Abstract: In this paper, we first introduce the model of games on augmenting systems with a coalition structure, which can be seen as an extension of games on augmenting systems. The core of games on augmenting systems with a coalition structure is defined, and an equivalent form is discussed. Meantime, the Shapley function for this type of games is given, and two axiomatic systems of the given Shapley function are researched. When the given games are quasi convex, the relationship between the core and the Shapley function is discussed, which does coincide as in classical case. Finally, a numerical example is given.
Abstract: Seemingly simple probabilities in the m-player game bingo have never been calculated. These probabilities include expected game length and the expected number of winners on a given turn. The difficulty in probabilistic analysis lies in the subtle interdependence among the m-many bingo game cards in play. In this paper, the game i got it!, a bingo variant, is considered. This variation provides enough weakening of the inter-player dependence to allow probabilistic analysis not possible for traditional bingo. The probability of winning in exactly k turns is calculated for a one-player game. Given a game of m-many players, the expected game length and tie probability are calculated. With these calculations, the game-s interesting payout scheme is considered.
Abstract: Educational games (EG) seem to have lots of potential due to digital games popularity and preferences of our younger generations of learners. However, most studies focus on game design and its effectiveness while little has been known about the factors that can affect users to accept or to reject EG for their learning. User acceptance research try to understand the determinants of information systems (IS) adoption among users by investigating both systems factors and users factors. Upon the lack of knowledge on acceptance factors for educational games, we seek to understand the issue. This study proposed a model of acceptance factors based on Unified Theory of Acceptance and Use of Technology (UTAUT). We use original model (performance expectancy, effort expectancy and social influence) together with two new determinants (learning opportunities and enjoyment). We will also investigate the effect of gender and gaming experience that moderate the proposed factors.
Abstract: The role of entrepreneurs in generating the economy is
very important. Thus, nurturing entrepreneurship skills among
society is very crucial and should start from the early age. One of the
methods is to teach through game such as board game. Game
provides a fun and interactive platform for players to learn and play.
Besides that as today-s world is moving towards Islamic approach in
terms of finance, banking and entertainment but Islamic based game
is still hard to find in the market especially games on
entrepreneurship. Therefore, there is a gap in this segment that can be
filled by learning entrepreneurship through game. The objective of
this paper is to develop an entrepreneurship digital-based game
entitled “Catur Bistari" that is based on Islamic business approach.
Knowledge and skill of entrepreneurship and Islamic business
approach will be learned through the tasks that are incorporated
inside the game.
Abstract: Baseball is unique among other sports in Taiwan.
Baseball has become a “symbol of the Taiwanese spirit and Taiwan-s
national sport". Taiwan-s first professional sports league, the Chinese
Professional Baseball League (CPBL), was established in 1989.
Starters pitch many more innings over the course of a season and for
a century teams have made all their best pitchers starters. In this
study, we attempt to determine the on-field performance these
pitchers and which won the most CPBL games in 2009. We utilize
the discriminate analysis approach to solve the problem, examining
winning pitchers and their statistics, to reliably find the best starting
pitcher. The data employed in this paper include innings pitched (IP),
earned runs allowed (ERA) and walks plus hits per inning pitched
(WPHIP) provided by the official website of the CPBL. The results
show that Aaron Rakers was the best starting pitcher of the CPBL.
The top 10 CPBL starting pitchers won 14 games to 8 games in the
2009 season. Though Fisher Discriminant Analysis, predicted to top
10 CPBL starting pitchers probably won 20 games to 9 games, more
1 game to 7 games in actually counts in 2009 season.
Abstract: For any country the project management has been a
vital part for its development. The highly competitive business world
has created tremendous pressure on the project managers to achieve
success. The pressure is derived from survival and profit building in
business organizations which compels the project managers to pursue
unethical practices. As a result unethical activities in business
projects can be found easily where situations or issues arise due to
dubious business practice, high corruption, or absolute violation of
the law. The recent spur on Commonwealth games to be organized in
New Delhi indicates towards the same. It has been seen that the
project managers mainly focus on cost, time, and quality rather than
social impact and long term effects of the project. Surprisingly the
literature as well as the practitioner-s perspective also does not
identify the role of ethics in project success. This paper identifies
ethics as the fourth most important dimension in the project based
organizations. The paper predicts that the approach of considering
ethics will result in sustainability of the project. It will increase
satisfaction and loyalty of the customers as well as create harmony,
trust, brotherhood, values and morality among the team members.
This paper is conceptual in nature as inadequate literature exists
linking the project success with an ethical approach.
Abstract: Sport is one of the sectors in which the largest
technical projections regarding the functions of textiles can be found.
He is a large consumer of high performance composite materials and
new fibers. It is one of the sectors where the innovation is the most
important when the greatest numbers of spectacular developments are
aimed at increasing performance. In medicine, textile innovation is
used and contributes in the amelioration of different materials such as
dressing, orthosis, bandages, etc. The hygienic textiles in non-woven
materials record a strong growth. The objective of this study is to
show the different advances of development we obtained in the both
ways (sport and medicine). Polyamide fibers where developed
tacking into account the specification of the high level athlete’s
performance like swimming and triathlon (Olympic Games, Brazil
2016). The first textile utilization was for skiing (Olympic Games,
Sotchi 2014). The different textiles technologies where adapted for
medicine.
Abstract: This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.
Abstract: Teaching and learning about sustainability is a pedagogical endeavour with various innate difficulties and increased demands. Higher education has a dual role to play in addressing this challenge: to identify and explore innovative approaches and tools for addressing the complex and value-laden nature of sustainability in more meaningful ways, and to help teachers to integrate these approaches into their practice through appropriate professional development programs. The study reported here was designed and carried out within the context of a Masters course in Environmental Education. Eight teachers were collaboratively engaged in reconstructing a digital game microworld which was deliberately designed by the researchers to be questioned and evoke critical discussion on the idea of ‘sustainable city’. The study was based on the design-based research method. The findings indicate that the teachers’ involvement in processes of co-constructing the microworld initiated discussion and reflection upon the concepts of sustainability and sustainable lifestyles.
Abstract: Instead of representing individual cognition only, population cognition is represented using artificial neural networks whilst maintaining individuality. This population network trains continuously, simulating adaptation. An implementation of two coexisting populations is compared to the Lotka-Volterra model of predator-prey interaction. Applications include multi-agent systems such as artificial life or computer games.
Abstract: Collaborative working environments for distance
education can be considered as a more generic form of contemporary
remote labs. At present, the majority of existing real laboratories are
not constructed to allow the involved participants to collaborate in
real time. To make this revolutionary learning environment possible
we must allow the different users to carry out an experiment
simultaneously. In recent times, multi-user environments are
successfully applied in many applications such as air traffic control
systems, team-oriented military systems, chat-text tools, multi-player
games etc. Thus, understanding the ideas and techniques behind these
systems could be of great importance in the contribution of ideas to
our e-learning environment for collaborative working. In this
investigation, collaborative working environments from theoretical
and practical perspectives are considered in order to build an
effective collaborative real laboratory, which allows two students or
more to conduct remote experiments at the same time as a team. In
order to achieve this goal, we have implemented distributed system
architecture, enabling students to obtain an automated help by either
a human tutor or a rule-based e-tutor.
Abstract: Business process management (BPM) has become
widely accepted within business community as a means for
improving business performance. However, it is of the highest
importance to incorporate BPM as part of the curriculum at the
university level education in order to achieve the appropriate
acceptance of the method. Goal of the paper is to determine the
current state of education in business process management (BPM) at
the Croatian universities and abroad. It investigates the applied forms
of instruction and teaching methods and gives several proposals for
BPM courses improvement. Since majority of undergraduate and
postgraduate students have limited understanding of business
processes and lack of any practical experience, there is a need for
introducing new teaching approaches. Therefore, we offer some
suggestions for further improvement, among which the introduction
of simulation games environment in BPM education is strongly
recommended.
Abstract: Realistic 3D face model is desired in various
applications such as face recognition, games, avatars, animations, and
etc. Construction of 3D face model is composed of 1) building a face
shape model and 2) rendering the face shape model. Thus, building a
realistic 3D face shape model is an essential step for realistic 3D face
model. Recently, 3D morphable model is successfully introduced to
deal with the various human face shapes. 3D dense correspondence
problem should be precedently resolved for constructing a realistic 3D
dense morphable face shape model. Several approaches to 3D dense
correspondence problem in 3D face modeling have been proposed
previously, and among them optical flow based algorithms and TPS
(Thin Plate Spline) based algorithms are representative. Optical flow
based algorithms require texture information of faces, which is
sensitive to variation of illumination. In TPS based algorithms
proposed so far, TPS process is performed on the 2D projection
representation in cylindrical coordinates of the 3D face data, not
directly on the 3D face data and thus errors due to distortion in data
during 2D TPS process may be inevitable.
In this paper, we propose a new 3D dense correspondence algorithm
for 3D dense morphable face shape modeling. The proposed algorithm
does not need texture information and applies TPS directly on 3D face
data. Through construction procedures, it is observed that the proposed
algorithm constructs realistic 3D face morphable model reliably and
fast.
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. Data gathered on a subsample 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 < 0.001), reduced classification of obesity using Body Mass Index (BMI) when compared to the general Australian population. This evidence of improved classification in one index of health (BMI < 30) for master athletes (when compared to the general population) implies there are either improved levels of this index of health due to adherence to sport or possibly the reduced BMI is advantageous and contributes to this cohort adhering (or being attracted) to masters sport. Demonstration of this proportionately under-investigated World Masters Games population having improved health over the general population is of particular interest.
Abstract: Realistic 3D face model is more precise in representing
pose, illumination, and expression of face than 2D face model so that it
can be utilized usefully in various applications such as face recognition,
games, avatars, animations, and etc.
In this paper, we propose a 3D face modeling method based on 3D
dense morphable shape model. The proposed 3D modeling method
first constructs a 3D dense morphable shape model from 3D face scan
data obtained using a 3D scanner. Next, the proposed method extracts
and matches facial landmarks from 2D image sequence containing a
face to be modeled, and then reconstructs 3D vertices coordinates of
the landmarks using a factorization-based SfM technique. Then, the
proposed method obtains a 3D dense shape model of the face to be
modeled by fitting the constructed 3D dense morphable shape model
into the reconstructed 3D vertices. Also, the proposed method makes a
cylindrical texture map using 2D face image sequence. Finally, the
proposed method generates a 3D face model by rendering the 3D dense
face shape model using the cylindrical texture map. Through building
processes of 3D face model by the proposed method, it is shown that
the proposed method is relatively easy, fast and precise.
Abstract: There have been many games developing simulation
of soccer games. Many of these games have been designed with
highly realistic features to attract more users. Many have also
incorporated better artificial intelligent (AI) similar to that in a real
soccer game. One of the challenging issues in a soccer game is the
cooperation, coordination and negotiation among distributed agents
in a multi-agent system. This paper focuses on the incorporation of
multi-agent technique in a soccer game domain. The better the
cooperation of a multi-agent team, the more intelligent the game will
be. Thus, past studies were done on the robotic soccer game because
of the better multi-agent system implementation. From this study, a
better approach and technique of multi-agent behavior could be
select to improve the author-s 2D online soccer game.
Abstract: In this paper, we develop a Spatio-Temporal graph as
of a key component of our knowledge representation Scheme. We
design an integrated representation Scheme to depict not only present
and past but future in parallel with the spaces in an effective and
intuitive manner. The resulting multi-dimensional comprehensive
knowledge structure accommodates multi-layered virtual world
developing in the time to maximize the diversity of situations in the
historical context. This knowledge representation Scheme is to be used
as the basis for simulation of situations composing the virtual world
and for implementation of virtual agents' knowledge used to judge and
evaluate the situations in the virtual world. To provide natural contexts
for situated learning or simulation games, the virtual stage set by this
Spatio-Temporal graph is to be populated by agents and other objects
interrelated and changing which are abstracted in the ontology.
Abstract: Chess is one of the indoor games, which improves the
level of human confidence, concentration, planning skills and
knowledge. The main objective of this paper is to help the chess
players to improve their chess openings using data mining
techniques. Budding Chess Players usually do practices by analyzing
various existing openings. When they analyze and correlate
thousands of openings it becomes tedious and complex for them. The
work done in this paper is to analyze the best lines of Blackmar-
Diemer Gambit(BDG) which opens with White D4... using data
mining analysis. It is carried out on the collection of winning games
by applying association rules. The first step of this analysis is
assigning variables to each different sequence moves. In the second
step, the sequence association rules were generated to calculate
support and confidence factor which help us to find the best
subsequence chess moves that may lead to winning position.
Abstract: Text-based game is supposed to be a low resource
consumption application that delivers good performances when
compared to graphical-intensive type of games. But, nowadays, some
of the online text-based games are not offering performances that are
acceptable to the users. Therefore, an online text-based game called
Star_Quest has been developed in order to analyze its behavior under
different performance measurements. Performance metrics such as
throughput, scalability, response time and page loading time are
captured to yield the performance of the game. The techniques in
performing the load testing are also disclosed to exhibit the viability
of our work. The comparative assessment between the results
obtained and the accepted level of performances are conducted as to
determine the performance level of the game. The study reveals that
the developed game managed to meet all the performance objectives
set forth.
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 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 adhering to
competitive sport at older ages, further insight might be
gleaned to assist in understanding one of many factors
influencing this relationship.
BMI was derived using data gathered on a total of 6,071
masters athletes (51.9% male, 48.1% female) aged 25 to 91
years ( =51.5, s =±9.7), competing at the Sydney World
Masters Games (2009). Using linear and loess regression it
was demonstrated that the usual tendency for prevalence of
higher BMI increasing with age was reversed in the sample.
This trend in reversal was repeated for both male and female
only sub-sets of the sample participants, indicating the
possibility of improved prevalence of BMI with increasing
age for both the sample as a whole and these individual subgroups.
This evidence of improved classification in one index of
health (reduced BMI) for masters athletes (when compared to
the general population) implies there are either improved
levels of this index of health with aging due to adherence to
sport or possibly the reduced BMI is advantageous and
contributes to this cohort adhering (or being attracted) to
masters sport at older ages. Demonstration of this
proportionately under-investigated World Masters Games
population having an improved relationship between BMI and
increasing age over the general population is of particular
interest in the context of the measures being taken globally to
curb an obesity epidemic.