Abstract: The computer, among the most important inventions of the twentieth century, has become an increasingly important component in our everyday lives. Computer games also have become increasingly popular among people day-by-day, owing to their features based on realistic virtual environments, audio and visual features, and the roles they offer players. In the present study, the metaphors students have for computer games are investigated, as well as an effort to fill the gap in the literature. Students were asked to complete the sentence—‘Computer game is like/similar to….because….’— to determine the middle school students’ metaphorical images of the concept for ‘computer game’. The metaphors created by the students were grouped in six categories, based on the source of the metaphor. These categories were ordered as ‘computer game as a means of entertainment’, ‘computer game as a beneficial means’, ‘computer game as a basic need’, ‘computer game as a source of evil’, ‘computer game as a means of withdrawal’, and ‘computer game as a source of addiction’, according to the number of metaphors they included.
Abstract: Domineering is a classic two-player combinatorial
game usually played on a rectangular board. Three-player Domineering
is the three-player version of Domineering played on a three
dimensional board. Experimental results are presented for x×y ×z
boards with x + y + z < 10 and x, y, z ≥ 2. Also, some theoretical
results are shown for 2 × 2 × n board with n even and n ≥ 4.
Abstract: Autism Spectrum Disorder (ASD) is a pervasive developmental disorder which affects individuals with varying degrees of impairment. Currently, there has been ample research done in serious game for autism children. Although serious games are traditionally associated with software developments, developing them in the autism field involves studying the associated technology and paying attention to aspects related to interaction with the game. Serious Games for autism cover matters related to education, therapy for communication, psychomotor treatment and social behavior enhancement. In this paper, a systematic review sets out the lines of development and research currently being conducted into serious games which pursue some form of benefit in the field of autism. This paper includes a literature review of relevant serious game developments since in year 2007 and examines new trends.
Abstract: Researchers have been applying tional intelligence (AI/CI) methods to computer games. In this research field, further researchesare required to compare AI/CI
methods with respect to each game application. In th
our experimental result on the comparison of three evolutionary algorithms – evolution strategy, genetic algorithm, and their hybrid
applied to evolving controller agents for the CIG 2007 Simulated Car Racing competition. Our experimental result shows that, premature
convergence of solutions was observed in the case of ES, and GA outperformed ES in the last half of generations. Besides, a hybrid
which uses GA first and ES next evolved the best solution among the whole solutions being generated. This result shows the ability of GA in
globally searching promising areas in the early stage and the ability of ES in locally searching the focused area (fine-tuning solutions).
Abstract: In general, image-based 3D scenes can now be found in many popular vision systems, computer games and virtual reality tours. So, It is important to segment ROI (region of interest) from input scenes as a preprocessing step for geometric stricture detection in 3D scene. In this paper, we propose a method for segmenting ROI based on tensor voting and Dirichlet process mixture model. In particular, to estimate geometric structure information for 3D scene from a single outdoor image, we apply the tensor voting and Dirichlet process mixture model to a image segmentation. The tensor voting is used based on the fact that homogeneous region in an image are usually close together on a smooth region and therefore the tokens corresponding to centers of these regions have high saliency values. The proposed approach is a novel nonparametric Bayesian segmentation method using Gaussian Dirichlet process mixture model to automatically segment various natural scenes. Finally, our method can label regions of the input image into coarse categories: “ground", “sky", and “vertical" for 3D application. The experimental results show that our method successfully segments coarse regions in many complex natural scene images for 3D.
Abstract: IVE toolkit has been created for facilitating research,education and development in the field of virtual storytelling and computer games. Primarily, the toolkit is intended for modelling action selection mechanisms of virtual humans, investigating level-of-detail AI techniques for large virtual environments, and for exploring joint behaviour and role-passing technique (Sec. V). Additionally, the toolkit can be used as an AI middleware without any changes. The main facility of IVE is that it serves for prototyping both the AI and virtual worlds themselves. The purpose of this paper is to describe IVE's features in general and to present our current work - including an educational game - on this platform.
Abstract: We introduce a new interactive 3D simulator of ocular motion and expressions suitable for: (1) character animation applications to game design, film production, HCI (Human Computer Interface), conversational animated agents, and virtual reality; (2) medical applications (ophthalmic neurological and muscular pathologies: research and education); and (3) real time simulation of unconscious cognitive and emotional responses (for use, e.g., in psychological research). Using state-of-the-art computer animation technology we have modeled and rigged a physiologically accurate 3D model of the eyes, eyelids, and eyebrow regions and we have 'optimized' it for use with an interactive and web deliverable platform. In addition, we have realized a prototype device for realtime control of eye motions and expressions, including unconsciously produced expressions, for application as in (1), (2), and (3) above. The 3D simulator of eye motion and ocular expression is, to our knowledge, the most advanced/realistic available so far for applications in character animation and medical pedagogy.
Abstract: Thousands of masters athletes participate
quadrennially in the World Masters Games (WMG), yet this cohort
of athletes remains proportionately under-investigated. Due to a
growing global obesity pandemic in context of benefits of physical
activity across the lifespan, the BMI trends for this unique population
was of particular interest. 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 approach is necessary
in order to counteract the obesity pandemic. 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 sub-groups.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.
Abstract: This paper presents the results of the authors in designing, experimenting, assessing and transferring an innovative approach to energy education in secondary schools, aimed to enhance the quality of learning in terms of didactic curricula and pedagogic methods. The training is online delivered to youngsters via e-Books and portals specially designed for this purpose or by learning by doing via interactive games. An online educational methodology is available teachers.
Abstract: This paper presents a conceptual model of agreement
options for negotiation support in multi-person decision on
optimizing high-rise building columns. The decision is complicated
since many parties involved in choosing a single alternative from a
set of solutions. There are different concern caused by differing
preferences, experiences, and background. Such building columns as
alternatives are referred to as agreement options which are
determined by identifying the possible decision maker group,
followed by determining the optimal solution for each group. The
group in this paper is based on three-decision makers preferences that
are designer, programmer, and construction manager. Decision
techniques applied to determine the relative value of the alternative
solutions for performing the function. Analytical Hierarchy Process
(AHP) was applied for decision process and game theory based agent
system for coalition formation. An n-person cooperative game is
represented by the set of all players. The proposed coalition
formation model enables each agent to select individually its allies or
coalition. It further emphasizes the importance of performance
evaluation in the design process and value-based decision.
Abstract: In synchronized games players make their moves simultaneously
rather than alternately. Synchronized Triomineering
and Synchronized Tridomineering are respectively the synchronized
versions of Triomineering and Tridomineering, two variants of a
classic two-player combinatorial game called Domineering. Experimental
results for small m × n boards (with m + n ≤ 12 for
Synchronized Triomineering and m + n ≤ 10 for Synchronized
Tridomineering) and some theoretical results for general k×n boards
(with k = 3, 4, 5 for Synchronized Triomineering and k = 3
for Synchronized Tridomineering) are presented. Future research is
indicated.
Abstract: A road pricing game is a game where various stakeholders and/or regions with different (and usually conflicting) objectives compete for toll setting in a given transportation network to satisfy their individual objectives. We investigate some classical game theoretical solution concepts for the road pricing game. We establish results for the road pricing game so that stakeholders and/or regions playing such a game will beforehand know what is obtainable. This will save time and argument, and above all, get rid of the feelings of unfairness among the competing actors and road users. Among the classical solution concepts we investigate is Nash equilibrium. In particular, we show that no pure Nash equilibrium exists among the actors, and further illustrate that even “mixed Nash equilibrium" may not be achievable in the road pricing game. The paper also demonstrates the type of coalitions that are not only reachable, but also stable and profitable for the actors involved.
Abstract: An implementation of a design for a game based
virtual learning environment is described. The game is developed for a course in analogue electronics, and the topic is the design of a
power supply. This task can be solved in a number of different ways, with certain constraints, giving the students a certain amount of
freedom, although the game is designed not to facilitate trial-and error approach. The use of storytelling and a virtual gaming environment provides the student with the learning material in a
MMORPG environment. The game is tested on a group of second
year electrical engineering students with good results.
Abstract: In this paper, we study the cooperative communications where multiple cognitive radio (CR) transmit-receive pairs competitive maximize their own throughputs. In CR networks, the influences of primary users and the spectrum availability are usually different among CR users. Due to the existence of multiple relay nodes and the different spectrum availability, each CR transmit-receive pair should not only select the relay node but also choose the appropriate channel. For this distributed problem, we propose a game theoretic framework to formulate this problem and we apply a regret-matching learning algorithm which is leading to correlated equilibrium. We further formulate a modified regret-matching learning algorithm which is fully distributed and only use the local information of each CR transmit-receive pair. This modified algorithm is more practical and suitable for the cooperative communications in CR network. Simulation results show the algorithm convergence and the modified learning algorithm can achieve comparable performance to the original regretmatching learning algorithm.
Abstract: The aim of this paper is description of the notion of
the death for prisoners and the ways of deal with. They express
indifference, coldness, inability to accept the blame, they have no
shame and no empathy. Is it enough to perform acts verging on the
death. In this paper we described mechanisms and regularities of selfdestructive
behaviour in the view of the relevant literature? The
explanation of the phenomenon is of a biological and sociopsychological
nature. It must be clearly stated that all forms of selfdestructive
behaviour result from various impulses, conflicts and
deficits. That is why they should be treated differently in terms of
motivation and functions which they perform in a given group of
people. Behind self-destruction there seems to be a motivational
mechanism which forces prisoners to rebel and fight against the hated
law and penitentiary systems. The imprisoned believe that pain and
suffering inflicted on them by themselves are better than passive
acceptance of repression. The variety of self-destruction acts is wide,
and some of them take strange forms. We assume that a life-death
barrier is a kind of game for them. If they cannot change the
degrading situation, their life loses sense.
Abstract: The objective of this study was to develop and compare alternative prediction equations of lean meat proportion (LMP) of lamb carcasses. Forty (40) male lambs, 22 of Churra Galega Bragançana Portuguese local breed and 18 of Suffolk breed were used. Lambs were slaughtered, and carcasses weighed approximately 30 min later in order to obtain hot carcass weight (HCW). After cooling at 4º C for 24-h a set of seventeen carcass measurements was recorded. The left side of carcasses was dissected into muscle, subcutaneous fat, inter-muscular fat, bone, and remainder (major blood vessels, ligaments, tendons, and thick connective tissue sheets associated with muscles), and the LMP was evaluated as the dissected muscle percentage. Prediction equations of LMP were developed, and fitting quality was evaluated through the coefficient of determination of estimation (R2 e) and standard error of estimate (SEE). Models validation was performed by k-fold crossvalidation and the coefficient of determination of prediction (R2 p) and standard error of prediction (SEP) were computed. The BT2 measurement was the best single predictor and accounted for 37.8% of the LMP variation with a SEP of 2.30%. The prediction of LMP of lamb carcasses can be based simple models, using as predictors the HCW and one fat thickness measurement.
Abstract: A Negotiation Support is required on a value-based decision to enable each stakeholder to evaluate and rank the solution alternatives before engaging into negotiation with the other stakeholders. This study demonstrates a process of negotiation support model for selection of a building system from value-based design perspective. The perspective is based on comparison of function and cost of a building system. Multi criteria decision techniques were applied to determine the relative value of the alternative solutions for performing the function. A satisfying option game theory are applied to the criteria of value-based decision which are LCC (life cycle cost) and function based FAST. The results demonstrate a negotiation process to select priorities of a building system. The support model can be extended to an automated negotiation by combining value based decision method, group decision and negotiation support.
Abstract: The focus of this paper is to highlight the design and
development of an educational game prototype as an evaluation
instrument for the Malaysia driving license static test. This
educational game brings gaming technology into the conventional
objective static test to make it more effective, real and interesting.
From the feeling of realistic, the future driver can learn something,
memorized and use it in the real life. The current online objective
static test only make the user memorized the answer without knowing
and understand the true purpose of the question. Therefore, in real
life, they will not behave as expected due to behavior and moral
lacking. This prototype has been developed inform of multiple-choice
questions integrated with 3D gaming environment to make it simulate
the real environment and scenarios. Based on the testing conducted,
the respondent agrees with the use of this game prototype it can
increase understanding and promote obligation towards traffic rules.
Abstract: In this paper, a generalized form of the Banzhaf-Owen value for cooperative fuzzy games with a coalition structure is proposed. Its axiomatic system is given by extending crisp case. In order to better understand the Banzhaf-Owen value for fuzzy games with a coalition structure, we briefly introduce the Banzhaf-Owen values for two special kinds of fuzzy games with a coalition structure, and give their explicit forms.
Abstract: Internet computer games turn to be more and more
attractive within the context of technology enhanced learning.
Educational games as quizzes and quests have gained significant
success in appealing and motivating learners to study in a different
way and provoke steadily increasing interest in new methods of
application. Board games are specific group of games where figures
are manipulated in competitive play mode with race conditions on a
surface according predefined rules. The article represents a new,
formalized model of traditional quizzes, puzzles and quests shown as
multimedia board games which facilitates the construction process of
such games. Authors provide different examples of quizzes and their
models in order to demonstrate the model is quite general and does
support not only quizzes, mazes and quests but also any set of
teaching activities. The execution process of such models is
explained and, as well, how they can be useful for creation and
delivery of adaptive e-learning courseware.