    OpenAIRE

    Dovurkaev, Karu; Churyumov, Anton

    2015-01-01

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

  5. 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.

  6. 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 ...

  7. 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 ...

  8. 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

  9. 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...

  10. 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…

  11. 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.

  12. 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

  13. 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...

  14. 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, ...

  15. 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 ...

  16. 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.

  17. A decision rule based on goal programming and one-stage models for uncertain multi-criteria mixed decision making and games against nature

    Directory of Open Access Journals (Sweden)

    Helena Gaspars-Wieloch

    2017-01-01

    Full Text Available This paper is concerned with games against nature and multi-criteria decision making under uncertainty along with scenario planning. We focus on decision problems where a deterministic evaluation of criteria is not possible. The procedure we propose is based on weighted goal programming and may be applied when seeking a mixed strategy. A mixed strategy allows the decision maker to select and perform a weighted combination of several accessible alternatives. The new method takes into consideration the decision maker’s preference structure (importance of particular goals and nature (pessimistic, moderate or optimistic attitude towards a given problem. It is designed for one-shot decisions made under uncertainty with unknown probabilities (frequencies, i.e. for decision making under complete uncertainty or decision making under strategic uncertainty. The procedure refers to one-stage models, i.e. models considering combinations of scenarios and criteria (scenario-criterion pairs as distinct meta-attributes, which means that the novel approach can be used in the case of totally independent payoff matrices for particular targets. The algorithm does not require any information about frequencies, which is especially desirable for new decision problems. It can be successfully applied by passive decision makers, as only criteria weights and the coefficient of optimism have to be declared.

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

    NARCIS (Netherlands)

    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

  19. Designing the Game: How a Project-Based Media Production Program Approaches STEAM Career Readiness for Underrepresented Young Adults

    Science.gov (United States)

    Bass, Kristin M.; Hu Dahl, Ingrid; Panahandeh, Shirin

    2016-01-01

    Numerous studies have indicated a need for a diverse workforce that is more highly educated in STEM and ICT fields, and one that is capable of responding creatively to demands for continual innovation. This paper, in response, chronicles the implementation of the Digital Pathways (DP) program, a two-time ITEST recipient and an ongoing initiative…

  20. 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.

  1. 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.

  2. 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)

  3. 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,

  4. The Family Allowance Program Viewed as a Cooperative Game: Could Axelrod Teach Something to the Social Development Ministry?

    Directory of Open Access Journals (Sweden)

    Albano Francisco Schmidt

    2015-12-01

    Full Text Available The objetive of this article is the analysis of Brazilian public policy known as "Programa Bolsa Familia" (family allowance program under a specific bias of the economic analysis of law: the theory of cooperation. The theoretical foundation upon which settles the research is the book of political scientist Robert Axelrod entitled "The Evolution of Cooperation", which proposes five basic pillars so that cooperation can emerge within a given system: increase the scope of the future; change the incentives; make the most selfless people; teach reciprocity; and improve recognition skills. Seeking the efficiency of the public policy analyzed, the article puts the organizational structure of the program, especially its receiving conditions and noncompliance by punishments, in a comparative table with the proposed cooperation points in order to propose legal and institutional changes in its functioning, able to promote cooperation between the recipient and the federal government.

  5. Flow Game

    DEFF Research Database (Denmark)

    Olsen, Jesper Lind

    2003-01-01

    Flow Game er et dialogspil, der kan bruges som ledelsesværktøj, ledertræning, samtaletræning, coachingtræning og ideudvikling m.m. Gennem dilemmakort provokeres en dialog og teori-U inspireret afklaring- og udviklingsproces, hvor der enten arbejdes på en gruppes eller et individs vision/innovatio......Flow Game er et dialogspil, der kan bruges som ledelsesværktøj, ledertræning, samtaletræning, coachingtræning og ideudvikling m.m. Gennem dilemmakort provokeres en dialog og teori-U inspireret afklaring- og udviklingsproces, hvor der enten arbejdes på en gruppes eller et individs vision...

  6. The Game of Tri

    Science.gov (United States)

    Haggard, Gary; Schonberger, Ann Koch

    1977-01-01

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

  7. Play the MRI Game

    Science.gov (United States)

    ... Teachers' Questionnaire MRI Play MRI the Magnetic Miracle Game About the game In the MRI imaging technique, strong magnets and ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  8. Play the Electrocardiogram Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Electrocardiogram Play the ECG Game About the game ECG is used for diagnosing heart conditions by ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  9. Negotiation Games

    OpenAIRE

    Philipp Hoffmann

    2015-01-01

    Negotiations, a model of concurrency with multi party negotiation as primitive, have been recently introduced by J. Desel and J. Esparza. We initiate the study of games for this model. We study coalition problems: can a given coalition of agents force that a negotiation terminates (resp. block the negotiation so that it goes on forever)?; can the coalition force a given outcome of the negotiation? We show that for arbitrary negotiations the problems are EXPTIME-complete. Then we show that for...

  10. Sovereignty Games

    DEFF Research Database (Denmark)

    Gammeltoft-Hansen, Thomas

    This book offers an in-depth examination of the strategic use of State sovereignty in contemporary European and international affairs and the consequences of this for authority relations in Europe and beyond. It suggests a new approach to the study of State sovereignty, proposing to understand th...... the use of sovereignty as games where States are becoming more instrumental in their claims to sovereignty and skilled in adapting it to the challenges that they face....

  11. Board game

    International Nuclear Information System (INIS)

    Brennan, N.S.

    1982-01-01

    A board game comprises a board, a number of counters and two dice. The board is marked to provide a central area, representing the nucleus of an atom, and six or more annular rings extending concentrically around the central area, the rings being divided into 2,8,18,32,48 and 72 squares. Each ring represents an electron shell, and some of the squares are numbered, the number representing the atomic number of different elements. (author)

  12. 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.…

  13. A game magically circling

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine

    2011-01-01

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

  14. Computer Games and Instruction

    Science.gov (United States)

    Tobias, Sigmund, Ed.; Fletcher, J. D., Ed.

    2011-01-01

    There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…

  15. PROOF BY GAMES

    Science.gov (United States)

    2016-03-01

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

  16. Mechanizing Exploratory Game Design

    OpenAIRE

    Smith, Adam Marshall

    2012-01-01

    Game design is an art form that deals with inherently interactive artifacts. Game designers craft games (assembled from rule systems and content), but they really seek to manipulate play: the interaction between games and players. When developing new games that are similar to past games, a designer may rely on previous experience with related designs and relatively easy access to players familiar with conventional design choices. When exploratorily venturing into uncharted territory, uncoveri...

  17. [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.

  18. Game engines: a survey

    Directory of Open Access Journals (Sweden)

    A. Andrade

    2015-11-01

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

  19. Games, theory and applications

    CERN Document Server

    Thomas, L C

    2011-01-01

    Anyone with a knowledge of basic mathematics will find this an accessible and informative introduction to game theory. It opens with the theory of two-person zero-sum games, two-person non-zero sum games, and n-person games, at a level between nonmathematical introductory books and technical mathematical game theory books. Succeeding sections focus on a variety of applications - including introductory explanations of gaming and meta games - that offer nonspecialists information about new areas of game theory at a comprehensible level. Numerous exercises appear with full solutions, in addition

  20. The mathematics of games

    CERN Document Server

    Beasley, John D

    2006-01-01

    ""Mind-exercising and thought-provoking.""-New ScientistIf playing games is natural for humans, analyzing games is equally natural for mathematicians. Even the simplest of games involves the fundamentals of mathematics, such as figuring out the best move or the odds of a certain chance event. This entertaining and wide-ranging guide demonstrates how simple mathematical analysis can throw unexpected light on games of every type-games of chance, games of skill, games of chance and skill, and automatic games.Just how random is a card shuffle or a throw of the dice? Is bluffing a valid poker strat

  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. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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

  7. 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.

  8. 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

  9. 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.

  10. 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

  11. SIMULATION GAMING FOR MANAGEMENT DEVELOPMENT.

    Science.gov (United States)

    MCKENNEY, JAMES L.

    THE PRESENT HARVARD BUSINESS SCHOOL MANAGEMENT SIMULATION GAME WAS DEVELOPED AS A TEACHING DEVICE FOR CLASSES OF 20 OR MORE STUDENTS GROUPED INTO FOUR- AND FIVE-MAN TEAMS CALLED "FIRMS." EACH FIRM COMPETES WITH OTHERS IN AN "INDUSTRY," AN ECONOMIC ABSTRACTION OF A CONSUMER GOODS MARKET PROGRAMED TO BE SIMULATED ON AN ELECTRONIC…

  12. 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

  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. 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.

  15. Design of Game Space

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2011-01-01

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

  16. 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

  17. Diagnostics aid for mass spectrometer trouble-shooting

    International Nuclear Information System (INIS)

    Filby, E.E.; Rankin, R.A.; Webb, G.W.

    1987-01-01

    The ''MS Expert'' system provides problem diagnostics for instruments used in the Mass Spectrometry Laboratory (MSL). The most critical results generated on these mass spectrometers are the uranium concentration and isotopic content data used for process control and materials accountability at the Idaho Chemical Processing Plant. The two purposes of the system are: (1) to minimize instrument downtime and thereby provide the best possible support to the Plant, and (2) to improve long-term data quality. This system combines the knowledge of several experts on mass spectrometry to provide a diagnostic tool, and can make these skills avilable on a more timely basis. It integrates code written in the Pascal language with a knowledge base entered into a commercial expert system ''shell.'' The user performs some preliminary status checks, and then selects from among several broad diagnostic categories. These initial steps provide input to the rule base. The overall analysis provides the user with a set of possible solutions to the observed problems, graded as to their probabilities. Besides the trouble-shooting benefits expected from this system, it will also provide structures diagnostic training for lab personnel. In addition, development of the system knowledge base has already produced a better understanding of instrument behavior. Two key findings are that a good user interface is necessary for full acceptance of the tool, and a development system should include standard programming capabilities as well as the expert system shell. 22 refs., 5 figs

  18. Diagnostics aid for mass spectrometer trouble-shooting

    International Nuclear Information System (INIS)

    Filby, E.E.; Rankin, R.A.; Webb, G.W.

    1987-01-01

    The MS Expert system provides problem diagnostics for instruments used in the Mass Spectrometry Laboratory (MSL). The most critical results generated on these mass spectrometers are the uranium concentration and isotopic content data used for process control and materials accountability at the Idaho General Processing Plant. The two purposes of the system are: (1) to minimize instrument downtime and thereby provide the best possible support to the Plant, and (2) to improve long-term data quality. This system combines the knowledge of several experts on mass spectrometry to provide a diagnostic tool, and can make these skills available on a more timely basis. It integrates code written in the Pascal language with a knowledge base entered into a commercial expert system shell. The user performs some preliminary status checks, and then selects from among several broad diagnostic categories. These initial steps provide input to the rule base. The overall analysis provides the user with a set of possible solutions to the observed problems, graded as to their probabilities. Besides the trouble-shooting benefits expected from this system, it also provides structured diagnostic training for lab personnel. In addition, development of the system knowledge base has already produced a better understanding of instrument behavior. Two key findings are that a good user interface is necessary for full acceptance of the tool, and, a development system should include standard programming capabilities as well as the expert system shell

  19. Verified Gaming

    DEFF Research Database (Denmark)

    Kiniry, Joseph Roland; Zimmerman, Daniel

    2011-01-01

    ---falls every year and any mention of mathematics in the classroom seems to frighten students away. So the question is: How do we attract new students in computing to the area of dependable software systems? Over the past several years at three universities we have experimented with the use of computer games......In recent years, several Grand Challenges (GCs) of computing have been identified and expounded upon by various professional organizations in the U.S. and England. These GCs are typically very difficult problems that will take many hundreds, or perhaps thousands, of man-years to solve. Researchers...

  20. 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

  1. 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/....

  2. Shoot multiplication of Paphiopedilum orchid through in vitro cutting ...

    African Journals Online (AJOL)

    waraporn

    2012-09-20

    Sep 20, 2012 ... regulators could remain higher shoot multiplication than in other media. The micropropagation ... stalk nodes, buds, root tips and rhizome segments. For mass ... plants, the future mass-market orchids will most likely be.

  3. Preventing School Shootings: A Public Health Approach to Gun Violence

    Science.gov (United States)

    2013-03-01

    pedagogical goals. The incidents of school shootings on college campuses can be prevented through the collaboration and application of whole-of...interesting accompaniment to school violence. 26 Date Place Outcome May 16, 1986 Cokeville Elementary School, Sweetwater County, Wyoming

  4. Effect of benzylaminopurine (BAP) pulsing on in vitro shoot ...

    African Journals Online (AJOL)

    user

    2011-03-28

    Mar 28, 2011 ... Research Cluster, Faculty of Science, University Malaya, 50603 Kuala Lumpur, Malaysia. Accepted 12 ... number of bud formation in shoot cultures of Musa acuminata cv. ... In tissue culture, plant growth regulators (PGR) are.

  5. In vitro shoot multiplication and conservation of Caralluma ...

    African Journals Online (AJOL)

    Jane

    2011-03-30

    Burm. f.) Merrill. In Vitro Cell Deve. Biol. Plant. 41: 124-128. Thomas TD, Shankar S (2009). Multiple shoot induction and callus regeneration in Sarcostemma brevistigma Wight & Arnott, a rare medicinal plant. Plant Biotechnol.

  6. 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.

  7. 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.

  8. Mobile Game for Learning Bacteriology

    Science.gov (United States)

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

    2014-01-01

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

  9. Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness

    Science.gov (United States)

    Birner, Ulrich Walter; Oberhauser, Cornelia; Nowak, Dennis; Sabariego, Carla

    2017-01-01

    Background To counteract the negative impact of mental health problems on business, organizations are increasingly investing in mental health intervention measures. However, those services are often underused, which, to a great extent, can be attributed to fear of stigmatization. Nevertheless, so far only a few workplace interventions have specifically targeted stigma, and evidence on their effectiveness is limited. Objective The objective of this study was to develop and evaluate a digital game-based training program for managers to promote employee mental health and reduce mental illness stigma at work. Methods We describe the empirical development of Leadership Training in Mental Health Promotion (LMHP), a digital game-based training program for leaders. A 1-group pre-post design and a 3-month follow-up were used for training evaluation. We applied multilevel growth models to investigate change over time in the dependent variables knowledge, attitudes, self-efficacy, and intentions to promote employee mental health in 48 managers of a global enterprise in the United Kingdom. Participants were mainly male (44/48, 92%) and ranged in age from 32 to 58 (mean 46.0, SD 7.2) years. Results We found a positive impact of the Web-based training program on managers’ knowledge of mental health and mental illness (Pemployee mental health, which was initially high. Conclusions Results provide first evidence of the effectiveness of LMHP to positively affect managers’ skills to promote employee mental health at work. Furthermore, the high rate of participation in LMHP (48/54, 89%) supports the use of digital game-based interventions to increase user engagement and user experience in mental health programs at work. PMID:28778839

  10. Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness.

    Science.gov (United States)

    Hanisch, Sabine Elisabeth; Birner, Ulrich Walter; Oberhauser, Cornelia; Nowak, Dennis; Sabariego, Carla

    2017-08-04

    To counteract the negative impact of mental health problems on business, organizations are increasingly investing in mental health intervention measures. However, those services are often underused, which, to a great extent, can be attributed to fear of stigmatization. Nevertheless, so far only a few workplace interventions have specifically targeted stigma, and evidence on their effectiveness is limited. The objective of this study was to develop and evaluate a digital game-based training program for managers to promote employee mental health and reduce mental illness stigma at work. We describe the empirical development of Leadership Training in Mental Health Promotion (LMHP), a digital game-based training program for leaders. A 1-group pre-post design and a 3-month follow-up were used for training evaluation. We applied multilevel growth models to investigate change over time in the dependent variables knowledge, attitudes, self-efficacy, and intentions to promote employee mental health in 48 managers of a global enterprise in the United Kingdom. Participants were mainly male (44/48, 92%) and ranged in age from 32 to 58 (mean 46.0, SD 7.2) years. We found a positive impact of the Web-based training program on managers' knowledge of mental health and mental illness (Pemployee mental health, which was initially high. Results provide first evidence of the effectiveness of LMHP to positively affect managers' skills to promote employee mental health at work. Furthermore, the high rate of participation in LMHP (48/54, 89%) supports the use of digital game-based interventions to increase user engagement and user experience in mental health programs at work. ©Sabine Elisabeth Hanisch, Ulrich Walter Birner, Cornelia Oberhauser, Dennis Nowak, Carla Sabariego. Originally published in JMIR Mental Health (http://mental.jmir.org), 04.08.2017.

  11. Game-Based Teaching

    DEFF Research Database (Denmark)

    Hanghøj, Thorkild

    2013-01-01

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

  12. Games for Learning

    Science.gov (United States)

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  13. Nested Potential Games

    OpenAIRE

    Hiroshi Uno

    2007-01-01

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

  14. Patience of matrix games

    DEFF Research Database (Denmark)

    Hansen, Kristoffer Arnsfelt; Ibsen-Jensen, Rasmus; Podolskii, Vladimir V.

    2013-01-01

    For matrix games we study how small nonzero probability must be used in optimal strategies. We show that for image win–lose–draw games (i.e. image matrix games) nonzero probabilities smaller than image are never needed. We also construct an explicit image win–lose game such that the unique optimal...

  15. Play the Mosquito Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Malaria Play the Mosquito Game Play the Parasite Game About the games Malaria is one of the world's most common ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  16. 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.

  17. DETECTING LASER SPOT IN SHOOTING SIMULATOR USING AN EMBEDDED CAMERA

    OpenAIRE

    Soetedjo, Aryuanto; Mahmudi, Ali; Ibrahim Ashari, M.; Ismail Nakhoda, Yusuf

    2017-01-01

    This paper presents the application of an embedded camera system for detecting laser spot in the shooting simulator. The proposed shooting simulator uses a specific target box, where the circular pattern target is mounted. The embedded camera is installed inside the box to capture the circular pattern target and laser spot image. To localize the circular pattern automatically, two colored solid circles are painted on the target. This technique allows the simple and fast color tracking to trac...

  18. 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.

  19. 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.

  20. 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.

  1. Marketing in Game Design

    OpenAIRE

    Nurminen, Emilia

    2013-01-01

    In my thesis, Marketing in Game Design, I wanted to inspect how developing a game from a purely commercial perspective affects on the game design. The purpose of this thesis is to define the valid aspects of product marketing for games, how they are perceived in game industry and how those aspects affect to the game design. The question I am asking is how to make marketing a fluent part of indie game development process. Through my thesis project, Puzzleplatform, I study how the marketing asp...

  2. Computer Games and Art

    Directory of Open Access Journals (Sweden)

    Anton Sukhov

    2015-10-01

    Full Text Available This article devoted to the search of relevant sources (primary and secondary and characteristics of computer games that allow to include them in the field of art (such as the creation of artistic games, computer graphics, active interaction with other forms of art, signs of spiritual aesthetic act, own temporality of computer games, “aesthetic illusion”, interactivity. In general, modern computer games can be attributed to commercial art and popular culture (blockbuster games and to elite forms of contemporary media art (author’s games, visionary games.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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)

  9. Deterministic Graphical Games Revisited

    DEFF Research Database (Denmark)

    Andersson, Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro

    2008-01-01

    We revisit the deterministic graphical games of Washburn. A deterministic graphical game can be described as a simple stochastic game (a notion due to Anne Condon), except that we allow arbitrary real payoffs but disallow moves of chance. We study the complexity of solving deterministic graphical...... games and obtain an almost-linear time comparison-based algorithm for computing an equilibrium of such a game. The existence of a linear time comparison-based algorithm remains an open problem....

  10. 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.

  11. 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.

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

    OpenAIRE

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

    2016-01-01

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

  13. 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.

  14. 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....

  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. 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

  18. Negotiation Games

    Directory of Open Access Journals (Sweden)

    Philipp Hoffmann

    2015-09-01

    Full Text Available Negotiations, a model of concurrency with multi party negotiation as primitive, have been recently introduced by J. Desel and J. Esparza. We initiate the study of games for this model. We study coalition problems: can a given coalition of agents force that a negotiation terminates (resp. block the negotiation so that it goes on forever?; can the coalition force a given outcome of the negotiation? We show that for arbitrary negotiations the problems are EXPTIME-complete. Then we show that for sound and deterministic or even weakly deterministic negotiations the problems can be solved in PTIME. Notice that the input of the problems is a negotiation, which can be exponentially more compact than its state space.

  19. Game Changers

    DEFF Research Database (Denmark)

    Helms, Niels Henrik

    2012-01-01

    at forsøge at beskrive nogle af de mekanismer, som gør, at nogle af disse kreative industrier bliver netop kreative og innovative, at de ikke alene kan klare sig, men også ændre og udvikle både indhold, form og organisering – at de bliver det der på managementsprog hedder game changers.......Den kreative industri er en statistisk kategori, der omfatter virksomheder, der beskæftiger sig med produktion af krea- tive produkter. Det kan være film, computerspil, grafisk de- sign etc. Men det er ikke nødvendigvis virksomheder, som er særligt kreative. Det, der er anliggendet her, er...

  20. The $-game

    Science.gov (United States)

    Vitting Andersen, J.; Sornette, D.

    2003-01-01

    We propose a payoff function extending Minority Games (MG) that captures the competition between agents to make money. In contrast with previous MG, the best strategies are not always targeting the minority but are shifting opportunistically between the minority and the majority. The emergent properties of the price dynamics and of the wealth of agents are strikingly different from those found in MG. As the memory of agents is increased, we find a phase transition between a self-sustained speculative phase in which a ``stubborn majority'' of agents effectively collaborate to arbitrage a market-maker for their mutual benefit and a phase where the market-maker always arbitrages the agents. A subset of agents exhibit a sustained non-equilibrium risk-return profile.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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...

  6. Introduction to game theory

    Institute of Scientific and Technical Information of China (English)

    2003-01-01

    The basic ideas of game theory were originated from the problems of maximum and minimum given by J.Yon Neumann in 1928. Later, wars accelerated the study of game theory, there are many developments that contributed to the advancement of game theory, many problems of optimum appeared in economic development process. Scientists applied mathematic methods to studying game theory to make the theory more profound and perfect. The axiomatic structure of game theory was nearly complete in 1944. The path of the development of game theory started from finite to infinite, from two players to many players, from expressing gains with quantity to showing the ending of game theory with abstract result, and from certainty problems to random problems. Thus development of game theory is closely related to the economic development. In recent years, the research on the non-differentiability of Shapley value posed by Belgian Mertens is one of the advanced studies in game theory.

  7. Conformal Ablative Thermal Protection System for Planetary and Human Exploration Missions: Overview of the Technology Maturation Efforts Funded by NASA's Game Changing Development Program

    Science.gov (United States)

    Beck, Robin A.; Arnold, James O.; Gasch, Matthew J.; Stackpoole, Margaret M.; Fan, Wendy; Szalai, Christine E.; Wercinski, Paul F.; Venkatapathy, Ethiraj

    2012-01-01

    The Office of Chief Technologist (OCT), NASA has identified the need for research and technology development in part from NASA's Strategic Goal 3.3 of the NASA Strategic Plan to develop and demonstrate the critical technologies that will make NASA's exploration, science, and discovery missions more affordable and more capable. Furthermore, the Game Changing Development Program (GCDP) is a primary avenue to achieve the Agency's 2011 strategic goal to "Create the innovative new space technologies for our exploration, science, and economic future." In addition, recently released "NASA space Technology Roadmaps and Priorities," by the National Research Council (NRC) of the National Academy of Sciences stresses the need for NASA to invest in the very near term in specific EDL technologies. The report points out the following challenges (Page 2-38 of the pre-publication copy released on February 1, 2012): Mass to Surface: Develop the ability to deliver more payload to the destination. NASA's future missions will require ever-greater mass delivery capability in order to place scientifically significant instrument packages on distant bodies of interest, to facilitate sample returns from bodies of interest, and to enable human exploration of planets such as Mars. As the maximum mass that can be delivered to an entry interface is fixed for a given launch system and trajectory design, the mass delivered to the surface will require reduction in spacecraft structural mass; more efficient, lighter thermal protection systems; more efficient lighter propulsion systems; and lighter, more efficient deceleration systems. Surface Access: Increase the ability to land at a variety of planetary locales and at a variety of times. Access to specific sites can be achieved via landing at a specific location (s) or transit from a single designated landing location, but it is currently infeasible to transit long distances and through extremely rugged terrain, requiring landing close to the

  8. 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.

  9. 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

  10. 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.

  11. 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?

  12. Pro Android Games

    CERN Document Server

    Silva, Vladimir

    2010-01-01

    Do you remember landmark games like Wolfenstein 3D, Doom, and Asteroids? Well, here's an exciting opportunity to build and/or port these games to one of the hottest mobile and netbooks platforms today: Google's Android. Pro Android Games teaches you how to build cool games like Space Blaster and the classic Asteroids from scratch on the latest Android platform. This book also shows you how to port other classic freeware/shareware games like Doom and Wolfenstein 3D from C using the Java Native Interface (JNI) for Android. This book is all about a unique perspective in Android game development:

  13. What games do

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

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

  14. Introduction: Changing the Game

    DEFF Research Database (Denmark)

    Drachen, Anders; Seif El-Nasr, M.; Canossa, Alessandro

    2013-01-01

    measures in user-oriented game research, has caused a paradigm shift. Historically, game development has not been data-driven, but this is changing as the benefits of adopting and adapting analytics to inform decision making across all levels of the industry are becoming generally known and accepted.......Game Analytics has gained a tremendous amount of attention in game development and game research in recent years. The widespread adoption of data-driven business intelligence practices at operational, tactical and strategic levels in the game industry, combined with the integration of quantitative...

  15. Social Network Gaming Trends

    Directory of Open Access Journals (Sweden)

    Michael Gathwright

    2010-01-01

    Full Text Available The purpose of this project was to determine how long the social network game Scratch-Offs, created by game development company Spice Rack Media, will remain financially viable. The game Scratch-Offs is a freeware game (users pay nothing for the actual software and is funded through micro transactions (users must pay small amounts of money to play actual games. This implies a relationship between total games played and revenue earned. Using data provided by Spice Rack, we were able to develop an exponential equation that accurately depicts usage trends over time. This equation was used to determine the date Scratch-Offs will no longer be profitable.

  16. Ageing and digital games

    DEFF Research Database (Denmark)

    Iversen, Sara Mosberg

    Digital games are still to a great degree considered a medium mainly for young boys. However, available statistics on Western media use show that this is far from the case. Increasingly, people of all ages and genders play digital games, also older adults in their early 60s and beyond. The aim...... of the book is to examine, analyse and discuss: 1) What older adults do with digital games and what meanings the use of digital games take on in the everyday life of older adults; 2) How older adults are perceived by society in relation to digital games; 3) How play and games can be used both...

  17. Quantum repeated games revisited

    International Nuclear Information System (INIS)

    Frąckiewicz, Piotr

    2012-01-01

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

  18. Assessment of Evaluation Frameworks for Design of a Sexual Risk Prevention Game for Black Adolescent Girls.

    Science.gov (United States)

    Sockolow, Paulina; Joppa, Meredith; Zhu, Jichen

    2018-01-01

    Adolescent sexual risk behavior (SRB), a major public health problem affects urban Black adolescent girls increasing their health disparities and risks for sexually transmitted infections. Collaborating with these adolescents, we designed a game for smartphones that incorporates elements of trauma-informed care and social cognitive theory to reduce SRB. Game researchers promote use of a comprehensive, multipurpose framework for development and evaluation of games for health applications. Our first game development step was framework selection and measurable health outcomes identification. Literature search identified two health game frameworks, both incorporating pedagogical theory, learning theory, and gaming requirements. Arnab used the IM + LM-GM framework to develop and implement a game in a school intervention program. Yusoff's framework was developed for use during game design. We investigated concordance and discordance between our SRB game design characteristics and each framework's components. Findings indicated Arnab's framework was sufficiently comprehensive to guide development of our game and outcome measure selection.

  19. 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.

  20. 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.

  1. 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....

  2. S3C: EBT Steady-State Shooting code description and user's guide

    International Nuclear Information System (INIS)

    Downum, W.B.

    1983-09-01

    The Oak Ridge National Laboratory (ORNL) one-dimensional (1-D) Steady-State Shooting code (S3C) for ELMO Bumpy Torus (EBT) plasmas is described. Benchmark calculations finding the steady-state density and electron and ion temperature profiles for a known neutral density profile and known external energy sources are carried out. Good agreement is obtained with results from the ORNL Radially Resolved Time Dependent 1-D Transport code for an EBT-Q type reactor. The program logic is described, along with the physics models in each code block and the variable names used. Sample input and output files are listed, along with the main code

  3. 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

  4. 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

  5. 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...

  6. Micropropagation of Vaccinium sp. by in vitro axillary shoot proliferation.

    Science.gov (United States)

    Litwińczuk, Wojciech

    2013-01-01

    The Vaccinium genus contains several valuable fruit and ornamental species, among others: highbush blueberry (Vaccinium × corymbosum L.), cranberry (Vaccinium macrocarpon Ait.), and lingonberry (Vaccinium vitis-idaea L.). In some most popular and valuable cultivars, the conventional propagation methods, exploiting hard or soft wood cuttings, are inefficient. The demand for nursery plants could be fulfilled only by micropropagation. In principle cultivars are propagated in vitro through similar three-stage method, based on subculture of shoot explants on different culture media supplemented with IAA (0-4 mg/L) and 2iP (5-10 mg/L), and rooting shoots in vivo. The obtained plantlets are transferred to peat substrate and grown in the glasshouse until the end of growing period. The development of adventitious shoots should be monitored and controlled during in vitro stages. Many clones have specific requirements for growing conditions and/or are recalcitrant.

  7. Exact Algorithms for Solving Stochastic Games

    DEFF Research Database (Denmark)

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

    2012-01-01

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

  8. 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.

  9. 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.

  10. 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.

  11. Stinging Insect Matching Game

    Science.gov (United States)

    ... for Kids ▸ Stinging Insect Matching Game Share | Stinging Insect Matching Game Stinging insects can ruin summer fun for those who are ... the difference between the different kinds of stinging insects in order to keep your summer safe and ...

  12. Polymorphic Evolutionary Games.

    Science.gov (United States)

    Fishman, Michael A

    2016-06-07

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

  13. Big Game Reporting Stations

    Data.gov (United States)

    Vermont Center for Geographic Information — Point locations of big game reporting stations. Big game reporting stations are places where hunters can legally report harvested deer, bear, or turkey. These are...

  14. Designing an Educational Game

    DEFF Research Database (Denmark)

    Bjørner, Thomas; Hansen, Charina Benedikte Søgaard

    2010-01-01

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

  15. Games in Science Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2014-01-01

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

  16. Serious Games Network

    Directory of Open Access Journals (Sweden)

    Carlos Vaz de Carvalho

    2013-11-01

    Full Text Available “Serious games” can be defined as (digital games used for purposes other than mere entertainment. Serious Games can be applied to a broad spectrum of areas, e.g. educational, healthcare, training in hazardous environments or situations. Game-based Learning, one aspect of Serious Games, are also more and more explored for all levels of education in different subjects, such as Ancient History. The SEGAN (SErious GAmes Network will create a Community of Practice on the Serious Games subject. The main objective is to create a stable (but expanding consortium to exchange ideas and experiences related to Serious Games. The SEGAN Network invites the people of the community of Archaeology, Cultural Heritage and Ancient History interested in Serious Games to join the net and to participate in their activities.

  17. Robot Games for Elderly

    DEFF Research Database (Denmark)

    Hansen, Søren Tranberg

    2011-01-01

    improve a person’s overall health, and this thesis investigates how games based on an autonomous, mobile robot platform, can be used to motivate elderly to move physically while playing. The focus of the investigation is on the development of games for an autonomous, mobile robot based on algorithms using...... spatio-temporal information about player behaviour - more specifically, I investigate three types of games each using a different control strategy. The first game is based on basic robot control which allows the robot to detect and follow a person. A field study in a rehabilitation centre and a nursing....... The robot facilitates interaction, and the study suggests that robot based games potentially can be used for training balance and orientation. The second game consists in an adaptive game algorithm which gradually adjusts the game challenge to the mobility skills of the player based on spatio...

  18. Quantum signaling game

    International Nuclear Information System (INIS)

    Frackiewicz, Piotr

    2014-01-01

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

  19. Play the Tuberculosis Game

    Science.gov (United States)

    ... Questionnaire Tuberculosis Play Tuberculosis Experiments & Discoveries About the game Discover and experience some of the classic methods ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  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

    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