Abstract: Mobile social games recently become extremely
popular, spawning a whole new entertainment culture. However,
mobile game players are fickle, quickly and easily picking up and
abandoning games. This pilot study seeks to identify factors that
influence users to discontinuing playing mobile social games. We
identified three sacrifices which can prompt users to abandon games:
monetary sacrifice, time sacrifice and privacy sacrifice. The results
showed that monetary sacrifice has a greater impact than the other two
factors in causing players to discontinue usage intention.
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: Currently, biological control programs in greenhouse
crops involve the use, at the same time, several natural enemies
during the crop cycle. Also, large number of plant species grown in
greenhouses, among them, the used cultivars are also wide. However,
the cultivar effects on entomophagous species efficacy (predators and
parasitoids) have been scarcely studied. A new method had been
developed, using the factitious prey or host Ephestia kuehniella. It
allow us to evaluate, under greenhouse or controlled conditions
(semi-field), the cultivar effects on the entomophagous species
effectiveness. The work was carried out in greenhouse tomato crop. It
has been found the biological and ecological activities of predatory
species (Nesidiocoris tenuis) and egg-parasitoid (Trichogramma
achaeae) can be well represented with the use of the factitious prey
or host; being better in the former than the latter. The data found in
the trial are shown and discussed. The developed method could be
applied to evaluate new plant materials before making available to
farmers as commercial varieties, at low costs and easy use.
Abstract: Sudoku is a logic-based combinatorial puzzle game
which people in different ages enjoy playing it. The challenging and
addictive nature of this game has made it a ubiquitous game. Most
magazines, newspapers, puzzle books, etc. publish lots of Sudoku
puzzles every day. These puzzles often come in different levels of
difficulty so that all people, from beginner to expert, can play the
game and enjoy it. Generating puzzles with different levels of
difficulty is a major concern of Sudoku designers. There are several
works in the literature which propose ways of generating puzzles
having a desirable level of difficulty. In this paper, we propose a
method based on constraint satisfaction problems to evaluate the
difficulty of the Sudoku puzzles. Then we propose a hill climbing
method to generate puzzles with different levels of difficulty.
Whereas other methods are usually capable of generating puzzles
with only few number of difficulty levels, our method can be used to
generate puzzles with arbitrary number of different difficulty levels.
We test our method by generating puzzles with different levels of
difficulty and having a group of 15 people solve all the puzzles and
recording the time they spend for each puzzle.
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: Technical analysis comprised by various technical indicators is a holistic way of representing price movement of stocks in the market. Various forms of indicators have evolved from the primitive ones in the past decades. There have been many attempts to introduce volume as a major determinant to determine strong patterns in market forecasting. The law of demand defines the relationship between the volume and price. Most of the traders are familiar with the volume game. Including the time dimension to the law of demand provides a different visualization to the theory. While attempting the same, it was found that there are different thresholds in the market for different companies. These thresholds have a significant influence on the price. This article is an attempt in determining the thresholds for companies using the three dimensional graphs for optimizing the portfolios. It also emphasizes on the magnitude of importance of volumes as a key factor for determining of predicting strong price movements, bullish and bearish markets. It uses a comprehensive data set of major companies which form a major chunk of the Indian automotive sector and are thus used as an illustration.
Abstract: A group of 10 dogs (group A) with Periodontal Disease in the third stage, were subjected to regenerative therapy of periodontal tissues, by use of nano hydroxy apatite (NHA). These animals induced by general anesthesia, where treated by ultrasonic scaling, root planning, and at the end by a mucogingival flap in which it was applied NHA. The flap was closed and sutured with simple steps. Another group of 10 dogs (group B), control group, was treated only by scaling and root planning. No patient was subjected to antibiotic therapy. After three months, a check was made by inspection of the oral cavity, radiography and bone biopsy at the alveolar level. Group A showed a total restitutio ad integrum of the periodontal structures, and in group B still mild gingivitis in 70% of cases and 30% of the state remains unchanged. Numerous experimental studies both in animals and humans have documented that the grafts of porous hydroxyapatite are rapidly invaded by fibrovascular tissue which is subsequently converted into mature lamellar bone tissue by activating osteoblast. Since we acted on the removal of necrotic cementum and rehabilitating the root tissue by polishing without intervention in the ligament but only on anatomical functional interface of cement-blasts, we can connect the positive evolution of the clinical-only component of the cement that could represent this perspective, the only reason that Periodontal Disease become a Cement Disease, while all other clinical elements as nothing more than a clinical pathological accompanying.
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 objectives of memorabilia of Suan Sunandha are to develop a general knowledge presentation about the historical royal garden through interactive graphic simulation technique and to employ high-functionality context in enhancing interactive user navigation. The approach infers non-intrusive display of relevant history in response to situational context. User’s navigation runs through the virtual reality campus, consisting of new and restored buildings. A flash back presentation of information pertaining to the history in the form of photos, paintings, and textual descriptions are displayed along each passing-by building. To keep the presentation lively, graphical simulation is created in a serendipity game play so that the user can both learn and enjoy the educational tour. The benefits of this human-computer interaction development are two folds. First, lively presentation technique and situational context modeling are developed that entail a usable paradigm of knowledge and information presentation combinations. Second, cost effective training and promotion for both internal personnel and public visitors to learn and keep informed of this historical royal garden can be furnished without the need for a dedicated public relations service. Future improvement on graphic simulation and ability based display can extend this work to be more realistic, user-friendly, and informative for all.
Abstract: Sudoku is a logic-based combinatorial puzzle game which is popular among people of different ages. Due to this popularity, computer softwares are being developed to generate and solve Sudoku puzzles with different levels of difficulty. Several methods and algorithms have been proposed and used in different softwares to efficiently solve Sudoku puzzles. Various search methods such as stochastic local search have been applied to this problem. Genetic Algorithm (GA) is one of the algorithms which have been applied to this problem in different forms and in several works in the literature. In these works, chromosomes with little or no information were considered and obtained results were not promising. In this paper, we propose a new way of applying GA to this problem which uses more-informed chromosomes than other works in the literature. We optimize the parameters of our GA using puzzles with different levels of difficulty. Then we use the optimized values of the parameters to solve various puzzles and compare our results to another GA-based method for solving Sudoku puzzles.
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: The advances in technology in the last five years
allowed an improvement in the educational area, as the increasing in
the development of educational software. One of the techniques that
emerged in this lapse is called Gamification, which is the utilization of
video game mechanics outside its bounds. Recent studies involving
this technique provided positive results in the application of these
concepts in many areas as marketing, health and education. In the last
area there are studies that covers from elementary to higher education,
with many variations to adequate to the educators methodologies.
Among higher education, focusing on IT courses, data structures are
an important subject taught in many of these courses, as they are
base for many systems. Based on the exposed this paper exposes
the development of an interactive web learning environment, called
DSLEP (Data Structure Learning Platform), to aid students in higher
education IT courses. The system includes basic concepts seen on
this subject such as stacks, queues, lists, arrays, trees and was
implemented to ease the insertion of new structures. It was also
implemented with gamification concepts, such as points, levels, and
leader boards, to engage students in the search for knowledge and
stimulate self-learning.
Abstract: The performance of any cooperative communication system depends largely on the selection of a proper partner. Another important factor to consider is an efficient allocation of resource like power by the source node to help it in forwarding information to the destination. In this paper, we look at the concepts of partner selection and resource (power) allocation for a distributed communication network. A type of non-cooperative game referred to as Trade-Off game is employed so as to jointly consider the utilities of the source and relay nodes, where in this case, the source is the node that requires help with forwarding of its information while the partner is the node that is willing to help in forwarding the source node’s information, but at a price. The approach enables the source node to maximize its utility by selecting a partner node based on (i) the proximity of the partner node to the source and destination nodes, and (ii) the price the partner node will charge for the help being rendered. Our proposed scheme helps the source locate and select the relay nodes at ‘better’ locations and purchase power optimally from them. It also aids the contending relay nodes maximize their own utilities as well by asking proper prices. Our game scheme is seen to converge to unique equilibrium.
Abstract: Models based on stage structure have found varied applications in population models. This paper proposes a stage structured model to study the trends in the computer and video game playing population of US. The game paying population is divided into three compartments based on their age group. After simulating the mathematical model, a forecast of the number of game players in each stage as well as an approximation of the average age of game players in future has been made.
Abstract: Events discrimination and decision maker in sport field are the subject of many interesting studies in computer vision and artificial intelligence. A large volume of research has been conducted for automatic semantic event detection and summarization of sports videos. Indeed the results of these researches have a very significant contribution, as well to television broadcasts as to the football teams, since the result of sporting event can be reflected on the economic field. In this paper, we propose a novel fuzzy sequential technique which lead to discriminate events and specify the technico-tactics on going the game, nor the fuzzy system or the sequential one, may be able to respond to the asked question, in fact fuzzy process is not sufficient, it does not respect the chronological order according the time of various events, similarly the sequential process needs flexibility about the parameters used in this study, it may affect a membership degree of each parameter on the one hand and respect the sequencing of events for each frame on the other hand. Indeed this technique describes special events such as dribbling, headings, short sprints, rapid acceleration or deceleration, turning, jumping, kicking, ball occupation, and tackling according velocity vectors of the two players and the ball direction.
Abstract: Recently, ‘play of learning’ becomes important and is
emphasized as a useful learning tool. Therefore, interest in
edutainment contents is growing. Storytelling is considered first as a
method that improves the transmission of information and learner's
interest when planning edutainment contents. In this study, we
designed edutainment contents in the form of an adventure game that
applies the storytelling method. This content provides questions and
items constituted dynamically and reorganized learning contents
through analysis of test results. It allows learners to solve various
questions through effective iterative learning. As a result, the learners
can reach mastery learning.
Abstract: Patients under health treatments that involve long
stays at a hospital or health center (e.g. cancer, organ transplants and
severe burns), tend to get bored or depressed because of the lack of
social interaction with family and friends. Such a situation also
affects the evolution and effectiveness of their treatments. In many
cases, the solution to this problem involves extra challenges, since
many patients need to rest quietly (or remain in bed) to their being
contagious. Considering the weak health condition in which usually
are these kinds, keeping them motivated and quiet represents an
important challenge for nurses and caregivers. This article presents a
mobile ubiquitous game called MagicRace, which allows hospitalized
kinds to interact socially with one another without putting to risk
their sensitive health conditions. The game does not require a
communication infrastructure at the hospital, but instead, it uses a
mobile ad hoc network composed of the handheld devices used by
the kids to play. The usability and performance of this application
was tested in two different sessions. The preliminary results show
that users experienced positive feelings from this experience.
Abstract: This article explores the language in the four plays of Samuel Beckett – Waiting for Godot, Endgame, Krapp’s Last Tape, and Footfalls. It considers the way in which Beckett uses language, especially through fragmentation utterances, repetitions, monologues, contradictions, and silence. It discusses the function of language in modern society, in the Theater of the Absurd, and in the plays. Paradoxically enough, his plays attempts to communicate the incommunicability of language.
Abstract: Restructuring of Electricity supply industry introduced many issues such as transmission pricing, transmission loss allocation and congestion management. Many methodologies and algorithms were proposed for addressing these issues. In this paper a power flow tracing based method is proposed which involves Matrices methodology for the transmission usage and loss allocation for generators and demands. This method provides loss allocation in a direct way because all the computation is previously done for usage allocation. The proposed method is simple and easy to implement in a large power system. Further it is less computational because it requires matrix inversion only a single time. After usage and loss allocation cooperative game theory is applied to results for finding efficient economic signals. Nucleolus and Shapely value approach is used for optimal allocation of results. Results are shown for the IEEE 6 bus system and IEEE 14 bus system.
Abstract: Through anther and microspore culture methods, complete homozygous plants can be produced within a year as compared to the long inbreeding method. Isolated microspore culture is one of the most important techniques for rapid development of haploid plants. The efficiency of this method is influenced by several factors such as cultural conditions, growth regulators, plant media, pretreatments, physical and growth conditions of the donor plants, pollen isolation procedure, etc. The main purpose of this study was to improve the isolated microspore culture protocol in order to increase the efficiency of embryoids, its regeneration and reducing albinisms. Under this study we have tested mainly three different microspore isolation procedures by glass rod, homozeniger and by blending and found the efficiency on gametic embryogenesis. There are three types of media viz. washing, pre-culture and induction was used. The induction medium as AMC (modified MS) supplemented by 2, 4-D (2.5 mg/l), kinetin (0.5 mg/l) and higher amount of D-Manitol (90 g/l) instead of sucrose and two types of amino acids (L-glutamine and L-serine) were used. Out of three main microspore isolation procedure by homogenizer isolation (P4) showed best performance on ELS induction (177%) and green plantlets (104%) compared with other techniques. For all cases albinisims occurred but microspore isolation from excised anthers by glass rod and homogenizer showed lesser numbers of albino plants that was also one of the important findings in this study.