Abstract: Artificial Neural Networks (ANNs) have been used successfully in many scientific, industrial and business domains as a method for extracting knowledge from vast amounts of data. However the use of ANN techniques in the sporting domain has been limited. In professional sport, data is stored on many aspects of teams, games, training and players. Sporting organisations have begun to realise that there is a wealth of untapped knowledge contained in the data and there is great interest in techniques to utilise this data. This study will use player data from the elite Australian Football League (AFL) competition to train and test ANNs with the aim to predict the onset of injuries. The results demonstrate that an accuracy of 82.9% was achieved by the ANNs’ predictions across all examples with 94.5% of all injuries correctly predicted. These initial findings suggest that ANNs may have the potential to assist sporting clubs in the prediction of injuries.
Abstract: The State of Rio de Janeiro, Brazil, will hold two important events in the nearby future. In 2014 it will have the final game of the Football World Cup, and in 2016 it will be holding the Olympic Games. Therefore, the public transportation system (mainly buses) is of a major concern to the Rio de Janeiro State authorities-. The main objective of this work is to compare the quality of service of the bus companies operating in the cities of ItaperunaandCampos, both cities situated in the state of Rio de Janeiro, Brazil. The outcome of thiscomparison, based on the opinion of the bus users, has shownthemdispleased with the quality of the service provided by the bus companies operating in both cities. It is urgent the need to find possible practical alternatives to minimize the consequences of the main problems detected in this work. With these practical alternatives available, we will be able to offer to the Rio de Janeiro State authorities- suggestions about possible solutions to the main problems identified in this survey, as well as the time of implantation and costs of these solutions.
Abstract: The purpose of this study is to explore the impacts of
computer games on the mathematics instruction. First, the research
designed and implemented the web-based games according to the
content of existing textbook. And the researcher collected and
analyzed the information related to the mathematics instruction
integrating the computer games. In this study, the researcher focused
on the learning motivation of mathematics, mathematics achievement,
and pupil-teacher interactions in classroom. The results showed that
students under instruction integrating computer games significantly
improved in motivation and achievement. The teacher tended to use
less direct teaching and provide more time for student-s active
learning.
Abstract: This paper mainly investigates the environmental and
economic impacts of worldwide use of electric vehicles. It can be
concluded that governments have good reason to promote the use of
electric vehicles. First, the global vehicles population is evaluated with
the help of grey forecasting model and the amount of oil saving is
estimated through approximate calculation. After that, based on the
game theory, the amount and types of electricity generation needed by
electronic vehicles are established. Finally, some conclusions on the
government-s attitudes are drawn.
Abstract: Within the realm of e-government, the development has moved towards testing new means for democratic decisionmaking, like e-panels, electronic discussion forums, and polls. Although such new developments seem promising, they are not problem-free, and the outcomes are seldom used in the subsequent formal political procedures. Nevertheless, process models offer promising potential when it comes to structuring and supporting transparency of decision processes in order to facilitate the integration of the public into decision-making procedures in a reasonable and manageable way. Based on real-life cases of urban planning processes in Sweden, we present an outline for an integrated framework for public decision making to: a) provide tools for citizens to organize discussion and create opinions; b) enable governments, authorities, and institutions to better analyse these opinions; and c) enable governments to account for this information in planning and societal decision making by employing a process model for structured public decision making.
Abstract: We consider a cooperative game played by n players against a referee. The players names are randomly distributed among n lockers, with one name per locker. Each player can open up to half the lockers and each player must find his name. Once the game starts the players may not communicate. It has been previously shown that, quite surprisingly, an optimal strategy exists for which the success probability is never worse than 1 − ln 2 ≈ 0.306. In this paper we consider an extension where the number of lockers is greater than the number of players, so that some lockers are empty. We show that the players may still win with positive probability even if there are a constant k number of empty lockers. We show that for each fixed probability p, there is a constant c so that the players can win with probability at least p if they are allowed to open cn lockers.
Abstract: The only relevant basis for the design of an educational application are objectives of learning for the content area. This study analyses the process in which the real – not only the formal – objectives could work as the starting point for the construction of an educational game. The application context is the education of perioperative nursing. The process is based on the panel discussions of nursing teachers. In the panels, the teachers elaborated the objectives. The transcribed discussions were analysed in terms of the conceptions of learning and teaching of perioperative nursing. The outcome of the study is first the elaborated objectives, which will be used in the implementation of an educational game for the needs of pre-, intra and post-operative nursing skills learning. Second, the study shows that different views of learning are necessary to be understood in order to design an appropriate educational application.
Abstract: We introduce a novel approach to measuring how
humans learn based on techniques from information theory and
apply it to the oriental game of Go. We show that the total amount
of information observable in human strategies, called the strategic
information, remains constant for populations of players of differing
skill levels for well studied patterns of play. This is despite the very
large amount of knowledge required to progress from the recreational
players at one end of our spectrum to the very best and most
experienced players in the world at the other and is in contrast to
the idea that having more knowledge might imply more 'certainty'
in what move to play next. We show this is true for very local
up to medium sized board patterns, across a variety of different
moves using 80,000 game records. Consequences for theoretical and
practical AI are outlined.
Abstract: The 15-a-side Fiji rugby team trains well in preparations for any rugby competition but rarely performs to expectations. In order to help the Fiji local based rugby players to identify some key basic areas in improving their performance, a series of workshops were conducted to assess their nutritional status and dietary habits in relation to energy demand during rugby matches. The nutrition workshop included the administration of questionnaires to 19 local based rugby players, requesting the following information: usual food intakes, training camp food intakes, carbohydrate loading, pre-game meals and post-game meals. The study revealed that poor eating habits of the players resulted in the low carbohydrate intake, which may have contributed to increase levels of fatigue leading to loss of stamina even before the second half of the game. It appears that the diet of most 15-a-side players does not provide enough energy to enable them to last the full eightyminutes of the game.
Abstract: In this paper, a mathematical model for data object replication in ad hoc networks is formulated. The derived model is general, flexible and adaptable to cater for various applications in ad hoc networks. We propose a game theoretical technique in which players (mobile hosts) continuously compete in a non-cooperative environment to improve data accessibility by replicating data objects. The technique incorporates the access frequency from mobile hosts to each data object, the status of the network connectivity, and communication costs. The proposed technique is extensively evaluated against four well-known ad hoc network replica allocation methods. The experimental results reveal that the proposed approach outperforms the four techniques in both the execution time and solution quality
Abstract: Game theory could be used to analyze the conflicted
issues in the field of information hiding. In this paper, 2-phase game
can be used to build the embedder-attacker system to analyze the
limits of hiding capacity of embedding algorithms: the embedder
minimizes the expected damage and the attacker maximizes it. In the
system, the embedder first consumes its resource to build embedded
units (EU) and insert the secret information into EU. Then the attacker
distributes its resource evenly to the attacked EU. The expected
equilibrium damage, which is maximum damage in value from the
point of view of the attacker and minimum from the embedder against
the attacker, is evaluated by the case when the attacker attacks a
subset from all the EU. Furthermore, the optimal equilibrium capacity
of hiding information is calculated through the optimal number of EU
with the embedded secret information. Finally, illustrative examples
of the optimal equilibrium capacity are presented.
Abstract: Internet access is a vital part of the modern world and an important tool in the education of our children. It is present in schools, homes and even shopping malls. Mastering the use of the internet is likely to be an important skill for those entering the job markets of the future. An internet user can be anyone he or she wants to be in an online chat room, or play thrilling and challenging games against other players from all corners of the globe. It seems at present time (or near future) for many people relationships in the real world may be neglected as those in the virtual world increase in importance. Internet is provided a fast mode of transportation caused freedom from family bonds and mixing with different cultures and new communities. This research is an attempt to study effect of Internet on Social capital. For this purpose a survey technique on the sample size amounted 168 students of Payame Noor University of Kermanshah city in country of Iran were considered. Degree of social capital is moderate. With the help of the Multi-variable Regression, variables of Iranian message attractive, Interest to internet with effect of positive and variable Creating a cordial atmosphere with negative effect be significant.
Abstract: Creative drama which interconnects with the concepts of play, theatre, animation and role playing is a field which can only be learnt and expressed through experiencing. This study about assessment of the drama teaching in preschools by children was conducted in 3 preschools in Ankara with participation of 12 children of 6 ages who had taken drama learning courses. Qualitative research approach and semi-structured interviewing technique were employed. The results of the study indicated that all of 12 children defined drama as a game and entertainment.
Abstract: An iterative algorithm is proposed and tested in Cournot Game models, which is based on the convergence of sequential best responses and the utilization of a genetic algorithm for determining each player-s best response to a given strategy profile of its opponents. An extra outer loop is used, to address the problem of finite accuracy, which is inherent in genetic algorithms, since the set of feasible values in such an algorithm is finite. The algorithm is tested in five Cournot models, three of which have convergent best replies sequence, one with divergent sequential best replies and one with “local NE traps"[14], where classical local search algorithms fail to identify the Nash Equilibrium. After a series of simulations, we conclude that the algorithm proposed converges to the Nash Equilibrium, with any level of accuracy needed, in all but the case where the sequential best replies process diverges.
Abstract: This paper presents a conceptual model of agreement
options on negotiation support for civil engineering decision. The
negotiation support facilitates the solving of group choice decision
making problems in civil engineering decision to reduce the impact
of mud volcano disaster in Sidoarjo, Indonesia. The approach based
on application of analytical hierarchy process (AHP) method for
multi criteria decision on three level of decision hierarchy.
Decisions for reducing impact is very complicated since many
parties involved in a critical time. Where a number of stakeholders
are involved in choosing a single alternative from a set of solution
alternatives, there are different concern caused by differing
stakeholder preferences, experiences, and background. Therefore, a
group choice decision support is required to enable each stakeholder
to evaluate and rank the solution alternatives before engaging into
negotiation with the other stakeholders. Such civil engineering
solutions as alternatives are referred to as agreement options that are
determined by identifying the possible stakeholder choice, followed
by determining the optimal solution for each group of stakeholder.
Determination of the optimal solution is based on a game theory
model of n-person general sum game with complete information that
involves forming coalitions among stakeholders.
Abstract: The game of Maundy Block is the three-player variant
of Maundy Cake, a classical combinatorial game. Even though to
determine the solution of Maundy Cake is trivial, solving Maundy
Block is challenging because of the identification of queer games,
i.e., games where no player has a winning strategy.
Abstract: Thanks to VR technology advanced, there are many
researches had used VR technology to develop a training system.
Using VR characteristics can simulate many kinds of situations to
reach our training-s goal. However, a good training system not only
considers real simulation but also considers learner-s learning
motivation. So, there are many researches started to conduct game-s
features into VR training system. We typically called this is a serious
game. It is using game-s features to engage learner-s learning
motivation. However, VR or Serious game has another important
advantage. That is simulating feature. Using this feature can create
any kinds of pressured environments. Because in the real
environment may happen any emergent situations. So, increasing the
trainees- pressure is more important when they are training. Most
pervious researches are investigated serious game-s applications and
learning performance. Seldom researches investigated how to
increase the learner-s mental workload when they are training. So, in
our study, we will introduce a real case study and create two types
training environments. Comparing the learner-s mental workload
between VR training and serious game.
Abstract: In this paper, the construction of a detailed spine
model is presented using the LifeMOD Biomechanics Modeler. The
detailed spine model is obtained by refining spine segments in
cervical, thoracic and lumbar regions into individual vertebra
segments, using bushing elements representing the intervertebral
discs, and building various ligamentous soft tissues between
vertebrae. In the sagittal plane of the spine, constant force will be
applied from the posterior to anterior during simulation to determine
dynamic characteristics of the spine. The force magnitude is
gradually increased in subsequent simulations. Based on these
recorded dynamic properties, graphs of displacement-force
relationships will be established in terms of polynomial functions by
using the least-squares method and imported into a haptic integrated
graphic environment. A thoracolumbar spine model with complex
geometry of vertebrae, which is digitized from a resin spine
prototype, will be utilized in this environment. By using the haptic
technique, surgeons can touch as well as apply forces to the spine
model through haptic devices to observe the locomotion of the spine
which is computed from the displacement-force relationship graphs.
This current study provides a preliminary picture of our ongoing
work towards building and simulating bio-fidelity scoliotic spine
models in a haptic integrated graphic environment whose dynamic
properties are obtained from LifeMOD. These models can be helpful
for surgeons to examine kinematic behaviors of scoliotic spines and
to propose possible surgical plans before spine correction operations.
Abstract: The study investigated the effects of Teaching Games
for Understanding approach on students ‘cognitive learning outcome.
The study was a quasi-experimental non-equivalent pretest-posttest
control group design whereby 10 year old primary school students
(n=72) were randomly assigned to an experimental and a control
group. The experimental group students were exposed with TGfU
approach and the control group with the Traditional Skill approach of
handball game. Game Performance Assessment Instrument (GPAI)
was used to measure students' tactical understanding and decision
making in 3 versus 3 handball game situations. Analysis of
covariance (ANCOVA) was used to analyze the data. The results
reveal that there was a significant difference between the TGfU
approach group and the traditional skill approach group students on
post test score (F (1, 69) = 248.83, p < .05). The findings of this
study suggested the importance of TGfU approach to improve
primary students’ tactical understanding and decision making in
handball game.
Abstract: Fine-grained data replication over the Internet allows duplication of frequently accessed data objects, as opposed to entire sites, to certain locations so as to improve the performance of largescale content distribution systems. In a distributed system, agents representing their sites try to maximize their own benefit since they are driven by different goals such as to minimize their communication costs, latency, etc. In this paper, we will use game theoretical techniques and in particular auctions to identify a bidding mechanism that encapsulates the selfishness of the agents, while having a controlling hand over them. In essence, the proposed game theory based mechanism is the study of what happens when independent agents act selfishly and how to control them to maximize the overall performance. A bidding mechanism asks how one can design systems so that agents- selfish behavior results in the desired system-wide goals. Experimental results reveal that this mechanism provides excellent solution quality, while maintaining fast execution time. The comparisons are recorded against some well known techniques such as greedy, branch and bound, game theoretical auctions and genetic algorithms.