Abstract: The current paper presents the results of a conducted
case study. During the past few years the number of children
diagnosed with Learning Difficulties has drastically augmented and
especially the cases of ADHD (Attention Deficit Hyperactivity
Disorder). One of the core characteristics of ADHD is a deficit in
working memory functions. The review of the literature indicates a
plethora of educational software that aim at training and enhancing
the working memory. Nevertheless, in the current paper, the
possibility of using for the same purpose free, online games will be
explored. Another issue of interest is the potential effect of the
working memory training to the core symptoms of ADHD. In order
to explore the abovementioned research questions, three digital tests
are employed, all of which are developed on the E-slate platform by
the author, in order to check the levels of ADHD’s symptoms and to
be used as diagnostic tools, both in the beginning and in the end of
the case study. The tools used during the main intervention of the
research are free online games for the training of working memory.
The research and the data analysis focus on the following axes: a) the
presence and the possible change in two of the core symptoms of
ADHD, attention and impulsivity and b) a possible change in the
general cognitive abilities of the individual. The case study was
conducted with the participation of a thirteen year-old, female
student, diagnosed with ADHD, during after-school hours. The
results of the study indicate positive changes both in the levels of
attention and impulsivity. Therefore, we conclude that the training of
working memory through the use of free, online games has a positive
impact on the characteristics of ADHD. Finally, concerning the
second research question, the change in general cognitive abilities, no
significant changes were noted.
Abstract: The teaching of computer programming for beginners
has been generally considered as a difficult and challenging task.
Several methodologies and research tools have been developed,
however, the difficulty of teaching still remains. Our work integrates
the state of the art in teaching programming with game software and
further provides metrics for the evaluation of student performance in
a collaborative activity of playing games. This paper aims to present a
multi-agent system architecture to be incorporated to the educational
collaborative game software for teaching programming that monitors,
evaluates and encourages collaboration by the participants. A
literature review has been made on the concepts of Collaborative
Learning, Multi-agents systems, collaborative games and techniques
to teach programming using these concepts simultaneously.
Abstract: The main objective of MEAL is to develop a
pedagogical tool aimed to help teachers and nutritionists (students
and professionals) to acquire, train, promote and deliver to children
basic nutritional education and healthy eating behaviours
competencies. MEAL is focused on eating behaviours and not only in
nutritional literacy, and will use new technologies like Information
and Communication Technologies (ICTs) and serious games (SG)
platforms to consolidate the nutritional competences and habits.
Abstract: This study makes an integrated investigation on how
life satisfaction is associated with the Korean game users'
psychological variables (self-esteem, game and life self- efficacy),
social variables (bonding and bridging social capital), and
demographic variables (age, gender). The data used for the empirical
analysis came from a representative sample survey conducted in South
Korea. Results show that self-esteem and game efficacy were an
important antecedent to the degree of users’ life satisfaction. Both
bonding social capital and bridging social capital enhance the level of
the users’ life satisfaction. The importance of perspectives as well as
their implications for the game users and further associated research is
explored.
Abstract: This study compares the intensity of game load among
player positions and between the 1st and the 2nd half of the games.
Two guards, three forwards, and three centers (female basketball
players) participated in this study. The heart rate (HR) and its
development were monitored during two competitive games.
Statistically insignificant differences in the intensity of game load
were recorded between guards, forwards, and centers below and
above 85% of the maximal heart rate (HRmax) and in the mean HR as
% of HRmax (87.81±3.79%, 87.02±4.37%, and 88.76±3.54%,
respectively). Moreover, when the 1st and the 2nd half of the games
were compared in the mean HR (87.89±4.18% vs. 88.14±3.63% of
HRmax), no statistical significance was recorded. This information can
be useful for coaching staff, to manage and to precisely plan the
training process.
Abstract: This paper presents a state-of-the-art survey of the
operations research models developed for internal audit planning.
Two alternative approaches have been followed in the literature for
audit planning: (1) identifying the optimal audit frequency; and (2)
determining the optimal audit resource allocation. The first approach
identifies the elapsed time between two successive audits, which can
be presented as the optimal number of audits in a given planning
horizon, or the optimal number of transactions after which an audit
should be performed. It also includes the optimal audit schedule. The
second approach determines the optimal allocation of audit frequency
among all auditable units in the firm. In our review, we discuss both
the deterministic and probabilistic models developed for audit
planning. In addition, game theory models are reviewed to find the
optimal auditing strategy based on the interactions between the
auditors and the clients.
Abstract: This study examined whether big five personality traits
affect game addiction with control of psychological, social, and
demographic factors. Specifically, using data from a survey of 789
game users in Korea, we conducted a regression analysis to see the
associations of psychological (loneliness/depression), social (activities
with family/friends), self-efficacy (game/general), gaming (daily
gaming time/perception), demographic (age/gender), and personality
traits (extraversion, neuroticism conscientiousness, agreeableness, &
openness) with the degree of game addiction. Results showed that
neuroticism increase game addiction with no effect of extraversion on
the addiction. General self-efficacy negatively affected game
addiction, whereas game self-efficacy increased the degree of game
addiction. Loneliness enhanced game addiction while depression
showed a negative effect on the addiction. Results and implications are
discussed.
Abstract: In this paper a new methodology for vendor selection
and supply quotas determination (VSSQD) is proposed. The problem
of VSSQD is solved by the model that combines revised weighting
method for determining the objective function coefficients, and a
multiple objective linear programming (MOLP) method based on the
cooperative game theory for VSSQD. The criteria used for VSSQD
are: (1) purchase costs and (2) product quality supplied by individual
vendors. The proposed methodology has been tested on the example
of flour purchase for a bakery with two decision makers.
Abstract: In this paper, we introduce an NLG application for the automatic creation of ready-to-publish texts from big data. The resulting fully automatic generated news stories have a high resemblance to the style in which the human writer would draw up such a story. Topics include soccer games, stock exchange market reports, and weather forecasts. Each generated text is unique. Readyto-publish stories written by a computer application can help humans to quickly grasp the outcomes of big data analyses, save timeconsuming pre-formulations for journalists and cater to rather small audiences by offering stories that would otherwise not exist.
Abstract: This study was conducted to examine the effectiveness of Teaching Games For Understanding (TGFU) in improving the hockey tactical skills and state self-confidence among 16-year-old students. Two hundred fifty-nine (259) school students were selected for the study based on the intact sampling method. One class was used as the control group (Boys=60, Girls=70), while another as the treatment group (Boys=60, Girls=69) underwent intervention with TGFU in physical education class conducted twice a week for four weeks. The Games Performance Assessment Instrument was used to observe the hockey tactical skills and The State Self-Confidence Inventory was used to determine the state of self-confidence among the students. After four weeks, ANCOVA analysis indicated the treatment groups had significant improvement in hockey tactical skills with F (1, 118) =313.37, p
Abstract: This study will examine how the therapeutic factors
(therapeutic catharsis-seeking and game-efficacy of the game player)
and self-construal factors (independent and interdependent
self-construal of the game player) as well as social capital factors
(bonding and bridging social capital of the game player) affect
aggression in the game. Results show that both therapeutic
catharsis-seeking and game self-efficacy are particularly important to
the players since they cause the game players’ aggressive tendencies to
be greatly diminished. Independent self-construal reduces the level of
the players’ aggression. Interestingly enough, the bonding social
capital enhances the level of the players’ aggression, while individuals
with bridging social capital did not show any significant effects. The
results and implications will be discussed herein.
Abstract: The objective of the article was to identify the impacts of gamification on customers' behaviour. The most important applications of games in marketing and mechanisms of gamification are presented in the article. A detailed analysis of the influence of gamification on customers using two brands, Foursquare and Nike, was also presented. Research studies using auditory survey methods were carried out among 176 young respondents, who are potential targets of gamification. The studies confirmed a huge participation of young people in customer loyalty programs with relatively low participation in other gamificationbased marketing activities. The research findings clearly indicate that gamification mechanisms are the most attractive.
Abstract: An artificial neural network is a mathematical model
inspired by biological neural networks. There are several kinds of
neural networks and they are widely used in many areas, such as:
prediction, detection, and classification. Meanwhile, in day to day life,
people always have to make many difficult decisions. For example,
the coach of a soccer club has to decide which offensive player
to be selected to play in a certain game. This work describes a
novel Neural Network using a combination of the General Regression
Neural Network and the Probabilistic Neural Networks to help a
soccer coach make an informed decision.
Abstract: Since the initial creation of the Barbie doll in 1959, it
became a symbol of US society. Likewise, the Licca-chan, a Japanese
doll created in 1967, also became a Japanese symbolic doll of Japanese
society. Prior to the introduction of Licca-chan, Barbie was already
marketed in Japan but their sales were dismal. Licca-chan (an actual
name: Kayama Licca) is a plastic doll with a variety of sizes ranging
from 21.0 cm to 29.0 cm which many Japanese girls dream of having.
For over 35 years, the manufacturer, Takara Co., Ltd. has sold over 48
million dolls and has produced doll houses, accessories, clothes, and
Licca-chan video games for the Nintendo DS. Many First-generation
Licca-chan consumers still are enamored with Licca-chan, and go to
Licca-chan House, in an amusement park with their daughters. These
people are called Licca-chan maniacs, as they enjoy touring the
Licca-chan’s factory in Tohoku or purchase various Licca-chan
accessories. After the successful launch of Licca-chan into the
Japanese market, a mixed-like doll from the US and Japan, a doll,
JeNny, was later sold in the same Japanese market by Takara Co., Ltd.
in 1982.
Comparison of these cultural iconic dolls, Barbie and Licca-chan,
are analyzed in this paper. In fact, these dolls have concepts of girls’
dreams. By using concepts of mythology of Jean Baudrillard, these
dolls can be represented idealized images of figures in the products for
consumers, but at the same time, consumers can see products with
different perspectives, which can cause controversy.
Abstract: Game theory is the study of how people interact and
make decisions to handle competitive situations. It has mainly been
developed to study decision making in complex situations. Humans
routinely alter their behaviour in response to changes in their social
and physical environment. As a consequence, the outcomes of
decisions that depend on the behaviour of multiple decision makers
are difficult to predict and require highly adaptive decision-making
strategies. In addition to the decision makers may have preferences
regarding consequences to other individuals and choose their actions
to improve or reduce the well-being of others. Nash equilibrium is a
fundamental concept in the theory of games and the most widely used
method of predicting the outcome of a strategic interaction in the
social sciences. A Nash Equilibrium exists when there is no unilateral
profitable deviation from any of the players involved. On the other
hand, no player in the game would take a different action as long as
every other player remains the same.
Abstract: The purpose of this presentation is to describe an interdisciplinary teaching program that integrates physical education concepts using a philosophical approach. The presentation includes a review of: a) the philosophy of American education, b) the philosophy of sports and physical education, c) the interdisciplinary physical education program, d) professional development programs, (e) the Success of this physical education program, f) future of physical education. This unique interdisciplinary program has been implemented in an urban school physical education discipline in East Orange, New Jersey for over 10 years.
During the program the students realize that the bodies go through different experiences. The body becomes a place where a child can recognize in an enjoyable way to express and perceive particular feelings or mental states. Children may distinguish themselves to have high abilities in the social or other domains but low abilities in the field of athletics.
The goal of this program for the individuals is to discover new skills, develop and demonstrate age appropriate mastery level at different tasks, therefore the program consists of 9 to 12 sports, including many game. Each successful experience increases the awareness ability. Engaging in sports and physical activities are social movements involving groups of children in situations such as teams, friends, and recreational settings, which serve as a primary socializing agent for teaching interpersonal skills. As a result of this presentation the audience will reflect and explore how to structure a physical education program to integrate interdisciplinary subjects with philosophical concepts.
Abstract: Since “Hello Kitty” was manufactured in the market in
1974, the manufacturer, Sanrio Co., Ltd. gains high profits not only
Kitty’s products but also Kitty license, which gives us a picture of
Sanrio’s sales strategy in the global market. Kitty’s history, its
products, and Sanrio’s sales strategy are researched in this paper.
Comparing it to American Girl, and focusing on KITTYLAB, a type of
attraction where you can enjoy games with Kitty, and choose its parts
to build your own Kitty, the image of the cultural icon can be altered.
Abstract: A novel hybrid model of the lumbar spine, allowing
fast static and dynamic simulations of the disc pressure
and the spine mobility, is introduced in this work. Our
contribution is to combine rigid bodies, deformable finite
elements, articular constraints, and springs into a unique model
of the spine. Each vertebra is represented by a rigid body
controlling a surface mesh to model contacts on the facet
joints and the spinous process. The discs are modeled using
a heterogeneous tetrahedral finite element model. The facet
joints are represented as elastic joints with six degrees of
freedom, while the ligaments are modeled using non-linear
one-dimensional elastic elements. The challenge we tackle
is to make these different models efficiently interact while
respecting the principles of Anatomy and Mechanics.
The mobility, the intradiscal pressure, the facet joint force and
the instantaneous center of rotation of the lumbar spine are
validated against the experimental and theoretical results of
the literature on flexion, extension, lateral bending as well as
axial rotation.
Our hybrid model greatly simplifies the modeling task and
dramatically accelerates the simulation of pressure within the
discs, as well as the evaluation of the range of motion and the
instantaneous centers of rotation, without penalizing precision.
These results suggest that for some types of biomechanical
simulations, simplified models allow far easier modeling and
faster simulations compared to usual full-FEM approaches
without any loss of accuracy.
Abstract: A game for training of breath (TRABR) for continuous
monitoring of pulmonary ventilation during the patients’ therapy
focuses especially on monitoring of their ventilation processes. It is
necessary to detect, monitor and differentiate abdominal and thoracic
breathing during the therapy. It is a fun form of rehabilitation where
the patient plays and also practicing isolated breathing. Finally the
game to practice breath was designed to evaluate whether the patient
uses two types of breathing or not.
Abstract: Learning through creation of contextual games is a
very promising approach when undertaking interdisciplinary and
international group projects. During 2013 and 2014 the authors
organized two intensive student projects. The two projects were in
different countries and different conditions. Between them, the two
projects involved 68 students and 12 mentors from five EU countries
and from various academic disciplines. In this paper we share our
experience of these two projects and we suggest approaches that can
be utilized to strengthen the chances of succeeding in short (12-15
days long) intensive student projects.