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: 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: 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 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.
Abstract: Artificial Neural Networks (ANNs) have been used successfully in many scientific, industrial and business domains as a method for extracting knowledge from vast amounts of data. However the use of ANN techniques in the sporting domain has been limited. In professional sport, data is stored on many aspects of teams, games, training and players. Sporting organisations have begun to realise that there is a wealth of untapped knowledge contained in the data and there is great interest in techniques to utilise this data. This study will use player data from the elite Australian Football League (AFL) competition to train and test ANNs with the aim to predict the onset of injuries. The results demonstrate that an accuracy of 82.9% was achieved by the ANNs’ predictions across all examples with 94.5% of all injuries correctly predicted. These initial findings suggest that ANNs may have the potential to assist sporting clubs in the prediction of injuries.
Abstract: The State of Rio de Janeiro, Brazil, will hold two important events in the nearby future. In 2014 it will have the final game of the Football World Cup, and in 2016 it will be holding the Olympic Games. Therefore, the public transportation system (mainly buses) is of a major concern to the Rio de Janeiro State authorities-. The main objective of this work is to compare the quality of service of the bus companies operating in the cities of ItaperunaandCampos, both cities situated in the state of Rio de Janeiro, Brazil. The outcome of thiscomparison, based on the opinion of the bus users, has shownthemdispleased with the quality of the service provided by the bus companies operating in both cities. It is urgent the need to find possible practical alternatives to minimize the consequences of the main problems detected in this work. With these practical alternatives available, we will be able to offer to the Rio de Janeiro State authorities- suggestions about possible solutions to the main problems identified in this survey, as well as the time of implantation and costs of these solutions.
Abstract: The purpose of this study is to explore the impacts of
computer games on the mathematics instruction. First, the research
designed and implemented the web-based games according to the
content of existing textbook. And the researcher collected and
analyzed the information related to the mathematics instruction
integrating the computer games. In this study, the researcher focused
on the learning motivation of mathematics, mathematics achievement,
and pupil-teacher interactions in classroom. The results showed that
students under instruction integrating computer games significantly
improved in motivation and achievement. The teacher tended to use
less direct teaching and provide more time for student-s active
learning.
Abstract: Within the realm of e-government, the development has moved towards testing new means for democratic decisionmaking, like e-panels, electronic discussion forums, and polls. Although such new developments seem promising, they are not problem-free, and the outcomes are seldom used in the subsequent formal political procedures. Nevertheless, process models offer promising potential when it comes to structuring and supporting transparency of decision processes in order to facilitate the integration of the public into decision-making procedures in a reasonable and manageable way. Based on real-life cases of urban planning processes in Sweden, we present an outline for an integrated framework for public decision making to: a) provide tools for citizens to organize discussion and create opinions; b) enable governments, authorities, and institutions to better analyse these opinions; and c) enable governments to account for this information in planning and societal decision making by employing a process model for structured public decision making.
Abstract: We introduce a novel approach to measuring how
humans learn based on techniques from information theory and
apply it to the oriental game of Go. We show that the total amount
of information observable in human strategies, called the strategic
information, remains constant for populations of players of differing
skill levels for well studied patterns of play. This is despite the very
large amount of knowledge required to progress from the recreational
players at one end of our spectrum to the very best and most
experienced players in the world at the other and is in contrast to
the idea that having more knowledge might imply more 'certainty'
in what move to play next. We show this is true for very local
up to medium sized board patterns, across a variety of different
moves using 80,000 game records. Consequences for theoretical and
practical AI are outlined.
Abstract: Internet access is a vital part of the modern world and an important tool in the education of our children. It is present in schools, homes and even shopping malls. Mastering the use of the internet is likely to be an important skill for those entering the job markets of the future. An internet user can be anyone he or she wants to be in an online chat room, or play thrilling and challenging games against other players from all corners of the globe. It seems at present time (or near future) for many people relationships in the real world may be neglected as those in the virtual world increase in importance. Internet is provided a fast mode of transportation caused freedom from family bonds and mixing with different cultures and new communities. This research is an attempt to study effect of Internet on Social capital. For this purpose a survey technique on the sample size amounted 168 students of Payame Noor University of Kermanshah city in country of Iran were considered. Degree of social capital is moderate. With the help of the Multi-variable Regression, variables of Iranian message attractive, Interest to internet with effect of positive and variable Creating a cordial atmosphere with negative effect be significant.
Abstract: An iterative algorithm is proposed and tested in Cournot Game models, which is based on the convergence of sequential best responses and the utilization of a genetic algorithm for determining each player-s best response to a given strategy profile of its opponents. An extra outer loop is used, to address the problem of finite accuracy, which is inherent in genetic algorithms, since the set of feasible values in such an algorithm is finite. The algorithm is tested in five Cournot models, three of which have convergent best replies sequence, one with divergent sequential best replies and one with “local NE traps"[14], where classical local search algorithms fail to identify the Nash Equilibrium. After a series of simulations, we conclude that the algorithm proposed converges to the Nash Equilibrium, with any level of accuracy needed, in all but the case where the sequential best replies process diverges.
Abstract: The game of Maundy Block is the three-player variant
of Maundy Cake, a classical combinatorial game. Even though to
determine the solution of Maundy Cake is trivial, solving Maundy
Block is challenging because of the identification of queer games,
i.e., games where no player has a winning strategy.
Abstract: The study investigated the effects of Teaching Games
for Understanding approach on students ‘cognitive learning outcome.
The study was a quasi-experimental non-equivalent pretest-posttest
control group design whereby 10 year old primary school students
(n=72) were randomly assigned to an experimental and a control
group. The experimental group students were exposed with TGfU
approach and the control group with the Traditional Skill approach of
handball game. Game Performance Assessment Instrument (GPAI)
was used to measure students' tactical understanding and decision
making in 3 versus 3 handball game situations. Analysis of
covariance (ANCOVA) was used to analyze the data. The results
reveal that there was a significant difference between the TGfU
approach group and the traditional skill approach group students on
post test score (F (1, 69) = 248.83, p < .05). The findings of this
study suggested the importance of TGfU approach to improve
primary students’ tactical understanding and decision making in
handball game.
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: 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: 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 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.