Abstract: Computer game industry has experienced exponential
growth in recent years. A game is a recreational activity involving
one or more players. Game input is information such as data,
commands, etc., which is passed to the game system at run time from
an external source. Conversely, game outputs are information which
are generated by the game system and passed to an external target,
but which is not used internally by the game. This paper identifies a
new classification scheme for game input and output, which is based
on player-s input and output. Using this, relationship table for game
input classifier and output classifier is developed.
Abstract: This paper will present the initial findings of a
research into distributed computer rendering. The goal of the
research is to create a distributed computer system capable of
rendering a 3D model into an MPEG-4 stream. This paper outlines
the initial design, software architecture and hardware setup for the
system.
Distributed computing means designing and implementing
programs that run on two or more interconnected computing systems.
Distributed computing is often used to speed up the rendering of
graphical imaging. Distributed computing systems are used to
generate images for movies, games and simulations.
A topic of interest is the application of distributed computing to
the MPEG-4 standard. During the course of the research, a
distributed system will be created that can render a 3D model into an
MPEG-4 stream. It is expected that applying distributed computing
principals will speed up rendering, thus improving the usefulness and
efficiency of the MPEG-4 standard
Abstract: As the Social network game(SNG) is rising
dramatically worldwide, an interesting aspect has appeared in the
demographic analysis. That is the ratio of the game users by gender.
Although the ratio of male and female users in online game was
60:40% previously, the ratio of male and female users in SNG stood at
47:53% which shows that the ratio of female users is higher than that
of male users. Here, it should be noted that 35% in those 53% female
users are the first-time users of game. This fact suggests that women
who were not interested in game previously has taken an interest in
SNG. Notwithstanding this issue, there have been little studies on the
female users of SNG although there are many studies that analyzed the
tendency of female users- online game play. This study conducted the
analyzed how the game-playing tendency of SNG gamers was
manifested in the game by gender. For that, this study will identify the
tendency of SNG users by gender based on the preceding studies that
analyzed the online game users by gender. The subject of this study
was confined to the farm and urban construction simulation games
which were offered based on the mobile application platform.
Regarding the methodology of study, the first focus group
interview(FGI) was conducted with the male and female users who
had played games on Social network service(SNS) until recently. Later,
the second one-on-one in-depth interview was conducted to gain an
insight into the psychological state of the subjects.
Abstract: Mobile Picture Puzzle is a mobile game application where the player use existing images stored in the mobile phone to create a puzzle to be played. This traditional picture puzzle is not so challenging once the player is familiar with the game. The objective of the developed mobile game application is to have a similar mobile game application that can provide the player with more challenging gaming experience. The developed mobile game application is also a mobile picture puzzle game application to create a puzzle to be played but instead of just using existing images that are stored, the personalised capability allows the player to use the built-in camera phone to capture an image and use the newly captured image to create the puzzle. The development of the mobile game application uses Symbian Operating System (OS), Mobile Media API (Application Programming Interface), Record Management System (RMS) storage and TiledLayer class from Game API.
Abstract: Buyer coalition with a combination of items is a group of buyers joining together to purchase a combination of items with a larger discount. The primary aim of existing buyer coalition with a combination of items research is to generate a large total discount. However, the aim is hard to achieve because this research is based on the assumption that each buyer completely knows other buyers- information or at least one buyer knows other buyers- information in a coalition by exchange of information. These assumption contrast with the real world environment where buyers join a coalition with incomplete information, i.e., they concerned only with their expected discounts. Therefore, this paper proposes a new buyer community coalition formation with a combination of items scheme, called the Community Compromised Combinatorial Coalition scheme, under such an environment of incomplete information. In order to generate a larger total discount, after buyers who want to join a coalition propose their minimum required saving, a coalition structure that gives a maximum total retail prices is formed. Then, the total discount division of the coalition is divided among buyers in the coalition depending on their minimum required saving and is a Pareto optimal. In mathematical analysis, we compare concepts of this scheme with concepts of the existing buyer coalition scheme. Our mathematical analysis results show that the total discount of the coalition in this scheme is larger than that in the existing buyer coalition scheme.
Abstract: A game animals – elk (Alces alces), deer (Cervus
elaphus), roe deer (Capreolus capreolus) or wild boar (Sus scrofa
scrofa) - every autumn and winter period provide an excellent
investment, diversification of many consumer meals. In last years
consumption and assortiment of game meat products significantly
increase. Investigations about biochemical composition of game meat
are not very much. The meat of wild animals is more favourable for
human health because it has lower saturated fatty acids content, but
higher content of protein. Therefore the aim of investigations was to
compare biochemical composition of ungulates obtained in
Latvia.Investigations were carried out in wild animals different
regions of Latvia. In the studied samples protein, intramuscular fat,
fatty acids and cholesterol were determined. The biochemical
analysis of 54 samples were done. Results of analysis showed that
protein content 22.36 – 22.92% of all types of meat samples is not
different statistically, significantly lower fat content 1.33 ± 0.88%
had elk meat samples and 1.59 ± 0.59% roe deer samples. Content of
cholesterol was various 64.41 – 95.07% in the ruminant meat
samples of different species. From the dietetic point of view the best
composition of fatty acids has meat samples of roe deer.
Abstract: Markov games are a generalization of Markov
decision process to a multi-agent setting. Two-player zero-sum
Markov game framework offers an effective platform for designing
robust controllers. This paper presents two novel controller design
algorithms that use ideas from game-theory literature to produce
reliable controllers that are able to maintain performance in presence
of noise and parameter variations. A more widely used approach for
controller design is the H∞ optimal control, which suffers from high
computational demand and at times, may be infeasible. Our approach
generates an optimal control policy for the agent (controller) via a
simple Linear Program enabling the controller to learn about the
unknown environment. The controller is facing an unknown
environment, and in our formulation this environment corresponds to
the behavior rules of the noise modeled as the opponent. Proposed
controller architectures attempt to improve controller reliability by a
gradual mixing of algorithmic approaches drawn from the game
theory literature and the Minimax-Q Markov game solution
approach, in a reinforcement-learning framework. We test the
proposed algorithms on a simulated Inverted Pendulum Swing-up
task and compare its performance against standard Q learning.
Abstract: A property-s selling price is described as the result of
sequential bargaining between a buyer and a seller in an environment
of asymmetric information. Hedonic housing prices are estimated
based upon 17,333 records of New Zealand residential properties
sold during the years 2006 and 2007.
Abstract: Rainbow trout homogametic males, (XX or YY sex genotype), can be obtained, respectively, through masculinisation of genetic females or induced androgenesis. Aim of this study was to compare reproductive potential of neo-males (XX) and super-males (YY) with heterogametic males (XY). We measured spermatozoa motility parameters, sperm concentration, osmolality and characterized protein profiles in samples of stripped and testicular sperm obtained from XY and YY males, and testicular sperm of XX males. The motile spermatozoa, as measured by both subjective method and CASA, showed no differences between testicular sperm of XX males and stripped sperm of XY and YY males whereas testicular sperm of XY and YY males had significantly lower sperm motility. Result of protein densitometry showed similarities in protein profile between seminal plasma of XY and YY males and testicular fluids of XX males. Testis of XX males showed specific histological structures of cysts consists hypertrophied Sertoli cells.
Abstract: Japan is known to be a technological powerhouse, being noted for its automobiles, consumer electronics, laptop computers, portable gaming devices, and more recently healing animal robots. Japan is also noted for its popular culture; manga, anime, novels, films, character goods, game programs, cosplay cafes, karaoke and so on. It may be natural for people outside Japan to assume that e-learning in Japan must be well advanced and innovative. In reality, the application of technologies in education in Japan is far behind of other developed countries. Especially in higher education, apathy of students towards their study prevails and teachers continue ignoring such student attitudes. E-learning, which is supposed to revolutionalize the way people learn as it has potentials to enable more student-centered learning, has not been realized in Japan and mostly used to perpetuate the teachercentered teaching in a different format.
Abstract: This paper deals with stakeholders’ decisions within energy neutral urban redevelopment processes. The decisions of these stakeholders during the process will make or break energy neutral ambitions. An extensive form of game theory model gave insight in the behavioral differences of stakeholders regarding energy neutral ambitions and the effects of the changing legislation. The results show that new legislation regarding spatial planning slightly influences the behavior of stakeholders. An active behavior of the municipality will still result in the best outcome. Nevertheless, the municipality becomes more powerful when acting passively and can make the use of planning tools to provide governance towards energy neutral urban redevelopment. Moreover, organizational support, recognizing the necessity for energy neutrality, keeping focused and collaboration among stakeholders are crucial elements to achieve the objective of an energy neutral urban (re)development.
Abstract: As a multicultural country, Indonesia has many subcultures
with unique performing arts. Some of them are well-known
to international tourists, such as music ensemble (known as gamelan)
in Bali and Java, shadow puppet play (wayang) in Java, and martial
arts (known as pencak silat) in Sumatra. Some examples of famous
traditional dances in Indonesia are Srimpi from Yogyakarta and Solo,
Legong from Bali, and Gong dance from Kalimantan. Performing arts
show the identity of a nation. However, they are a complex subject,
especially when they are addressed to children. The performing arts,
e.g. music, dance theatre, and opera are experiential, experimental,
and emotionally charged. Therefore, the right strategy and promotion
need to be developed to engage children to appreciate and preserve
traditional dances. This study aims to explore and identify
possibilities of internet usage as a medium to promote traditional
dances, especially to children in Indonesia.
Abstract: In line with changes of consumers modern lifestyle has call for the advertising strategy to change. This research is to find out how game with telepresence and product experience embedded in the computer game to affect users- intention to purchase. Game content developers are urging to consider of placing product message as part of game design strategy that can influence the game player-s intention to purchase. Experiment was carried out on two hundred and fifty undergraduate students who volunteered to participate in the Internet game playing activities. A factor analysis and correlation analysis was performed on items designed to measure telepresence, attitudes toward telepresence, and game player intention to purchase the product advertise in the game that respondents experienced. The results indicated that telepresence consist of interactive experience and product experience. The study also found that product experience is positively related to the game players- intention to purchase. The significance of product experience implies the usefulness of an interactive advertising in the game playing to attract players- intention to purchase the advertised product placed in the creative game design.
Abstract: Creating3D environments, including characters and
cities, is a significantly time consuming process due to a large amount
of workinvolved in designing and modelling.There have been a
number of attempts to automatically generate 3D objects employing
shape grammars. However it is still too early to apply the mechanism
to real problems such as real-time computer games.The purpose of this
research is to introduce a time efficient and cost effective method to
automatically generatevarious 3D objects for real-time 3D games.
This Shape grammar-based real-time City Generation (RCG) model is
a conceptual model for generating 3Denvironments in real-time and
can be applied to 3D gamesoranimations. The RCG system can
generate even a large cityby applying fundamental principles of shape
grammars to building elementsin various levels of detailin real-time.
Abstract: This paper proposes a novel game theoretical
technique to address the problem of data object replication in largescale
distributed computing systems. The proposed technique draws
inspiration from computational economic theory and employs the
extended Vickrey auction. Specifically, players in a non-cooperative
environment compete for server-side scarce memory space to
replicate data objects so as to minimize the total network object
transfer cost, while maintaining object concurrency. Optimization of
such a cost in turn leads to load balancing, fault-tolerance and
reduced user access time. The method is experimentally evaluated
against four well-known techniques from the literature: branch and
bound, greedy, bin-packing and genetic algorithms. The experimental
results reveal that the proposed approach outperforms the four
techniques in both the execution time and solution quality.
Abstract: CONWIP (constant work-in-process) as a pull
production system have been widely studied by researchers to date.
The CONWIP pull production system is an alternative to pure push
and pure pull production systems. It lowers and controls inventory
levels which make the throughput better, reduces production lead
time, delivery reliability and utilization of work. In this article a
CONWIP pull production system was simulated. It was simulated
push and pull planning system. To compare these systems via a
production planning system (PPS) game were adjusted parameters of
each production planning system. The main target was to reduce the
total WIP and achieve throughput and delivery reliability to
minimum values. Data was recorded and evaluated. A future state
was made for real production of plastic components and the setup of
the two indicators with CONWIP pull production system which can
greatly help the company to be more competitive on the market.
Abstract: Extracting in-play scenes in sport videos is essential for
quantitative analysis and effective video browsing of the sport
activities. Game analysis of badminton as of the other racket sports
requires detecting the start and end of each rally period in an
automated manner. This paper describes an automatic serve scene
detection method employing cubic higher-order local auto-correlation
(CHLAC) and multiple regression analysis (MRA). CHLAC can
extract features of postures and motions of multiple persons without
segmenting and tracking each person by virtue of shift-invariance and
additivity, and necessitate no prior knowledge. Then, the specific
scenes, such as serve, are detected by linear regression (MRA) from
the CHLAC features. To demonstrate the effectiveness of our method,
the experiment was conducted on video sequences of five badminton
matches captured by a single ceiling camera. The averaged precision
and recall rates for the serve scene detection were 95.1% and 96.3%,
respectively.
Abstract: This paper applies an anthropological approach to illuminate the dynamic cultural geography of Kazakhstani Korean ethnicity focusing on its turning point, the historic “Seoul Olympic Games in 1988." The Korean ethnic group was easily considered as a harmonious and homogeneous community by outsiders, but there existed deep-seated conflicts and hostilities within the ethnic group. The majority-s oppositional dichotomy of superiority and inferiority toward the minority was continuously reorganized and reinforced by difference in experience, memory and sentiment. However, such a chronic exclusive boundary was collapsed following the patriotism ignited by the Olympics held in their mother country. This paper explores the fluidity of subject by formation of the boundary in which constructed cultural differences are continuously essentialized and reproduced, and by dissolution of cultural barrier in certain contexts.
Abstract: In this paper we describe a hybrid technique of Minimax search and aggregate Mahalanobis distance function synthesis to evolve Awale game player. The hybrid technique helps to suggest a move in a short amount of time without looking into endgame database. However, the effectiveness of the technique is heavily dependent on the training dataset of the Awale strategies utilized. The evolved player was tested against Awale shareware program and the result is appealing.
Abstract: Object-oriented programming is a wonderful way to
make programming of huge real life tasks much easier than by using
procedural languages. In order to teach those ideas to students, it
is important to find a good task that shows the advantages of OOprogramming
very naturally. This paper gives an example, the game
Battleship, which seems to work excellent for teaching the OO ideas
(using Java, [1], [2], [3], [4]).
A three-step task is presented for how to teach OO-programming
using just one example suitable to convey many of the OO ideas.
Observations are given at the end and conclusions about how the
whole teaching course worked out.