Abstract: Whilst there is growing evidence that activity across
the lifespan is beneficial for improved health, there are also many
changes involved with the aging process and subsequently the
potential for reduced indices of health. The nexus between all forms
of health, physical activity and aging is complex and has raised much
interest in recent times due to the realization that a multifaceted
approached is necessary in order to counteract a growing obesity
epidemic. By investigating age based trends within a population
adherring to competitive sport at older ages, further insight might be
gleaned to assist in understanding one of many factors influencing
this relationship. This study evaluated those sport psychological
constructs of health, physical fitness, mental health states, and social
dimension factors in sport that were associated with factors to
participate in sport and physical activity based on responses from the
2009 World Masters Games in Sydney. The sample consisted of
7846 athletes who competed at the games and who completed a 56
item sports participation survey using a 7-point Likert response (1 -
not important to 7 - very important). Questions focuses on factors
thought to promote participation, such as weight control, living
longer, improving mental health (self-esteem, mood states),
improving physical health and factors related to the athlete-s
competitive perspective. The most significant factors related to
participation with this cohort of masters athletes were the socializing
environment of sport, getting physically fit and improving
competitive personal best performances. Strategies to increase
participation in masters sport should focus on these factors as other
factors such as weight loss, improving mental health and living
longer were not identified as important determinates of sports
participation at the World Masters level.
Abstract: Three service providers in competition, try to optimize
their quality of service / content level and their service access
price. But, they have to deal with uncertainty on the consumers-
preferences. To reduce their uncertainty, they have the opportunity
to buy information and to build alliances. We determine the Shapley
value which is a fair way to allocate the grand coalition-s revenue
between the service providers. Then, we identify the values of β
(consumers- sensitivity coefficient to the quality of service / contents)
for which allocating the grand coalition-s revenue using the Shapley
value guarantees the system stability. For other values of β, we prove
that it is possible for the regulator to impose a per-period interest rate
maximizing the market coverage under equal allocation rules.
Abstract: Fundamental motivation of this paper is how gaze estimation can be utilized effectively regarding an application to games. In games, precise estimation is not always important in aiming targets but an ability to move a cursor to an aiming target accurately is also significant. Incidentally, from a game producing point of view, a separate expression of a head movement and gaze movement sometimes becomes advantageous to expressing sense of presence. A case that panning a background image associated with a head movement and moving a cursor according to gaze movement can be a representative example. On the other hand, widely used technique of POG estimation is based on a relative position between a center of corneal reflection of infrared light sources and a center of pupil. However, a calculation of a center of pupil requires relatively complicated image processing, and therefore, a calculation delay is a concern, since to minimize a delay of inputting data is one of the most significant requirements in games. In this paper, a method to estimate a head movement by only using corneal reflections of two infrared light sources in different locations is proposed. Furthermore, a method to control a cursor using gaze movement as well as a head movement is proposed. By using game-like-applications, proposed methods are evaluated and, as a result, a similar performance to conventional methods is confirmed and an aiming control with lower computation power and stressless intuitive operation is obtained.
Abstract: There has been a growing interest in implementing humanoid avatars in networked virtual environment. However, most existing avatar communication systems do not take avatars- social backgrounds into consideration. This paper proposes a novel humanoid avatar animation system to represent personalities and facial emotions of avatars based on culture, profession, mood, age, taste, and so forth. We extract semantic keywords from the input text through natural language processing, and then the animations of personalized avatars are retrieved and displayed according to the order of the keywords. Our primary work is focused on giving avatars runtime instruction from multiple natural languages. Experiments with Chinese, Japanese and English input based on the prototype show that interactive avatar animations can be displayed in real time and be made available online. This system provides a more natural and interesting means of human communication, and therefore is expected to be used for cross-cultural communication, multiuser online games, and other entertainment applications.
Abstract: This paper presents an economic game for sybil
detection in a distributed computing environment. Cost parameters
reflecting impacts of different sybil attacks are introduced in the sybil
detection game. The optimal strategies for this game in which both
sybil and non-sybil identities are expected to participate are devised.
A cost sharing economic mechanism called Discriminatory
Rewarding Mechanism for Sybil Detection is proposed based on this
game. A detective accepts a security deposit from each active agent,
negotiates with the agents and offers rewards to the sybils if the latter
disclose their identity. The basic objective of the detective is to
determine the optimum reward amount for each sybil which will
encourage the maximum possible number of sybils to reveal
themselves. Maintaining privacy is an important issue for the
mechanism since the participants involved in the negotiation are
generally reluctant to share their private information. The mechanism
has been applied to Tor by introducing a reputation scoring function.
Abstract: The purpose of the study was to find out the efficacy
of selected mobility exercises and participation in special games on psychomotor abilities, functional abilities and skill performance
among intellectually disabled children of age group under 14. Thirty male students who were studying in Balar Kalvi Nilayam and YMCA
College Special School, Chennai, acted as subjects for the study.
They were only mild and moderate in intellectual disability. These
students did not undergo any special training or coaching programme apart from their regular routine physical activity classes as a part of
the curriculum in the school. They were attached at random, based on
age in which 30 belonged to under 14 age group, which was divided
into three equal group of ten for each experimental treatment. 10
students (Treatment group I) underwent calisthenics and special
games participation, 10 students (Treatment group II) underwent
aquatics and special games participation, 10 students (Treatment
group III) underwent yoga and special games participation. The subjects were tested on selected criterion variables prior (pre test)
and after twelve weeks of training (post test). The pre and post test
data collected from three groups on functional abilities(self care,
learning, capacity for independent living), psychomotor
variables(static balance, eye hand coordination, simple reaction time
test) and skill performance (bocce skill, badminton skill, table tennis
skill) were statistically examined for significant difference, by
applying the analysis ANACOVA. Whenever an 'F' ratio for
adjusted test was found to be significant for adjusted post test means,
Scheffe-s test was followed as a post-hoc test to determine which of
the paired mean differences was significant. The result of the study
showed that among under 14 age groups there was a significant improvement on selected criterion variables such as, Balance,
Coordination, self-care and learning and also in Bocce, Badminton & Table Tennis skill performance, due to mobility exercises and
participation in special games. However there were no significant
differences among the groups.
Abstract: The existence of many biological systems,
especially human societies, is based on cooperative behavior
[1, 2]. If natural selection favors selfish individuals, then what
mechanism is at work that we see so many cooperative
behaviors? One answer is the effect of network structure. On a
graph, cooperators can evolve by forming network bunches
[2, 3, 4]. In a research, Ohtsuki et al used the idea of iterated
prisoners- dilemma on a graph to model an evolutionary
game. They showed that the average number of neighbors
plays an important role in determining whether cooperation is
the ESS of the system or not [3]. In this paper, we are going to
study the dynamics of evolution of cooperation in a social
network. We show that during evolution, the ratio of
cooperators among individuals with fewer neighbors to
cooperators among other individuals is greater than unity. The
extent to which the fitness function depends on the payoff of
the game determines this ratio.
Abstract: After Apple's first introduction its smart phone, iPhone
in the end of 2009 in Korea, the number of Korean smarphone users
had been rapidly increasing so that the half of Korean population
became smart phone users as of February, 2012. Currently, smart
phones are positioned as a major digital media with powerful
influences in Korea. And, now, Koreans are leaning new information,
enjoying games and communicating other people every time and
everywhere. As smart phone devices' performances increased, the
number of usable services became more while adequate GUI
developments are required to implement various functions with smart
phones. The strategy to provide similar experiences on smart phones
through familiar features based on employment of existing media's
functions mostly contributed to smart phones' popularization in
connection with smart phone devices' iconic GUIs.
The spread of Smart phone increased mobile web accesses.
Therefore, the attempts to implement PC's web in the smart phone's
web are continuously made. The mobile web GUI provides familiar
experiences to users through designs adequately utilizing the smart
phone's GUIs. As the number of users familiarized to smart phones
and mobile web GUIs, opposite to reversed remediation from many
parts of PCs, PCs are starting to adapt smart phone GUIs.
This study defines this phenomenon as the reversed remediation,
and reviews the reversed remediation cases of Smart phone GUI'
characteristics of PCs. For this purpose, the established study issues
are as under:
· what is the reversed remediation?
· what are the smart phone GUI's characteristics?
· what kind of interrelationship exist s between the smart phone and
PC's web site?
It is meaningful in the forecast of the future GUI's change by
understanding of characteristics in the paradigm changes of PC and
smart phone's GUI designs. This also will be helpful to establish
strategies for digital devices' development and design.
Abstract: The performance results of the athletes competed in
the 1988-2008 Olympic Games were analyzed (n = 166). The data
were obtained from the IAAF official protocols. In the principal
component analysis, the first three principal components explained
70% of the total variance. In the 1st principal component (with
43.1% of total variance explained) the largest factor loadings were
for 100m (0.89), 400m (0.81), 110m hurdle run (0.76), and long jump
(–0.72). This factor can be interpreted as the 'sprinting performance'.
The loadings on the 2nd factor (15.3% of the total variance)
presented a counter-intuitive throwing-jumping combination: the
highest loadings were for throwing events (javelin throwing 0.76;
shot put 0.74; and discus throwing 0.73) and also for jumping events
(high jump 0.62; pole vaulting 0.58). On the 3rd factor (11.6% of
total variance), the largest loading was for 1500 m running (0.88); all
other loadings were below 0.4.
Abstract: The human knee joint has a three dimensional
geometry with multiple body articulations that produce complex
mechanical responses under loads that occur in everyday life and
sports activities. To produce the necessary joint compliance and
stability for optimal daily function various menisci and ligaments are
present while muscle forces are used to this effect. Therefore,
knowledge of the complex mechanical interactions of these load
bearing structures is necessary when treatment of relevant diseases is
evaluated and assisting devices are designed.
Numerical tools such as finite element analysis are suitable for
modeling such joints in order to understand their physics. They have
been used in the current study to develop an accurate human knee
joint and model its mechanical behavior. To evaluate the efficacy of
this articulated model, static load cases were used for comparison
purposes with previous experimentally verified modeling works
drawn from literature.
Abstract: Current technological advances pale in comparison to the changes in social behaviors and 'sense of place' that is being empowered since the Internet made it on the scene. Today-s students view the Internet as both a source of entertainment and an educational tool. The development of virtual environments is a conceptual framework that needs to be addressed by educators and it is important that they become familiar with who these virtual learners are and how they are motivated to learn. Massively multiplayer online role playing games (MMORPGs), if well designed, could become the vehicle of choice to deliver learning content. We suggest that these games, in order to accomplish these goals, must begin with well-established instructional design principles that are co-aligned with established principles of video game design. And have the opportunity to provide an instructional model of significant prescriptive power. The authors believe that game designers need to take advantage of the natural motivation player-learners have for playing games by developing them in such a way so as to promote, intrinsic motivation, content learning, transfer of knowledge, and naturalization.
Abstract: We introduce, a new interactive 3D simulation system 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). The system is comprised of: (1) a physiologically accurate parameterized 3D model of the eyes, eyelids, and eyebrow regions; and (2) 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 eye simulation system, created using state-of-the-art computer animation technology and 'optimized' for use with an interactive and web deliverable platform, is, to our knowledge, the most advanced/realistic available so far for applications to character animation and medical pedagogy.
Abstract: Researchers have been applying artificial/ computational 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 thispaper, we report our experimental result on the comparison of evolution strategy, genetic algorithm and their hybrids, applied to evolving controller agents for MarioAI. GA revealed its advantage in our experiment, whereas the expected ability of ES in exploiting (fine-tuning) solutions was not clearly observed. The blend crossover operator and the mutation operator of GA might contribute well to explore the vast search space.
Abstract: Markov games can be effectively used to design
controllers for nonlinear systems. The paper presents two novel
controller design algorithms by incorporating ideas from gametheory
literature that address safety and consistency issues of the
'learned' control strategy. 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. We generate
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 approaches aim to
achieve 'safe-consistent' and 'safe-universally consistent' controller
behavior by hybridizing 'min-max', 'fictitious play' and 'cautious
fictitious play' approaches drawn from game theory. We empirically
evaluate the approaches on a simulated Inverted Pendulum swing-up
task and compare its performance against standard Q learning.
Abstract: The Norwegian Military Academy (Army) has been
using a tactical simulator for the last two years. During this time
there has been some discussion concerning how to use the simulator
most efficiently and what type of learning one achieves by using the
simulator. The problem that is addressed in this paper is how
simulators can be used as a learning resource for students concerned
with developing their military profession. The aim of this article is to
create a wider consciousness regarding the use of a simulator while
educating officers in a military profession. The article discusses the
use of simulators from two different perspectives. The first
perspective deals with using the simulator as a computer game, and
the second perspective looks at the simulator as a socio-cultural
artefact. Furthermore the article discusses four different ways the
simulator can be looked upon as a useful learning resource when
educating students of a military profession.
Abstract: This paper describes a simulation model for analyzing artificial emotion injected to design the game characters. Most of the game storyboard is interactive in nature and the virtual characters of the game are equipped with an individual personality and dynamic emotion value which is similar to real life emotion and behavior. The uncertainty in real expression, mood and behavior is also exhibited in game paradigm and this is focused in the present paper through a fuzzy logic based agent and storyboard. Subsequently, a pheromone distribution or labeling is presented mimicking the behavior of social insects.
Abstract: In this article we propose to model Net-banking
system by game theory. We adopt extensive game to model our web
application. We present the model in term of players and strategy.
We present UML diagram related the protocol game.
Abstract: The next generation wireless systems, especially the
cognitive radio networks aim at utilizing network resources more
efficiently. They share a wide range of available spectrum in an
opportunistic manner. In this paper, we propose a quality
management model for short-term sub-lease of unutilized spectrum
bands to different service providers. We built our model on
competitive secondary market architecture. To establish the
necessary conditions for convergent behavior, we utilize techniques
from game theory. Our proposed model is based on potential game
approach that is suitable for systems with dynamic decision making.
The Nash equilibrium point tells the spectrum holders the ideal price
values where profit is maximized at the highest level of customer
satisfaction. Our numerical results show that the price decisions of
the network providers depend on the price and QoS of their own
bands as well as the prices and QoS levels of their opponents- bands.
Abstract: The rapid development of the BlackBerry games industry and its development goals were not just for entertainment, but also used for educational of students interactively. Unfortunately the development of adaptive educational games on BlackBerry in Indonesian language that interesting and entertaining for learning process is very limited. This paper shows the research of development of novel adaptive educational games for students who can adjust the difficulty level of games based on the ability of the user, so that it can motivate students to continue to play these games. We propose a method where these games can adjust the level of difficulty, based on the assessment of the results of previous problems using neural networks with three inputs in the form of percentage correct, the speed of answer and interest mode of games (animation / lessons) and 1 output. The experimental results are presented and show the adaptive games are running well on mobile devices based on BlackBerry platform
Abstract: In synchronized games players make their moves simultaneously
rather than alternately. Synchronized Quadromineering is
the synchronized version of Quadromineering, a variants of a classical
two-player combinatorial game called Domineering. Experimental
results for small m × n boards (with m + n < 15) and some
theoretical results for general k × n boards (with k = 4, 5, 6) are
presented. Moreover, some Synchronized Quadromineering variants
are also investigated.