Abstract: Sports games conducted as a group are a form of
therapeutic exercise for aged people with decreased strength and for
people suffering from permanent damage of stroke and other
conditions. However, it is difficult for patients with different athletic
abilities to play a game on an equal footing. This study specifically
examines a computer video game designed for therapeutic exercise,
and a game system with support given depending on athletic ability.
Thereby, anyone playing the game can participate equally. This
video-game, to be specific, is a popular variant of balloon volleyball,
in which players hit a balloon by hand before it falls to the floor. In this
game system, each player plays the game watching a monitor on which
the system displays tailor-made video-game images adjusted to the
person’s athletic ability, providing players with player-adaptive assist
support. We have developed a multiplayer game system with an image
generation technique for the tailor-made video-game and conducted
tests to evaluate it.
Abstract: In this study, too, an attempt was made to reveal the
place and effects of information technologies on the lives and
education of gifted children based on the views of gifted. To this end,
the effects of information technologies on gifted are general skills,
technology use, academic and social skills, and cooperative and
personal skills were investigated. These skills were explored
depending on whether or not gifted had their own computers, had
internet connection at home, or how often they use the internet,
average time period they spent at the computer, how often they
played computer games and their use of social media.
The study was conducted using the screening model with a
quantitative approach. The sample of the study consisted of 129
gifted attending 5-12th classes in 12 provinces in different regions of
Turkey. 64 of the participants were female while 65 were male. The
research data were collected using the using computer of gifted and
information technologies (UCIT) questionnaire which was developed
by the researchers and given its final form after receiving expert
view.
As a result of the study, it was found that UCIT use improved
foreign language speaking skills of gifted, enabled them to get to
know and understand different cultures, and made use of computer
and information technologies while they study. At the end of the
study these result were obtained: Gifted have positive idea using
computer and communication technology. There are differences
whether using the internet about the ideas UCIT. But there are not
differences whether having computer, inhabited city, grade level,
having internet at home, daily and weekly internet usage durations,
playing the computer and internet game, having Facebook and
Twitter account about the UCIT.
UCIT contribute to the development of gifted vocabulary, allows
knowing and understand different cultures, developing foreign
language speaking skills, gifted do not give up computer when they
do their homework, improve their reading, listening, understanding
and writing skills in a foreign language.
Gifted children want to have transition to the use of tablets in
education. They think UCIT facilitates doing their homework,
contributes learning more information in a shorter time. They'd like
to use computer-assisted instruction programs at courses. They think
they will be more successful in the future if their computer skills are
good. But gifted students prefer teacher instead of teaching with
computers and they said that learning can be run from home without
going to school.
Abstract: Game addiction has become an extremely important topic in psychology researchers, particularly in understanding and explaining why individuals become addicted (to video games). In previous studies, effect of online game addiction on social responsibilities, health problems, government action, and the behaviors of individuals to purchase and the causes of making individuals addicted on the video games has been discussed. Extending these concepts in marketing, it could be argued than the phenomenon could enlighten and extending our understanding on consumer loyalty. This study took the Grounded Theory approach, and found that motivation, satisfaction, fulfillments, exploration and achievements to be part of the important elements that builds consumer loyalty.
Abstract: The aim of this paper is to present a framework for empirical investigation of the effectiveness of simulation games for student learning of BPM concept. A future research methodology is explained and a normative model that extends the standard TAM model by introducing latent and mediating variables into the relationship between independent variables and dependent variable is developed. Future research propositions are defined in order to examine the benefits that can be achieved through the use of BPM simulation games in ERP courses.
Abstract: This study examined coaching leadership traits as preferred by athletes of universities and colleges of education located in Lagos State, South West Nigeria. Athletes from two universities (n=99) and two colleges of education (n=92) were involved as study sample. The Leadership Trait Preference Questionnaire (LTPQ) was used to measure athletes’ preferences. Mean and Spearman rank order statistics were used to analyze collected data. Results showed that the traits of friendliness and happiness, sense of humour and cheerfulness, and cooperation were most preferred irrespective of type of institution. College of education athletes were found to have higher mean preferences (M=34.54; SD=9.42) of leadership traits than their university counterparts (M=33.64; SD=9.46). A significantly strong relationship (rho=.81;*p
Abstract: Privacy is regarded as a fundamental human right and it is clear that the study of digital privacy is an important field. Digital privacy is influenced by new and constantly evolving technologies and this continuous change makes it hard to create legislation to protect people’s privacy from being exploited by misuse of these technologies.
This study aims to benefit digital privacy legislation efforts by evaluating the awareness and perceived importance of digital privacy legislation among computer science students. The chosen fixed variables for the population are study year and gamer classification.
The use of location based services in mobile applications and games are a concern for digital privacy. For this reason the study focused on computer science students as they have a high likelihood to use and develop this type of software. Surveys were used to evaluate awareness and perceived importance of digital privacy legislation.
The results of the study show that privacy legislation and awareness of privacy legislation are important to people. The perception of the importance of privacy legislation increases with academic experience. Awareness of privacy legislation increases from non-gamers to pro gamers.
Abstract: Encouraging physical activity amongst children and adolescents is becoming an increasingly relevant issue in modern society. Studies have shown that involving children and adolescents in physical activity is essential for their physical, mental and social development. However, with technology playing an increasingly important role in reducing physical work it is becoming more critical to incorporate adequate physical activities into our lives. One way to overcome this problem is to harness technology so that it promotes physical activities, for example, by motivating children and adolescents to exercise more. This paper describes a promising solution to the question of how to increase levels of physical activity in children and adolescents by combining gaming technologies with exercise tracking goals. This research describes a framework called FITTER (Framework for Integrating activity Tracking Technologies for Electronic Recreation) that combines video game play with more traditional, non-computer physical activities.
Abstract: The performance of state of the art worldwide telecommunication networks strongly depends on the efficiency of the applied routing mechanism. Game theoretical approaches to this problem offer new solutions. In this paper a new continuous network routing model is defined to describe data transfer in fixed telecommunication networks of multiple hosts. The nodes of the network correspond to routers whose latency is assumed to be traffic dependent. We propose that the whole traffic of the network can be decomposed to a finite number of tasks, which belong to various hosts. To describe the different latency-sensitivity, utility functions are defined for each task. The model is used to compare router and host intelligent types of routing methods, corresponding to various data transfer protocols. We analyze host intelligent routing as a transferable utility cooperative game with externalities. The main aim of the paper is to provide a framework in which the efficiency of various routing algorithms can be compared and the transferable utility game arising in the cooperative case can be analyzed.
Abstract: Thousands of masters athletes participate
quadrennially in the World Masters Games (WMG), yet this cohort
of athletes remains proportionately under-investigated. Due to a
growing global obesity pandemic in context of benefits of physical
activity across the lifespan, the prevalence of obesity in this unique
population was of particular interest. Data gathered on a sub-sample
of 535 football code athletes, aged 31-72 yrs ( =47.4, s =±7.1),
competing at the Sydney World Masters Games (2009) demonstrated
a significantly (p
Abstract: IVE toolkit has been created for facilitating research,education and development in the ?eld of virtual storytelling andcomputer games. Primarily, the toolkit is intended for modellingaction selection mechanisms of virtual humans, investigating level-of-detail AI techniques for large virtual environments, and for exploringjoint behaviour and role-passing technique (Sec. V). Additionally, thetoolkit can be used as an AI middleware without any changes. Themain facility of IVE is that it serves for prototyping both the AI andvirtual worlds themselves. The purpose of this paper is to describeIVE?s features in general and to present our current work - includingan educational game - on this platform.Keywords? AI middleware, simulation, virtual world.
Abstract: Schools today face ever-increasing demands in their attempts to ensure that students are well equipped to enter the workforce and navigate a complex world. Research indicates that computer technology can help support learning, implementation of various experiments or learning games, and that it is especially useful in developing the higher-order skills of critical thinking, observation, comprehension, implementation, comparison, analysis and active attention to activities such as research, field work, simulations and scientific inquiry. The ICT in education supports the learning procedure by enabling it to be more flexible and effective, create a rich and attractive training environment and equip the students with knowledge and potential useful for the competitive social environment in which they live. This paper presents the design, the development, and the results of the evaluation analysis of an interactive educational game which using real electric vehicles - toys (material) on a toy race track. When the game starts each student selects a specific vehicle toy. Then students are answering questionnaires in the computer. The vehicles' speed is related to the percentage of right answers in a multiple choice questionnaire (software). Every question has its own significant value depending of the different level of questionnaire. Via the developed software, each right or wrong answers in questionnaire increase or decrease the real time speed of their vehicle toys. Moreover the rate of vehicle's speed increase or decrease depends on the difficulty level of each question. The aim of the work is to attract the student’s interest in a learning process and also to improve their scores. The developed real time game was tested using independent populations of students of age groups: 8-10, 11-14, 15-18 years. Standard educational and statistical analysis tools were used for the evaluation analysis of the game. Results reveal that students using the developed real time control game scored much higher (60%) than students using a traditional simulation game on the same questionnaire. Results further indicate that student's interest in repeating the developed real time control gaming was far higher (70%) than the interest of students using a traditional simulation game.
Abstract: Motion capture devices have been utilized in
producing several contents, such as movies and video games. However,
since motion capture devices are expensive and inconvenient to use,
motions segmented from captured data was recycled and synthesized
to utilize it in another contents, but the motions were generally
segmented by contents producers in manual. Therefore, automatic
motion segmentation is recently getting a lot of attentions. Previous
approaches are divided into on-line and off-line, where on-line
approaches segment motions based on similarities between
neighboring frames and off-line approaches segment motions by
capturing the global characteristics in feature space. In this paper, we
propose a graph-based high-level motion segmentation method. Since
high-level motions consist of several repeated frames within temporal
distances, we consider all similarities among all frames within the
temporal distance. This is achieved by constructing a graph, where
each vertex represents a frame and the edges between the frames are
weighted by their similarity. Then, normalized cuts algorithm is used
to partition the constructed graph into several sub-graphs by globally
finding minimum cuts. In the experiments, the results using the
proposed method showed better performance than PCA-based method
in on-line and GMM-based method in off-line, as the proposed method
globally segment motions from the graph constructed based
similarities between neighboring frames as well as similarities among
all frames within temporal distances.
Abstract: The contribution deals with problem of take-off phase of back somersault with twisting with various numbers of twists along longitudinal body axis. The aim was to evaluate the changes in angles during transition phase from back handspring to back somersault using 3D kinematic analysis of the somersaults. We used Simi Motion System for the 3D kinematic analysis of the observed gymnastic element performed by Czech Republic female representative and 2008 Summer Olympic Games participant. The results showed that the higher the number of twists, the smaller the touchdown angle in which the gymnasts lands on the pad in the beginning of take-off phase. In back somersault with one twist (180°) the average angle is 54°, in 1080° back somersault the average angle is 45.9°. These results may help to improve technical training of sports gymnasts.
Abstract: In this paper, we propose a Connect6 solver which
adopts a hybrid approach based on a tree-search algorithm and image
processing techniques. The solver must deal with the complicated
computation and provide high performance in order to make real-time
decisions. The proposed approach enables the solver to be
implemented on a single Spartan-6 XC6SLX45 FPGA produced by
XILINX without using any external devices. The compact
implementation is achieved through image processing techniques to
optimize a tree-search algorithm of the Connect6 game. The tree
search is widely used in computer games and the optimal search brings
the best move in every turn of a computer game. Thus, many
tree-search algorithms such as Minimax algorithm and artificial
intelligence approaches have been widely proposed in this field.
However, there is one fundamental problem in this area; the
computation time increases rapidly in response to the growth of the
game tree. It means the larger the game tree is, the bigger the circuit
size is because of their highly parallel computation characteristics.
Here, this paper aims to reduce the size of a Connect6 game tree using
image processing techniques and its position symmetric property. The
proposed solver is composed of four computational modules: a
two-dimensional checkmate strategy checker, a template matching
module, a skilful-line predictor, and a next-move selector. These
modules work well together in selecting next moves from some
candidates and the total amount of their circuits is small. The details of
the hardware design for an FPGA implementation are described and
the performance of this design is also shown in this paper.
Abstract: A dynamic of Bertrand duopoly game is analyzed, where players use different production methods and choose their prices with bounded rationality. The equilibriums of the corresponding discrete dynamical systems are investigated. The stability conditions of Nash equilibrium under a local adjustment process are studied. The stability conditions of Nash equilibrium under a local adjustment process are studied. The stability of Nash equilibrium, as some parameters of the model are varied, gives rise to complex dynamics such as cycles of higher order and chaos. On this basis, we discover that an increase of adjustment speed of bounded rational player can make Bertrand market sink into the chaotic state. Finally, the complex dynamics, bifurcations and chaos are displayed by numerical simulation.
Abstract: Whilst there is growing evidence that activity across
the lifespan is beneficial for improved health, there are also many
changes involved with the aging process and subsequently the
potential for reduced indices of health. The nexus between all forms
of health, physical activity and aging is complex and has raised much
interest in recent times due to the realization that a multifaceted
approached is necessary in order to counteract a growing obesity
epidemic. By investigating age based trends within a population
adherring to competitive sport at older ages, further insight might be
gleaned to assist in understanding one of many factors influencing
this relationship. This study evaluated those sport psychological
constructs of health, physical fitness, mental health states, and social
dimension factors in sport that were associated with factors to
participate in sport and physical activity based on responses from the
2009 World Masters Games in Sydney. The sample consisted of
7846 athletes who competed at the games and who completed a 56
item sports participation survey using a 7-point Likert response (1 -
not important to 7 - very important). Questions focuses on factors
thought to promote participation, such as weight control, living
longer, improving mental health (self-esteem, mood states),
improving physical health and factors related to the athlete-s
competitive perspective. The most significant factors related to
participation with this cohort of masters athletes were the socializing
environment of sport, getting physically fit and improving
competitive personal best performances. Strategies to increase
participation in masters sport should focus on these factors as other
factors such as weight loss, improving mental health and living
longer were not identified as important determinates of sports
participation at the World Masters level.
Abstract: Fundamental motivation of this paper is how gaze estimation can be utilized effectively regarding an application to games. In games, precise estimation is not always important in aiming targets but an ability to move a cursor to an aiming target accurately is also significant. Incidentally, from a game producing point of view, a separate expression of a head movement and gaze movement sometimes becomes advantageous to expressing sense of presence. A case that panning a background image associated with a head movement and moving a cursor according to gaze movement can be a representative example. On the other hand, widely used technique of POG estimation is based on a relative position between a center of corneal reflection of infrared light sources and a center of pupil. However, a calculation of a center of pupil requires relatively complicated image processing, and therefore, a calculation delay is a concern, since to minimize a delay of inputting data is one of the most significant requirements in games. In this paper, a method to estimate a head movement by only using corneal reflections of two infrared light sources in different locations is proposed. Furthermore, a method to control a cursor using gaze movement as well as a head movement is proposed. By using game-like-applications, proposed methods are evaluated and, as a result, a similar performance to conventional methods is confirmed and an aiming control with lower computation power and stressless intuitive operation is obtained.
Abstract: There has been a growing interest in implementing humanoid avatars in networked virtual environment. However, most existing avatar communication systems do not take avatars- social backgrounds into consideration. This paper proposes a novel humanoid avatar animation system to represent personalities and facial emotions of avatars based on culture, profession, mood, age, taste, and so forth. We extract semantic keywords from the input text through natural language processing, and then the animations of personalized avatars are retrieved and displayed according to the order of the keywords. Our primary work is focused on giving avatars runtime instruction from multiple natural languages. Experiments with Chinese, Japanese and English input based on the prototype show that interactive avatar animations can be displayed in real time and be made available online. This system provides a more natural and interesting means of human communication, and therefore is expected to be used for cross-cultural communication, multiuser online games, and other entertainment applications.
Abstract: The purpose of the study was to find out the efficacy
of selected mobility exercises and participation in special games on psychomotor abilities, functional abilities and skill performance
among intellectually disabled children of age group under 14. Thirty male students who were studying in Balar Kalvi Nilayam and YMCA
College Special School, Chennai, acted as subjects for the study.
They were only mild and moderate in intellectual disability. These
students did not undergo any special training or coaching programme apart from their regular routine physical activity classes as a part of
the curriculum in the school. They were attached at random, based on
age in which 30 belonged to under 14 age group, which was divided
into three equal group of ten for each experimental treatment. 10
students (Treatment group I) underwent calisthenics and special
games participation, 10 students (Treatment group II) underwent
aquatics and special games participation, 10 students (Treatment
group III) underwent yoga and special games participation. The subjects were tested on selected criterion variables prior (pre test)
and after twelve weeks of training (post test). The pre and post test
data collected from three groups on functional abilities(self care,
learning, capacity for independent living), psychomotor
variables(static balance, eye hand coordination, simple reaction time
test) and skill performance (bocce skill, badminton skill, table tennis
skill) were statistically examined for significant difference, by
applying the analysis ANACOVA. Whenever an 'F' ratio for
adjusted test was found to be significant for adjusted post test means,
Scheffe-s test was followed as a post-hoc test to determine which of
the paired mean differences was significant. The result of the study
showed that among under 14 age groups there was a significant improvement on selected criterion variables such as, Balance,
Coordination, self-care and learning and also in Bocce, Badminton & Table Tennis skill performance, due to mobility exercises and
participation in special games. However there were no significant
differences among the groups.
Abstract: After Apple's first introduction its smart phone, iPhone
in the end of 2009 in Korea, the number of Korean smarphone users
had been rapidly increasing so that the half of Korean population
became smart phone users as of February, 2012. Currently, smart
phones are positioned as a major digital media with powerful
influences in Korea. And, now, Koreans are leaning new information,
enjoying games and communicating other people every time and
everywhere. As smart phone devices' performances increased, the
number of usable services became more while adequate GUI
developments are required to implement various functions with smart
phones. The strategy to provide similar experiences on smart phones
through familiar features based on employment of existing media's
functions mostly contributed to smart phones' popularization in
connection with smart phone devices' iconic GUIs.
The spread of Smart phone increased mobile web accesses.
Therefore, the attempts to implement PC's web in the smart phone's
web are continuously made. The mobile web GUI provides familiar
experiences to users through designs adequately utilizing the smart
phone's GUIs. As the number of users familiarized to smart phones
and mobile web GUIs, opposite to reversed remediation from many
parts of PCs, PCs are starting to adapt smart phone GUIs.
This study defines this phenomenon as the reversed remediation,
and reviews the reversed remediation cases of Smart phone GUI'
characteristics of PCs. For this purpose, the established study issues
are as under:
· what is the reversed remediation?
· what are the smart phone GUI's characteristics?
· what kind of interrelationship exist s between the smart phone and
PC's web site?
It is meaningful in the forecast of the future GUI's change by
understanding of characteristics in the paradigm changes of PC and
smart phone's GUI designs. This also will be helpful to establish
strategies for digital devices' development and design.