Comparison of Physics Frameworks for WebGL-Based Game Engine
NASA Astrophysics Data System (ADS)
Yogya, Resa; Kosala, Raymond
2014-03-01
Recently, a new technology called WebGL shows a lot of potentials for developing games. However since this technology is still new, there are still many potentials in the game development area that are not explored yet. This paper tries to uncover the potential of integrating physics frameworks with WebGL technology in a game engine for developing 2D or 3D games. Specifically we integrated three open source physics frameworks: Bullet, Cannon, and JigLib into a WebGL-based game engine. Using experiment, we assessed these frameworks in terms of their correctness or accuracy, performance, completeness and compatibility. The results show that it is possible to integrate open source physics frameworks into a WebGLbased game engine, and Bullet is the best physics framework to be integrated into the WebGL-based game engine.
ERIC Educational Resources Information Center
Gilliam, Melissa; Jagoda, Patrick; Fabiyi, Camille; Lyman, Phoebe; Wilson, Claire; Hill, Brandon; Bouris, Alida
2017-01-01
This project developed and studied "The Source," an alternate reality game (ARG) designed to foster interest and knowledge related to science, technology, engineering, and math (STEM) among youth from populations underrepresented in STEM fields. ARGs are multiplayer games that engage participants across several media such as shared…
Quantifying the Effectiveness of Crowd-Sourced Serious Games
2014-09-01
of All Metrics Used in the Thesis . . . . . . . . . . . . . . 37 Table 5.1 Average DAU and MAU for Selected Mobile , Social, and Online Games...of Sample VeriGames . . . . . . . . . . . . . . . . . . . . 41 Table 5.4 ER of Some Mobile , Social and Online Games and Developers . . 41 Table 5.5 ER...a code segment. A backend verification engine then combines the assertions produced from all related game instances and tries to obtain conditions
Teaching to the Next Generation Science Standards with Energy, Climate, and Water Focused Games
NASA Astrophysics Data System (ADS)
Mayhew, M. A.; Hall, M.; Civjan, N.
2015-12-01
We produced two fun-to-play card games with the theme, The Nexus of Energy, Water, and Climate, that directly support teaching to the NGSS. In the games, players come to understand how demand for energy, water use, and climate change are tightly intertwined. Analysis by scientists from the national laboratories ensured that the games are reflect current data and research. The games have been tested with high school and informal science educators and their students and have received a formal evaluation. The games website http://isenm.org/games-for-learning shows how the games align with the NGSS, the Common Core, and the NRC's Strands of Science Learning. It also contains an extensive collection of accessible articles on the nexus to support use of the games in instruction. Thirst for Power is a challenging resource management game. Players, acting as governors of regions, compete to be the first to meet their citizens' energy needs. A governor can choose from a variety of carbon-based or renewable energy sources, but each source uses water and has an environmental—including climate change—impact. Energy needs must be met using only the water resources allocated to the region and without exceeding the environmental impact limit. "ACTION" cards alter game play and increase competition. Challenge and Persuade is a game of scientific argumentation, using evidence on nexus-related fact cards. Players must evaluate information, develop fact-based arguments, and communicate their findings. One card deck contains a set of adjectives, a second a series of fact cards. Players use their fact cards to make the best argument that aligns with an adjective selected by the "Judge". Players take turns being the "Judge," who determines who made the best argument. The games particularly align with NGSS elements: Connections to Engineering, Technology, and Application of Science. Players come to understand the science and engineering behind many energy sources and their impacts. Connection to Nature of Science. Players must manage the complexity of relationships among water, energy, and climate change and solve problems with science, technology, and policies. Science and Engineering Practice. Both games require players to use evidence, evaluate information, and develop strategies to address real world problems.
Using game engine for 3D terrain visualisation of GIS data: A review
NASA Astrophysics Data System (ADS)
Che Mat, Ruzinoor; Shariff, Abdul Rashid Mohammed; Nasir Zulkifli, Abdul; Shafry Mohd Rahim, Mohd; Hafiz Mahayudin, Mohd
2014-06-01
This paper reviews on the 3D terrain visualisation of GIS data using game engines that are available in the market as well as open source. 3D terrain visualisation is a technique used to visualise terrain information from GIS data such as a digital elevation model (DEM), triangular irregular network (TIN) and contour. Much research has been conducted to transform the 2D view of map to 3D. There are several terrain visualisation softwares that are available for free, which include Cesium, Hftool and Landserf. This review paper will help interested users to better understand the current state of art in 3D terrain visualisation of GIS data using game engines.
2011-09-01
Anthony Ciavarelli Second Reader: Roberto de Beauclair THIS PAGE INTENTIONALLY LEFT BLANK i...Ciavarelli Thesis Co-Advisor Roberto de Beauclair Second Reader Mathias Kolsch Chair, Modeling, Virtual Environments, and Simulation
2009-01-01
interface, mechatronics, video games 1. INTRODUCTION Engineering methods have substantially and continuously evolved over the past 40 years. In the past...1970s, video games have pioneered interactive simulation and laid the groundwork for inexpensive computing that individuals, corporations, and...purposes. This has not gone unnoticed, and software technology and techniques evolved for video games are beginning to have extraordinary impact in
Crowd-Sourced Help with Emergent Knowledge for Optimized Formal Verification (CHEKOFV)
2016-03-01
up game Binary Fission, which was deployed during Phase Two of CHEKOFV. Xylem: The Code of Plants is a casual game for players using mobile ...there are the design and engineering challenges of building a game infrastructure that integrates verification technology with crowd participation...the backend processes that annotate the originating software. Allowing players to construct their own equations opened up the flexibility to receive
Applying Open Source Game Engine for Building Visual Simulation Training System of Fire Fighting
NASA Astrophysics Data System (ADS)
Yuan, Diping; Jin, Xuesheng; Zhang, Jin; Han, Dong
There's a growing need for fire departments to adopt a safe and fair method of training to ensure that the firefighting commander is in a position to manage a fire incident. Visual simulation training systems, with their ability to replicate and interact with virtual fire scenarios through the use of computer graphics or VR, become an effective and efficient method for fire ground education. This paper describes the system architecture and functions of a visual simulated training system of fire fighting on oil storage, which adopting Delat3D, a open source game and simulation engine, to provide realistic 3D views. It presents that using open source technology provides not only the commercial-level 3D effects but also a great reduction of cost.
Visualizing relativity: The OpenRelativity project
NASA Astrophysics Data System (ADS)
Sherin, Zachary W.; Cheu, Ryan; Tan, Philip; Kortemeyer, Gerd
2016-05-01
We present OpenRelativity, an open-source toolkit to simulate effects of special relativity within the popular Unity game engine. Intended for game developers, educators, and anyone interested in physics, OpenRelativity can help people create, test, and share experiments to explore the effects of special relativity. We describe the underlying physics and some of the implementation details of this toolset with the hope that engaging games and interactive relativistic "laboratory" experiments might be implemented.
MAGIC: Model and Graphic Information Converter
NASA Technical Reports Server (NTRS)
Herbert, W. C.
2009-01-01
MAGIC is a software tool capable of converting highly detailed 3D models from an open, standard format, VRML 2.0/97, into the proprietary DTS file format used by the Torque Game Engine from GarageGames. MAGIC is used to convert 3D simulations from authoritative sources into the data needed to run the simulations in NASA's Distributed Observer Network. The Distributed Observer Network (DON) is a simulation presentation tool built by NASA to facilitate the simulation sharing requirements of the Data Presentation and Visualization effort within the Constellation Program. DON is built on top of the Torque Game Engine (TGE) and has chosen TGE's Dynamix Three Space (DTS) file format to represent 3D objects within simulations.
Dragonfly: strengthening programming skills by building a game engine from scratch
NASA Astrophysics Data System (ADS)
Claypool, Mark
2013-06-01
Computer game development has been shown to be an effective hook for motivating students to learn both introductory and advanced computer science topics. While games can be made from scratch, to simplify the programming required game development often uses game engines that handle complicated or frequently used components of the game. These game engines present the opportunity to strengthen programming skills and expose students to a range of fundamental computer science topics. While educational efforts have been effective in using game engines to improve computer science education, there have been no published papers describing and evaluating students building a game engine from scratch as part of their course work. This paper presents the Dragonfly-approach in which students build a fully functional game engine from scratch and make a game using their engine as part of a junior-level course. Details on the programming projects are presented, as well as an evaluation of the results from two offerings that used Dragonfly. Student performance on the projects as well as student assessments demonstrates the efficacy of having students build a game engine from scratch in strengthening their programming skills.
Project KEWL: Kinect Engineering With Learning
NASA Technical Reports Server (NTRS)
Norris, Jeff; Goza, Sharon; Shores, David
2011-01-01
Project KEWL is a joint project between NASA/JPL and NASA/JSC to stimulate interest of children in Science, Technology, Engineering and Math (STEM) and bring the NASA space exploration experience to the classroom, museum and ultimately the living room. Using the Kinect game controller KEWL allows children to engage in NASA s missions in a fundamentally new way. KEWL allows children to experiment with gravity on Mars and the Moon; navigate through the International Space Station; fix a torn solar array on the ISS; drive a robot on Mars; visit an Asteroid; learn about the differences in gravity on different planets and control Robonaut 2 using their body as the input device. Project KEWL complements NASA s outreach investments in television, mobile platforms and the web by engaging the public through the rapidly expanding medium of console gaming. In 2008, 97% of teenagers played video games and 86% played on a home gaming console. (source: http://pewresearch.org/pubs/953/) As of March 2011, there have been more than 10 million Kinects sold. (source: http://www.itproportal.com/2011/03/10/kinect-record-breaking-sales-figures-top-10-million/) Project KEWL interacts with children on a platform on which they spend much of their time and teaches them information about NASA while they are having fun. Project KEWL progressed from completely custom C++ code written in house to using a commercial game engine. The art work and 3D geometry models come from existing engineering work or are created by the KEWL development team. Six different KEWL applications have been demonstrated at nine different venues including schools, museums, conferences, and NASA outreach events. These demonstrations have allowed the developers the chance to interact with players and observe the gameplay mechanics in action. The lessons learned were then incorporated into the subsequent versions of the applications.
Design, engineering and utility of biotic games.
Riedel-Kruse, Ingmar H; Chung, Alice M; Dura, Burak; Hamilton, Andrea L; Lee, Byung C
2011-01-07
Games are a significant and defining part of human culture, and their utility beyond pure entertainment has been demonstrated with so-called 'serious games'. Biotechnology--despite its recent advancements--has had no impact on gaming yet. Here we propose the concept of 'biotic games', i.e., games that operate on biological processes. Utilizing a variety of biological processes we designed and tested a collection of games: 'Enlightenment', 'Ciliaball', 'PAC-mecium', 'Microbash', 'Biotic Pinball', 'POND PONG', 'PolymerRace', and 'The Prisoner's Smellemma'. We found that biotic games exhibit unique features compared to existing game modalities, such as utilizing biological noise, providing a real-life experience rather than virtual reality, and integrating the chemical senses into play. Analogous to video games, biotic games could have significant conceptual and cost-reducing effects on biotechnology and eventually healthcare; enable volunteers to participate in crowd-sourcing to support medical research; and educate society at large to support personal medical decisions and the public discourse on bio-related issues.
Games, Simulations and Virtual Labs for Science Education: a Compendium and Some Examples
NASA Astrophysics Data System (ADS)
Russell, R. M.
2012-12-01
We have assembled a list of computer-based simulations, games, and virtual labs for science education. This list, with links to the sources of these resources, is available online. The entries span a broad range of science, math, and engineering topics. They also span a range of target student ages, from elementary school to university students. We will provide a brief overview of this web site and the resources found on it. We will also briefly demonstrate some of our own educational simulations and games. Computer-based simulations and virtual labs are valuable resources for science educators in various settings, allowing learners to experiment and explore "what if" scenarios. Educational computer games can motivate learners in both formal and informal settings, encouraging them to spend much more time exploring a topic than they might otherwise be inclined to do. Part of this presentation is effectively a "literature review" of numerous sources of simulations, games, and virtual labs. Although we have encountered several nice collections of such resources, those collections seem to be restricted in scope. They either represent materials developed by a specific group or agency (e.g. NOAA's games web site) or are restricted to a specific discipline (e.g. geology simulations and virtual labs). This presentation directs viewers to games, simulations, and virtual labs from many different sources and spanning a broad range of STEM disciplines.
Yu, Xunyi; Ganz, Aura
2011-01-01
In this paper we introduce a Mixed Reality Triage and Evacuation game, MiRTE, that is used in the development, testing and training of Mass Casualty Incident (MCI) information systems for first responders. Using the Source game engine from Valve software, MiRTE creates immersive virtual environments to simulate various incident scenarios, and enables interactions between multiple players/first responders. What distinguishes it from a pure computer simulation game is that it can interface with external mass casualty incident management systems, such as DIORAMA. The game will enable system developers to specify technical requirements of underlying technology, and test different alternatives of design. After the information system hardware and software are completed, the game can simulate various algorithms such as localization technologies, and interface with an actual user interface on PCs and Smartphones. We implemented and tested the game with the DIORAMA system.
Character selecting advisor for a role-playing game
NASA Technical Reports Server (NTRS)
Redfield, Carol L.; Berlanga, Felicia
1994-01-01
Role-playing games have been a source of much pleasure and merriment for people of all ages. The process of developing a character for a role-playing game is usually very, very time consuming, delaying what many players consider the most entertaining part of the game. An expert system has been written to assist a player in creating a character by guiding the player through a series of questions. This paper discusses the selection of this topic, the knowledge engineering, the software development, and the resulting program that cuts the time of character development from about 4 hours to 30 minutes. The program was written on a PC and an Apollo in CLIPS 4.3 and currently runs on the Apollo.
Evaluation of Game Engines for Cross-Platform Development of Mobile Serious Games for Health.
Kleinschmidt, Carina; Haag, Martin
2016-01-01
Studies have shown that serious games for health can improve patient compliance and help to increase the quality of medical education. Due to a growing availability of mobile devices, especially the development of cross-platform mobile apps is helpful for improving healthcare. As the development can be highly time-consuming and expensive, an alternative development process is needed. Game engines are expected to simplify this process. Therefore, this article examines the question whether using game engines for cross-platform serious games for health can simplify the development compared to the development of a plain HTML5 app. At first, a systematic review of the literature was conducted in different databases (MEDLINE, ACM and IEEE). Afterwards three different game engines were chosen, evaluated in different categories and compared to the development of a HTML5 app. This was realized by implementing a prototypical application in the different engines and conducting a utility analysis. The evaluation shows that the Marmalade engine is the best choice for development in this scenario. Furthermore, it is obvious that the game engines have great benefits against plain HTML5 development as they provide components for graphics, physics, sounds, etc. The authors recommend to use the Marmalade Engine for a cross-platform mobile Serious Game for Health.
NASA Astrophysics Data System (ADS)
Gilliam, Melissa; Jagoda, Patrick; Fabiyi, Camille; Lyman, Phoebe; Wilson, Claire; Hill, Brandon; Bouris, Alida
2017-06-01
This project developed and studied The Source, an alternate reality game (ARG) designed to foster interest and knowledge related to science, technology, engineering, and math (STEM) among youth from populations underrepresented in STEM fields. ARGs are multiplayer games that engage participants across several media such as shared websites, social media, personal communications, and real-world settings to complete activities and collaborate with team members. The Source was a five-week summer program with 144 participants from Chicago aged 13 to 18 years. The Source incorporated six socio-contextual factors derived from three frameworks: Chang's (ERIC Digest, 2002) recommendations for engaging underrepresented populations in STEM careers, Lave and Wenger's (Cambridge University Press, 1991) situated learning model, and Barron's (Human Development, 49(4); 193-224, 2006) learning ecology perspective. These factors aligned with the program's aims of promoting (1) social community and peer support, (2) collaboration and teamwork, (3) real-world relevance and investigative learning, (4) mentoring and exposure to STEM professionals, (5) hands-on activities to foster transferable skill building, and (6) interface with technology. This paper presents results from 10 focus groups and 10 individual interviews conducted with a subset of the 144 youth participants who completed the game. It describes how these six factors were realized through The Source and uses them as a lens for considering how The Source functioned pedagogically. Qualitative findings describe youth's perception of The Source's potential influence on STEM interest, engagement, and identity formation. Despite limitations, study results indicate that underrepresented youth can engage in an immersive, narrative, and game-based experience as a potential mechanism for piquing and developing STEM interest and skills, particularly among underrepresented youth.
Simulations, Games, and Virtual Labs for Science Education: a Compendium and Some Examples
NASA Astrophysics Data System (ADS)
Russell, R. M.
2011-12-01
We have assembled a list of computer-based simulations, games, and virtual labs for science education. This list, with links to the sources of these resources, is available online. The entries span a broad range of science, math, and engineering topics. They also span a range of target student ages, from elementary school to university students. We will provide a brief overview of this web site and the resources found on it. We will also briefly demonstrate some of our own educational simulations, including the "Very, Very Simple Climate Model", and report on formative evaluations of these resources. Computer-based simulations and virtual labs are valuable resources for science educators in various settings, allowing learners to experiment and explore "what if" scenarios. Educational computer games can motivate learners in both formal and informal settings, encouraging them to spend much more time exploring a topic than they might otherwise be inclined to do. Part of this presentation is effectively a "literature review" of numerous sources of simulations, games, and virtual labs. Although we have encountered several nice collections of such resources, those collections seem to be restricted in scope. They either represent materials developed by a specific group or agency (e.g. NOAA's games web site) or are restricted to a specific discipline (e.g. geology simulations and virtual labs). This presentation directs viewers to games, simulations, and virtual labs from many different sources and spanning a broad range of STEM disciplines.
Game engines and immersive displays
NASA Astrophysics Data System (ADS)
Chang, Benjamin; Destefano, Marc
2014-02-01
While virtual reality and digital games share many core technologies, the programming environments, toolkits, and workflows for developing games and VR environments are often distinct. VR toolkits designed for applications in visualization and simulation often have a different feature set or design philosophy than game engines, while popular game engines often lack support for VR hardware. Extending a game engine to support systems such as the CAVE gives developers a unified development environment and the ability to easily port projects, but involves challenges beyond just adding stereo 3D visuals. In this paper we outline the issues involved in adapting a game engine for use with an immersive display system including stereoscopy, tracking, and clustering, and present example implementation details using Unity3D. We discuss application development and workflow approaches including camera management, rendering synchronization, GUI design, and issues specific to Unity3D, and present examples of projects created for a multi-wall, clustered, stereoscopic display.
Computational Intelligence and Game Design for Effective At-Home Stroke Rehabilitation.
Borghese, Nunzio Alberto; Pirovano, Michele; Lanzi, Pier Luca; Wüest, Seline; de Bruin, Eling D
2013-04-01
The aim of this article is to describe a game engine that has all the characteristics needed to support rehabilitation at home. The low-cost tracking devices recently introduced in the entertainment market allow measuring reliably at home, in real time, players' motion with a hands-free approach. Such systems have also become a source of inspiration for researchers working in rehabilitation. Computer games appear suited to guide rehabilitation because of their ability to engage the users. However, commercial videogames and game engines lack the peculiar functionalities required in rehabilitation: Games should be adapted to each patient's functional status, and monitoring the patient's motion is mandatory to avoid maladaptation. Feedback on performance and progression of the exercises should be provided. Lastly, several tracking devices should be considered, according to the patient's pathology and rehabilitation aims. We have analyzed the needs of the clinicians and of the patients associated in performing rehabilitation at home, identifying the characteristics that the game engine should have. The result of this analysis has led us to develop the Intelligent Game Engine for Rehabilitation (IGER) system, which combines the principles upon which commercial games are designed with the needs of rehabilitation. IGER is heavily based on computational intelligence: Adaptation of the difficulty level of the exercise is carried out through a Bayesian framework from the observation of the patient's success rate. Monitoring is implemented in fuzzy systems and based on rules defined for the exercises by clinicians. Several devices can be attached to IGER through an input abstraction layer, like the Nintendo ® (Kyoto, Japan) Wii™ Balance Board™, the Microsoft ® (Redmond, WA) Kinect, the Falcon from Novint Technologies (Albuquerque, NM), or the Tyromotion (Graz, Austria) Timo ® plate balance board. IGER is complemented with videogames embedded in a specific taxonomy developed to support rehabilitation progression through time. A few games aimed at postural rehabilitation have been designed and developed to test the functionalities of the IGER system. The preliminary results of tests on normal elderly people and patients with the supervision of clinicians have shown that the IGER system indeed does feature the characteristics required to support rehabilitation at home and that it is ready for clinical pilot testing at patients' homes.
Computational Intelligence and Game Design for Effective At-Home Stroke Rehabilitation
Pirovano, Michele; Lanzi, Pier Luca; Wüest, Seline; de Bruin, Eling D.
2013-01-01
Abstract Objective The aim of this article is to describe a game engine that has all the characteristics needed to support rehabilitation at home. The low-cost tracking devices recently introduced in the entertainment market allow measuring reliably at home, in real time, players' motion with a hands-free approach. Such systems have also become a source of inspiration for researchers working in rehabilitation. Computer games appear suited to guide rehabilitation because of their ability to engage the users. However, commercial videogames and game engines lack the peculiar functionalities required in rehabilitation: Games should be adapted to each patient's functional status, and monitoring the patient's motion is mandatory to avoid maladaptation. Feedback on performance and progression of the exercises should be provided. Lastly, several tracking devices should be considered, according to the patient's pathology and rehabilitation aims. Subjects and Methods We have analyzed the needs of the clinicians and of the patients associated in performing rehabilitation at home, identifying the characteristics that the game engine should have. Results The result of this analysis has led us to develop the Intelligent Game Engine for Rehabilitation (IGER) system, which combines the principles upon which commercial games are designed with the needs of rehabilitation. IGER is heavily based on computational intelligence: Adaptation of the difficulty level of the exercise is carried out through a Bayesian framework from the observation of the patient's success rate. Monitoring is implemented in fuzzy systems and based on rules defined for the exercises by clinicians. Several devices can be attached to IGER through an input abstraction layer, like the Nintendo® (Kyoto, Japan) Wii™ Balance Board™, the Microsoft® (Redmond, WA) Kinect, the Falcon from Novint Technologies (Albuquerque, NM), or the Tyromotion (Graz, Austria) Timo® plate balance board. IGER is complemented with videogames embedded in a specific taxonomy developed to support rehabilitation progression through time. Conclusions A few games aimed at postural rehabilitation have been designed and developed to test the functionalities of the IGER system. The preliminary results of tests on normal elderly people and patients with the supervision of clinicians have shown that the IGER system indeed does feature the characteristics required to support rehabilitation at home and that it is ready for clinical pilot testing at patients' homes. PMID:24761321
Game Engineering a Multiagent Systems Perspective
2016-07-21
AFRL-AFOSR-VA-TR-2016-0260 Game Engineering A Multiagent Systems Perspective Jason Marden REGENTS OF THE UNIVERSITY OF COLORADO THE 3100 MARINE ST...21-06-2016 2. REPORT TYPE Final Report 3. DATES COVERED (From - To) 07/01/2012 - 06/30/2015 4. TITLE AND SUBTITLE Game Engineering A Multiagent...for public release. AFOSR Project Final Summary Jason R. Marden Contract/Grant Title: Game Engineering A Multiagent
ERIC Educational Resources Information Center
Choi, Gi Woong; Pursel, Barton K.; Stubbs, Chris
2017-01-01
Interest towards implementing educational gaming into courses within higher education continues to increase, but it requires extensive amounts of resources to create individual games for each course. This paper is a description of a university's effort to create a custom educational game engine to streamline the game development process within the…
Streamlining Simulation Development using a Commercial Game Engine
2009-10-01
few years. The realism is stunning and the Commercial Game Industry fuels the fire of cutting edge advances in hardware and immersive experiences...Technology applies to Military training in more than just the obvious upgrades in game engines and hardware. The increased visual realism and performance...elaborate storytelling and cinematic effects provide a more immersive and compelling experience to the player. The underlying game engine technology
Teaching introductory game development with unreal engine: Challenges, strategies, and experiences
NASA Astrophysics Data System (ADS)
Head, Nicholas A.
From the days of Pong to 100 million dollar projects such as the Grand Theft Auto franchise, video games have evolved significantly over the years. This evolution has also changed the way game development is viewed as a career. Today, video games are one of the most profitable forms of entertainment, and game development courses are appearing at universities around the world. Even with this growth, a degree from a university has yet to be an important factor in finding a job in game development (Owen, 2013). This thesis examines a method of creating and implementing an introductory gaming course and recommends ways to improve the curriculum. The main focus of the course was to introduce game development to the students. Each week, they were given an exercise that covered a different topic. Students also took part in a team project in which they were tasked with creating a complete game. The goal of the team projects was to expand the student's basic knowledge given to them from the exercises. Data was gathered on the students' subjective experiences with the class. This data and the class's overall performance were compared with past iterations of the course. New to the course was the Unreal Engine. Students used the latest version of the engine, Unreal Engine 4, to complete exercises. Not all students chose to use this engine for the team project. Instructor and students experiences with the engine were also recorded. While there were some problems implementing the engine within our lab environment, we were still able to execute the overall lesson plan. Even with the engine issues, the course had overall good performance. CGT 241, Introduction to 3D Animation, was shown to help the students to complete the course while CGT 215, Computer Graphics Programming I, did not provide enough information on game programming. Exercises were found to be helpful but students wanted a better understanding of how these skills can be applied to game development. Team projects also went well with most teams creating a functional project. Students wanted more time to complete projects along with a structured approach to the project. Confidence in game development and the Unreal Engine were not high but students were enthusiastic in continuing in the field of game development. Recommendations were made to the curriculum in order to fix some of the issues with the introductory course and help students find a career. In order to fix the gap between the programming course and the introductory game course, a video game programming course was recommended that focused on teaching students how code works with video game engines. An option to specialize was also recommended in order to see a higher level of understanding on game concepts and a higher level of quality of game projects. Changes to the higher courses were also made for a yearlong course where students would focus on a single project to publish. This would expand on the introductory course while also replicating the game development process.
Federal Register 2010, 2011, 2012, 2013, 2014
2010-11-18
... DEPARTMENT OF LABOR Employment and Training Administration [TA-W-73,477] International Game..., applicable to workers of International Game Technology (IGT), Machine Accounting and ABS (Bonusing and BEII... International Game Technology (IGT), Machine Accounting and ABS (Bonusing and BEII), and Engineering. The...
ERIC Educational Resources Information Center
Price, Colin B.
2008-01-01
Commercial computer games contain "physics engine" components, responsible for providing realistic interactions among game objects. The question naturally arises of whether these engines can be used to develop educational materials for high school and university physics education. To answer this question, the author's group recently conducted a…
An overview of game-based learning in building services engineering education
NASA Astrophysics Data System (ADS)
Alanne, Kari
2016-03-01
To ensure proper competence development and short graduation times for engineering students, it is essential that the study motivation is encouraged by new learning methods. In game-based learning, the learner's engagement is increased and learning is made meaningful by applying game-like features such as competition and rewarding through virtual promotions or achievement badges. In this paper, the state of the art of game-based learning in building services engineering education at university level is reviewed and discussed. A systematic literature review indicates that educational games have been reported in the field of related disciplines, such as mechanical and civil engineering. The development of system-level educational games that realistically simulate work life in building services engineering is still in its infancy. Novel rewarding practices and more comprehensive approaches entailing the state-of-the-art information tools such as building information modelling, geographic information systems, building management systems and augmented reality are needed in the future.
Development of an interactive game-based rehabilitation tool for dynamic balance training.
Lange, BeLinda; Flynn, Sheryl; Proffitt, Rachel; Chang, Chien-Yen; Rizzo, Albert Skip
2010-01-01
Conventional physical therapy techniques have been shown to improve balance, mobility, and gait following neurological injury. Treatment involves training patients to transfer weight onto the impaired limb to improve weight shift while standing and walking. Visual biofeedback and force plate systems are often used for treatment of balance and mobility disorders. Researchers have also been exploring the use of video game consoles such as the Nintendo Wii Fit as rehabilitation tools. Case studies have demonstrated that the use of video games may have promise for balance rehabilitation. However, initial usability studies and anecdotal evidence suggest that the current commercial games are not compatible with controlled, specific exercise required to meet therapy goals. Based on focus group data and observations with patients, a game has been developed to specifically target weight shift training using an open source game engine and the Nintendo Wii Fit Balance Board. The prototype underwent initial usability testing with a sample of clinicians and with persons with neurological injury. Overall, feedback was positive, and areas for improvement were identified. This preliminary research provides support for the development of a game that caters specifically to the key requirements of balance rehabilitation.
Source and listener directivity for interactive wave-based sound propagation.
Mehra, Ravish; Antani, Lakulish; Kim, Sujeong; Manocha, Dinesh
2014-04-01
We present an approach to model dynamic, data-driven source and listener directivity for interactive wave-based sound propagation in virtual environments and computer games. Our directional source representation is expressed as a linear combination of elementary spherical harmonic (SH) sources. In the preprocessing stage, we precompute and encode the propagated sound fields due to each SH source. At runtime, we perform the SH decomposition of the varying source directivity interactively and compute the total sound field at the listener position as a weighted sum of precomputed SH sound fields. We propose a novel plane-wave decomposition approach based on higher-order derivatives of the sound field that enables dynamic HRTF-based listener directivity at runtime. We provide a generic framework to incorporate our source and listener directivity in any offline or online frequency-domain wave-based sound propagation algorithm. We have integrated our sound propagation system in Valve's Source game engine and use it to demonstrate realistic acoustic effects such as sound amplification, diffraction low-passing, scattering, localization, externalization, and spatial sound, generated by wave-based propagation of directional sources and listener in complex scenarios. We also present results from our preliminary user study.
Gas Station Pricing Game: A Lesson in Engineering Economics and Business Strategies.
ERIC Educational Resources Information Center
Sin, Aaron; Center, Alfred M.
2002-01-01
Describes an educational game designed for engineering majors that demonstrates engineering economics and business strategies, specifically the concepts of customer perception of product value, convenience, and price differentiation. (YDS)
A survey on adaptive engine technology for serious games
NASA Astrophysics Data System (ADS)
Rasim, Langi, Armein Z. R.; Munir, Rosmansyah, Yusep
2016-02-01
Serious Games has become a priceless tool in learning because it can simulate abstract concept to appear more realistic. The problem faced is that the players have different ability in playing the games. This causes the players to become frustrated if the game is too difficult or to get bored if it is too easy. Serious games have non-player character (NPC) in it. The NPC should be able to adapt to the players in such a way so that the players can feel comfortable in playing the games. Because of that, serious games development must involve an adaptive engine, which is by applying a learning machine that can adapt to different players. The development of adaptive engine can be viewed in terms of the frameworks and the algorithms. Frameworks include rules based, plan based, organization description based, proficiency of player based, and learning style and cognitive state based. Algorithms include agents based and non-agent based
Mind Games: Game Engines as an Architecture for Intuitive Physics.
Ullman, Tomer D; Spelke, Elizabeth; Battaglia, Peter; Tenenbaum, Joshua B
2017-09-01
We explore the hypothesis that many intuitive physical inferences are based on a mental physics engine that is analogous in many ways to the machine physics engines used in building interactive video games. We describe the key features of game physics engines and their parallels in human mental representation, focusing especially on the intuitive physics of young infants where the hypothesis helps to unify many classic and otherwise puzzling phenomena, and may provide the basis for a computational account of how the physical knowledge of infants develops. This hypothesis also explains several 'physics illusions', and helps to inform the development of artificial intelligence (AI) systems with more human-like common sense. Copyright © 2017 Elsevier Ltd. All rights reserved.
Procedural Modeling for Rapid-Prototyping of Multiple Building Phases
NASA Astrophysics Data System (ADS)
Saldana, M.; Johanson, C.
2013-02-01
RomeLab is a multidisciplinary working group at UCLA that uses the city of Rome as a laboratory for the exploration of research approaches and dissemination practices centered on the intersection of space and time in antiquity. In this paper we present a multiplatform workflow for the rapid-prototyping of historical cityscapes through the use of geographic information systems, procedural modeling, and interactive game development. Our workflow begins by aggregating archaeological data in a GIS database. Next, 3D building models are generated from the ArcMap shapefiles in Esri CityEngine using procedural modeling techniques. A GIS-based terrain model is also adjusted in CityEngine to fit the building elevations. Finally, the terrain and city models are combined in Unity, a game engine which we used to produce web-based interactive environments which are linked to the GIS data using keyhole markup language (KML). The goal of our workflow is to demonstrate that knowledge generated within a first-person virtual world experience can inform the evaluation of data derived from textual and archaeological sources, and vice versa.
Teaching engineering ethics using BLOCKS game.
Lau, Shiew Wei; Tan, Terence Peng Lian; Goh, Suk Meng
2013-09-01
The aim of this study was to investigate the use of a newly developed design game called BLOCKS to stimulate awareness of ethical responsibilities amongst engineering students. The design game was played by seventeen teams of chemical engineering students, with each team having to arrange pieces of colored paper to produce two letters each. Before the end of the game, additional constraints were introduced to the teams such that they faced similar ambiguity in the technical facts that the engineers involved in the Challenger disaster had faced prior to the space shuttle launch. At this stage, the teams had to decide whether to continue with their original design or to develop alternative solutions. After the teams had made their decisions, a video of the Challenger explosion was shown followed by a post-game discussion. The students' opinion on five Statements on ethics was tracked via a Five-Item Likert survey which was administered three times, before and after the ethical scenario was introduced, and after the video and post-game discussion. The results from this study indicated that the combination of the game and the real-life incident from the video had generally strengthened the students' opinions of the Statements.
Students Designing Video Games about Immunology: Insights for Science Learning
ERIC Educational Resources Information Center
Khalili, Neda; Sheridan, Kimberly; Williams, Asia; Clark, Kevin; Stegman, Melanie
2011-01-01
Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a…
Tactical Behavior Mining of a Soldier-Based Gaming Environment (Briefing Charts)
2016-05-23
U.S. ARMY TANK AUTOMOTIVE RESEARCH, DEVELOPMENT AND ENGINEERING CENTER Tactical Behavior Mining of a Soldier-Based Gaming Environment 5/23/2016 …Plus...Distribution Statement A. Approved for public release; distribution is unlimited. 4 One Solution: Use a Physics-Based Game Environment TARDEC VIRTUAL...EXPERIMENTS CAPABILITY VBS3 Training Game ុ Soldier Experiments 2-3 Days = Several Refights Lickert Subjective Questionaires ESP Engine
3D Game-Based Learning System for Improving Learning Achievement in Software Engineering Curriculum
ERIC Educational Resources Information Center
Su,Chung-Ho; Cheng, Ching-Hsue
2013-01-01
The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…
NASA Astrophysics Data System (ADS)
Chen, Xiaojie
2015-09-01
The puzzle of cooperation exists widely in the realistic world, including biological, social, and engineering systems. How to solve the cooperation puzzle has received considerable attention in recent years [1]. Evolutionary game theory provides a common mathematical framework to study the problem of cooperation. In principle, these practical biological, social, or engineering systems can be described by complex game models composed of multiple autonomous individuals with mutual interactions. And generally there exists a dilemma for the evolution of cooperation in the game systems.
Infusion of a Gaming Paradigm into Computer-Aided Engineering Design Tools
2012-05-03
Virtual Test Bed (VTB), and the gaming tool, Unity3D . This hybrid gaming environment coupled a three-dimensional (3D) multibody vehicle system model...from Google Earth to the 3D visual front-end fabricated around Unity3D . The hybrid environment was sufficiently developed to support analyses of the...ndFr Cti3r4 G’OjrdFr ctior-2 The VTB simulation of the vehicle dynamics ran concurrently with and interacted with the gaming engine, Unity3D which
A Biotic Game Design Project for Integrated Life Science and Engineering Education
Denisin, Aleksandra K.; Rensi, Stefano; Sanchez, Gabriel N.; Quake, Stephen R.; Riedel-Kruse, Ingmar H.
2015-01-01
Engaging, hands-on design experiences are key for formal and informal Science, Technology, Engineering, and Mathematics (STEM) education. Robotic and video game design challenges have been particularly effective in stimulating student interest, but equivalent experiences for the life sciences are not as developed. Here we present the concept of a "biotic game design project" to motivate student learning at the interface of life sciences and device engineering (as part of a cornerstone bioengineering devices course). We provide all course material and also present efforts in adapting the project's complexity to serve other time frames, age groups, learning focuses, and budgets. Students self-reported that they found the biotic game project fun and motivating, resulting in increased effort. Hence this type of design project could generate excitement and educational impact similar to robotics and video games. PMID:25807212
A biotic game design project for integrated life science and engineering education.
Cira, Nate J; Chung, Alice M; Denisin, Aleksandra K; Rensi, Stefano; Sanchez, Gabriel N; Quake, Stephen R; Riedel-Kruse, Ingmar H
2015-03-01
Engaging, hands-on design experiences are key for formal and informal Science, Technology, Engineering, and Mathematics (STEM) education. Robotic and video game design challenges have been particularly effective in stimulating student interest, but equivalent experiences for the life sciences are not as developed. Here we present the concept of a "biotic game design project" to motivate student learning at the interface of life sciences and device engineering (as part of a cornerstone bioengineering devices course). We provide all course material and also present efforts in adapting the project's complexity to serve other time frames, age groups, learning focuses, and budgets. Students self-reported that they found the biotic game project fun and motivating, resulting in increased effort. Hence this type of design project could generate excitement and educational impact similar to robotics and video games.
Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization Challenges
Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc
2013-01-01
The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/. PMID:23483961
Game on, science - how video game technology may help biologists tackle visualization challenges.
Lv, Zhihan; Tek, Alex; Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc
2013-01-01
The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/.
Vids: Version 2.0 Alpha Visualization Engine
2018-04-25
fidelity than existing efforts. Vids is a project aimed at producing more dynamic and interactive visualization tools using modern computer game ...move through and interact with the data to improve informational understanding. The Vids software leverages off-the-shelf modern game development...analysis and correlations. Recently, an ARL-pioneered project named Virtual Reality Data Analysis Environment (VRDAE) used VR and a modern game engine
Introduction to Chemical Engineering Reactor Analysis: A Web-Based Reactor Design Game
ERIC Educational Resources Information Center
Orbey, Nese; Clay, Molly; Russell, T.W. Fraser
2014-01-01
An approach to explain chemical engineering through a Web-based interactive game design was developed and used with college freshman and junior/senior high school students. The goal of this approach was to demonstrate how to model a lab-scale experiment, and use the results to design and operate a chemical reactor. The game incorporates both…
Simbody: multibody dynamics for biomedical research.
Sherman, Michael A; Seth, Ajay; Delp, Scott L
Multibody software designed for mechanical engineering has been successfully employed in biomedical research for many years. For real time operation some biomedical researchers have also adapted game physics engines. However, these tools were built for other purposes and do not fully address the needs of biomedical researchers using them to analyze the dynamics of biological structures and make clinically meaningful recommendations. We are addressing this problem through the development of an open source, extensible, high performance toolkit including a multibody mechanics library aimed at the needs of biomedical researchers. The resulting code, Simbody, supports research in a variety of fields including neuromuscular, prosthetic, and biomolecular simulation, and related research such as biologically-inspired design and control of humanoid robots and avatars. Simbody is the dynamics engine behind OpenSim, a widely used biomechanics simulation application. This article reviews issues that arise uniquely in biomedical research, and reports on the architecture, theory, and computational methods Simbody uses to address them. By addressing these needs explicitly Simbody provides a better match to the needs of researchers than can be obtained by adaptation of mechanical engineering or gaming codes. Simbody is a community resource, free for any purpose. We encourage wide adoption and invite contributions to the code base at https://simtk.org/home/simbody.
NASA Technical Reports Server (NTRS)
2008-01-01
NASA s advanced visual simulations are essential for analyses associated with life cycle planning, design, training, testing, operations, and evaluation. Kennedy Space Center, in particular, uses simulations for ground services and space exploration planning in an effort to reduce risk and costs while improving safety and performance. However, it has been difficult to circulate and share the results of simulation tools among the field centers, and distance and travel expenses have made timely collaboration even harder. In response, NASA joined with Valador Inc. to develop the Distributed Observer Network (DON), a collaborative environment that leverages game technology to bring 3-D simulations to conventional desktop and laptop computers. DON enables teams of engineers working on design and operations to view and collaborate on 3-D representations of data generated by authoritative tools. DON takes models and telemetry from these sources and, using commercial game engine technology, displays the simulation results in a 3-D visual environment. Multiple widely dispersed users, working individually or in groups, can view and analyze simulation results on desktop and laptop computers in real time.
Experiencing Production Ramp-Up Education for Engineers
ERIC Educational Resources Information Center
Bassetto, S.; Fiegenwald, V.; Cholez, C.; Mangione, F.
2011-01-01
This paper presents a game of industrialisation, based on a paper airplane, that mimics real world production ramp-up and blends classical engineering courses together. It is based on a low cost product so that it can be mass produced. The game targets graduate students and practitioners in engineering fields. For students, it offers an experiment…
The Playful and Reflective Game Designer
ERIC Educational Resources Information Center
Majgaard, Gunver
2014-01-01
A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design. The aim was for students to develop a more critically…
Advances in Games Technology: Software, Models, and Intelligence
ERIC Educational Resources Information Center
Prakash, Edmond; Brindle, Geoff; Jones, Kevin; Zhou, Suiping; Chaudhari, Narendra S.; Wong, Kok-Wai
2009-01-01
Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and…
Earthquake: Game-based learning for 21st century STEM education
NASA Astrophysics Data System (ADS)
Perkins, Abigail Christine
To play is to learn. A lack of empirical research within game-based learning literature, however, has hindered educational stakeholders to make informed decisions about game-based learning for 21st century STEM education. In this study, I modified a research and development (R&D) process to create a collaborative-competitive educational board game illuminating elements of earthquake engineering. I oriented instruction- and game-design principles around 21st century science education to adapt the R&D process to develop the educational game, Earthquake. As part of the R&D, I evaluated Earthquake for empirical evidence to support the claim that game-play results in student gains in critical thinking, scientific argumentation, metacognitive abilities, and earthquake engineering content knowledge. I developed Earthquake with the aid of eight focus groups with varying levels of expertise in science education research, teaching, administration, and game-design. After developing a functional prototype, I pilot-tested Earthquake with teacher-participants (n=14) who engaged in semi-structured interviews after their game-play. I analyzed teacher interviews with constant comparison methodology. I used teachers' comments and feedback from content knowledge experts to integrate game modifications, implementing results to improve Earthquake. I added player roles, simplified phrasing on cards, and produced an introductory video. I then administered the modified Earthquake game to two groups of high school student-participants (n = 6), who played twice. To seek evidence documenting support for my knowledge claim, I analyzed videotapes of students' game-play using a game-based learning checklist. My assessment of learning gains revealed increases in all categories of students' performance: critical thinking, metacognition, scientific argumentation, and earthquake engineering content knowledge acquisition. Players in both student-groups improved mostly in critical thinking, having doubled the number of exhibited instances of critical thinking between games. Players in the first group exhibited about a third more instances of metacognition between games, while players in the second group doubled such instances. Between games, players in both groups more than doubled the number of exhibited instances of using earthquake engineering content knowledge. The student-players expanded use of scientific argumentation for all game-based learning checklist categories. With empirical evidence, I conclude play and learning can connect for successful 21 st century STEM education.
Hierarchical Task Network Prototyping In Unity3d
2016-06-01
visually debug. Here we present a solution for prototyping HTNs by extending an existing commercial implementation of Behavior Trees within the Unity3D game ...HTN, dynamic behaviors, behavior prototyping, agent-based simulation, entity-level combat model, game engine, discrete event simulation, virtual...commercial implementation of Behavior Trees within the Unity3D game engine prior to building the HTN in COMBATXXI. Existing HTNs were emulated within
2014-03-14
CAPE CANAVERAL, Fla. – A visitor to the Robot Rocket Rally tries his hand at virtual reality in a demonstration of the Oculus Rift technology, provided by the Open Source Robotics Foundation. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett
Verification Games: Crowd-Sourced Formal Verification
2016-03-01
VERIFICATION GAMES : CROWD-SOURCED FORMAL VERIFICATION UNIVERSITY OF WASHINGTON MARCH 2016 FINAL TECHNICAL REPORT...DATES COVERED (From - To) JUN 2012 – SEP 2015 4. TITLE AND SUBTITLE VERIFICATION GAMES : CROWD-SOURCED FORMAL VERIFICATION 5a. CONTRACT NUMBER FA8750...clarification memorandum dated 16 Jan 09. 13. SUPPLEMENTARY NOTES 14. ABSTRACT Over the more than three years of the project Verification Games : Crowd-sourced
NASA Astrophysics Data System (ADS)
Musil, Juergen; Schweda, Angelika; Winkler, Dietmar; Biffl, Stefan
Based on our observations of Austrian video game software development (VGSD) practices we identified a lack of systematic processes/method support and inefficient collaboration between various involved disciplines, i.e. engineers and artists. VGSD includes heterogeneous disciplines, e.g. creative arts, game/content design, and software. Nevertheless, improving team collaboration and process support is an ongoing challenge to enable a comprehensive view on game development projects. Lessons learned from software engineering practices can help game developers to increase game development processes within a heterogeneous environment. Based on a state of the practice survey in the Austrian games industry, this paper presents (a) first results with focus on process/method support and (b) suggests a candidate flexible process approach based on Scrum to improve VGSD and team collaboration. Results showed (a) a trend to highly flexible software processes involving various disciplines and (b) identified the suggested flexible process approach as feasible and useful for project application.
Innovating Naval Business Using a War Game
2013-04-01
OSA. The Massive Multiplayer Operational War Game Leveraging the Internet (MMOWGLI) game was used as a crowd-sourcing tool to elicit the collective... Multiplayer Operational War Game Leveraging the Internet (MMOWGLI) game was used as a crowd-sourcing tool to elicit the collective intelligence of...problem. The DASN RDT&E selected the Massive Multiplayer Operational War Game Leveraging the Internet (MMOWGLI) as the mechanism to bring innovative
Game Development as a Pathway to Information Technology Literacy
ERIC Educational Resources Information Center
Frydenberg, Mark
2016-01-01
Teaching game development has become an accepted methodology for introducing programming concepts and capturing the interest of beginning computer science and information technology (IT) students. This study, conducted over three consecutive semesters, explores game development using a gaming engine, rather than a traditional programming language,…
Using Game Development to Engage Students in Science and Technology
NASA Technical Reports Server (NTRS)
Wiacek, John
2011-01-01
Game design workshops, camps and activities engage K-12 students In STEM disciplines that use game engine and development tools. Game development will have students create games and simulations that Will inspire them to love technology while learning math, physics, and,logic. By using tools such as Gamemaker, Alice, Unity, Gamesalad and others, students will get a sense of confidence and accomplishment creating games and simulations.
ERIC Educational Resources Information Center
Lui, Richard W. C.; Au, Cheuk Hang
2018-01-01
This article describes how different literatures have suggested the positive role of educational games in students' learning, but it can be hard to find an existing game for student learning. Some lecturers may try to develop a game for their courses, but there were not many effective models for educational board game development. The authors have…
Using Role-Playing Games to Broaden Engineering Education
ERIC Educational Resources Information Center
McConville, Jennifer R.; Rauch, Sebastien; Helgegren, Ida; Kain, Jaan-Henrik
2017-01-01
Purpose: In today's complex society, there is an increasing demand to include a wider set of skills in engineering curricula, especially skills related to policy, society and sustainable development. Role-playing and gaming are active learning tools, which are useful for learning relationships between technology and society, problem solving in…
Balancing Fun and Learning in a Serious Game Design
ERIC Educational Resources Information Center
Franzwa, Christopher; Tang, Ying; Johnson, Aaron; Bielefeldt, Talbot
2014-01-01
This article presents the underlying philosophy of Sustain City, an educational serious game system that engages students, particularly prospective and beginning science and engineering students, in a series of engineering design challenges. Various strategies implemented in Sustain City for achieving a balance of fun and learning are discussed,…
Developing the Systems Engineering Experience Accelerator (SEEA) Prototype and Roadmap
2013-12-31
information to be automatically presented without comment. 2.2.2 NEW FEATURES AND CAPABILITIES A number of new multiplayer capabilities were...2.4.1 OVERVIEW The EA game engine has two components: the runtime engine and the tools suite. The tools suite includes the Experience Development...the Learner. Figure 6: Experience Accelerator Logical Block Diagram The EARTE is a multiuser architecture for internet gaming . It has light
ERIC Educational Resources Information Center
Bouris, Alida; Mancino, Jenny; Jagoda, Patrick; Hill, Brandon J.; Gilliam, Melissa
2016-01-01
This paper presents findings from a focus group study conducted to evaluate "The Source," an alternate reality game (ARG). ARGs are a relatively new genre of interactive digital games that use a variety of media to engage game players. We developed modules on sexual health, sexual orientation, and homophobia in a game that was delivered…
A quantum extension to inspection game
NASA Astrophysics Data System (ADS)
Deng, Xinyang; Deng, Yong; Liu, Qi; Chang, Shuhua; Wang, Zhen
2016-06-01
Quantum game theory is a new interdisciplinary field between game theory and system engineering research. In this paper, we extend the classical inspection game into a quantum game version by quantizing the strategy space and importing entanglement between players. Our results show that the quantum inspection game has various Nash equilibria depending on the initial quantum state of the game. It is also shown that quantization can respectively help each player to increase his own payoff, yet fails to bring Pareto improvement for the collective payoff in the quantum inspection game.
Gaming Research for Technology Education
ERIC Educational Resources Information Center
Clark, Aaron C.; Ernst, Jeremy
2009-01-01
This study assesses the use of gaming to teach Science, Technology, Engineering, and Mathematics (STEM) in public education. The intent of the investigation was to identify attitudes about gaming and its use in education, as well as the need to utilize gaming as a platform to serve as an integrator of STEM subject matter. Participants included…
Formal Analysis of Privacy Requirements Specifications for Multi-Tier Applications
2013-07-30
Requirements Engineering Lab and co- founder of the Requirements Engineering and Law Workshop and has several publications in ACM- and IEEE- sponsored journals...Advertising that serves the online ad “Buying Razors Sucks” in this game. Zynga also produces a version of this game for the Android and iPhone mobile
Web-Based Simulation Games for the Integration of Engineering and Business Fundamentals
ERIC Educational Resources Information Center
Calfa, Bruno; Banholzer, William; Alger, Monty; Doherty, Michael
2017-01-01
This paper describes a web-based suite of simulation games that have the purpose to enhance the chemical engineering curriculum with business-oriented decisions. Two simulation cases are discussed whose teaching topics include closing material and energy balances, importance of recycle streams, price-volume relationship in a dynamic market, impact…
A Review of the IEE's Involvement in Academic Gaming.
ERIC Educational Resources Information Center
Ellington, H. I.; And Others
In partnership with the Institute of Technology in Aberdeen, the Institution of Electrical Engineers (IEE) has pioneered the development of a range of highly sophisticated simulation games and case studies based on realistic engineering scenarios for use in secondary and higher education and industrial training. The initial involvement of IEE in…
"Star Power" for Teaching Professional Skills to Engineering Students
ERIC Educational Resources Information Center
Goh, Suk Meng
2012-01-01
The objective of this study is to evaluate the potential of a game called "Star Power" to teach professional skills to mechanical engineering undergraduates. The game was conducted as an activity in a final year Professional Practice unit. A survey in the form of a questionnaire was administered to participating students in the following…
A Game-Theoretic Approach to Branching Time Abstract-Check-Refine Process
NASA Technical Reports Server (NTRS)
Wang, Yi; Tamai, Tetsuo
2009-01-01
Since the complexity of software systems continues to grow, most engineers face two serious problems: the state space explosion problem and the problem of how to debug systems. In this paper, we propose a game-theoretic approach to full branching time model checking on three-valued semantics. The three-valued models and logics provide successful abstraction that overcomes the state space explosion problem. The game style model checking that generates counter-examples can guide refinement or identify validated formulas, which solves the system debugging problem. Furthermore, output of our game style method will give significant information to engineers in detecting where errors have occurred and what the causes of the errors are.
2003-07-01
standard release with the publicly available "mod" interface allows us to avoid purchasing a game engine license (approximate cost $350,000) from Epic...depletion is accurately simulated for ammunition * Both contain target detection, target identification, target selection, and collision avoidance and...into other game genres such as Real-Time Strategy (RTS) games and Massively Multiplayer Online Role- Playing Games ( MMORPG ). Unfortunately these game
An Application of Games-Based Learning within Software Engineering
ERIC Educational Resources Information Center
Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas
2007-01-01
For some time now, computer games have played an important role in both children and adults' leisure activities. While there has been much written on the negative aspects of computer games, it has also been recognised that they have potential advantages and benefits. There is no doubt that computer games are highly engaging and incorporate…
ERIC Educational Resources Information Center
Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Yang, Li-Hsueh; Huang, Iwen
2013-01-01
Educational computer games have been recognized as being a promising approach for motivating students to learn. Nevertheless, previous studies have shown that without proper learning strategies or supportive models, the learning achievement of students might not be as good as expected. In this study, a knowledge engineering approach is proposed…
Effectiveness of Using a Video Game to Teach a Course in Mechanical Engineering
ERIC Educational Resources Information Center
Coller, B. D.; Scott, M. J.
2009-01-01
One of the core courses in the undergraduate mechanical engineering curriculum has been completely redesigned. In the new numerical methods course, all assignments and learning experiences are built around a video/computer game. Students are given the task of writing computer programs to race a simulated car around a track. In doing so, students…
Learning Projectile Motion with the Computer Game ``Scorched 3D``
NASA Astrophysics Data System (ADS)
Jurcevic, John S.
2008-01-01
For most of our students, video games are a normal part of their lives. We should take advantage of this medium to teach physics in a manner that is engrossing for our students. In particular, modern video games incorporate accurate physics in their game engines, and they allow us to visualize the physics through flashy and captivating graphics. I recently used the game "Scorched 3D" to help my students understand projectile motion.
A Video Game Platform for Exploring Satellite and In-Situ Data Streams
NASA Astrophysics Data System (ADS)
Cai, Y.
2014-12-01
Exploring spatiotemporal patterns of moving objects are essential to Earth Observation missions, such as tracking, modeling and predicting movement of clouds, dust, plumes and harmful algal blooms. Those missions involve high-volume, multi-source, and multi-modal imagery data analysis. Analytical models intend to reveal inner structure, dynamics, and relationship of things. However, they are not necessarily intuitive to humans. Conventional scientific visualization methods are intuitive but limited by manual operations, such as area marking, measurement and alignment of multi-source data, which are expensive and time-consuming. A new development of video analytics platform has been in progress, which integrates the video game engine with satellite and in-situ data streams. The system converts Earth Observation data into articulated objects that are mapped from a high-dimensional space to a 3D space. The object tracking and augmented reality algorithms highlight the objects' features in colors, shapes and trajectories, creating visual cues for observing dynamic patterns. The head and gesture tracker enable users to navigate the data space interactively. To validate our design, we have used NASA SeaWiFS satellite images of oceanographic remote sensing data and NOAA's in-situ cell count data. Our study demonstrates that the video game system can reduce the size and cost of traditional CAVE systems in two to three orders of magnitude. This system can also be used for satellite mission planning and public outreaching.
Research Ethics Education in the STEM Disciplines: The Promises and Challenges of a Gaming Approach.
Briggle, Adam; Holbrook, J Britt; Oppong, Joseph; Hoffmann, Joesph; Larsen, Elizabeth K; Pluscht, Patrick
2016-02-01
While education in ethics and the responsible conduct of research (RCR) is widely acknowledged as an essential component of graduate education, particularly in the STEM disciplines (science, technology, engineering, and math), little consensus exists on how best to accomplish this goal. Recent years have witnessed a turn toward the use of games in this context. Drawing from two NSF-funded grants (one completed and one on-going), this paper takes a critical look at the use of games in ethics and RCR education. It does so by: (a) setting the development of research and engineering ethics games in wider historical and theoretical contexts, which highlights their promise to solve important pedagogical problems; (b) reporting on some initial results from our own efforts to develop a game; and (c) reflecting on the challenges that arise in using games for ethics education. In our discussion of the challenges, we draw out lessons to improve this nascent approach to ethics education in the STEM disciplines .
Learning Projectile Motion with the Computer Game "Scorched 3D"
ERIC Educational Resources Information Center
Jurcevic, John S.
2008-01-01
For most of our students, video games are a normal part of their lives. We should take advantage of this medium to teach physics in a manner that is engrossing for our students. In particular, modern video games incorporate accurate physics in their game engines, and they allow us to visualize the physics through flashy and captivating graphics. I…
A Study on the Game Programming Education Based on Educational Game Engine at School
ERIC Educational Resources Information Center
Jeon, Jongho; Kim, Kwanwoong; Jung, Soonyoung
2012-01-01
It is believed that the game programming education at school should be conducted in consideration of an individual student's ability, an elementary programmer. Language to be used in the programming education also need to be associated with the ones that are actually used in the game industry. Lately, many researches on the educational programming…
The Effect of Playing a Logic Game on Student Learning in Physics.
ERIC Educational Resources Information Center
Parsons, Ralph
The effect of playing a logic game, Master Mind, on student learning in physics was examined in this study. An experimental group of 16 Electronics Engineering Technology students played the game during class one hour per week for seven weeks. A control group of nineteen students took the course without playing the logic game. Results showed that…
Meta!Blast computer game: a pipeline from science to 3D art to education
NASA Astrophysics Data System (ADS)
Schneller, William; Campbell, P. J.; Bassham, Diane; Wurtele, Eve Syrkin
2012-03-01
Meta!Blast (http://www.metablast.org) is designed to address the challenges students often encounter in understanding cell and metabolic biology. Developed by faculty and students in biology, biochemistry, computer science, game design, pedagogy, art and story, Meta!Blast is being created using Maya (http://usa.autodesk.com/maya/) and the Unity 3D (http://unity3d.com/) game engine, for Macs and PCs in classrooms; it has also been exhibited in an immersive environment. Here, we describe the pipeline from protein structural data and holographic information to art to the threedimensional (3D) environment to the game engine, by which we provide a publicly-available interactive 3D cellular world that mimics a photosynthetic plant cell.
Digital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males?
ERIC Educational Resources Information Center
Joiner, Richard; Iacovides, Jo; Owen, Martin; Gavin, Carl; Clibbery, Stephen; Darling, Jos; Drew, Ben
2011-01-01
The aim of this paper was to explore whether there is a gender difference in the beneficial effects of Racing Academy, which is a video game used to support undergraduate students learning of Mechanical Engineering. One hundred and thirty-eight undergraduate students (15 females and 123 males) participated in the study. The students completed a…
Mitigation of Cognitive Bias with a Serious Game: Two Experiments Testing Feedback Timing and Source
ERIC Educational Resources Information Center
Dunbar, Norah E.; Jensen, Matthew L.; Miller, Claude H.; Bessarabova, Elena; Lee, Yu-Hao; Wilson, Scott N.; Elizondo, Javier; Adame, Bradley J.; Valacich, Joseph; Straub, Sara; Burgoon, Judee K.; Lane, Brianna; Piercy, Cameron W.; Wilson, David; King, Shawn; Vincent, Cindy; Schuetzler, Ryan M.
2017-01-01
One of the benefits of using digital games for education is that games can provide feedback for learners to assess their situation and correct their mistakes. We conducted two studies to examine the effectiveness of different feedback design (timing, duration, repeats, and feedback source) in a serious game designed to teach learners about…
Influencing Gameplay in Support of Early Synthetic Prototyping Studies
2016-06-01
Synthetic Prototyping, acquisition, video games, crowdsourcing, Engineering Resilient Systems, science and technology, game environment 15. NUMBER OF...even though he did not play video games for entertainment, he would find time to participate in ESP (Vogt, Megiveron, & Smith, 2015). Meckler’s...reward used in video games: 1) score systems, 2) experience points, 3) item granting, 4) collectible resources, 5) achievement systems, 6) feedback
Mesoscopic Rigid Body Modelling of the Extracellular Matrix Self-Assembly.
Wong, Hua; Prévoteau-Jonquet, Jessica; Baud, Stéphanie; Dauchez, Manuel; Belloy, Nicolas
2018-06-11
The extracellular matrix (ECM) plays an important role in supporting tissues and organs. It even has a functional role in morphogenesis and differentiation by acting as a source of active molecules (matrikines). Many diseases are linked to dysfunction of ECM components and fragments or changes in their structures. As such it is a prime target for drugs. Because of technological limitations for observations at mesoscopic scales, the precise structural organisation of the ECM is not well-known, with sparse or fuzzy experimental observables. Based on the Unity3D game and physics engines, along with rigid body dynamics, we propose a virtual sandbox to model large biological molecules as dynamic chains of rigid bodies interacting together to gain insight into ECM components behaviour in the mesoscopic range. We have preliminary results showing how parameters such as fibre flexibility or the nature and number of interactions between molecules can induce different structures in the basement membrane. Using the Unity3D game engine and virtual reality headset coupled with haptic controllers, we immerse the user inside the corresponding simulation. Untrained users are able to navigate a complex virtual sandbox crowded with large biomolecules models in a matter of seconds.
Development of a Computer Simulation Game Using a Reverse Engineering Approach
ERIC Educational Resources Information Center
Ozkul, Ahmet
2012-01-01
Business simulation games are widely used in the classroom to provide students with experiential learning opportunities on business situations in a dynamic fashion. When properly designed and implemented, the computer simulation game can be a useful educational tool by integrating separate theoretical concepts and demonstrating the nature of…
Remote Labs and Game-Based Learning for Process Control
ERIC Educational Resources Information Center
Zualkernan, Imran A.; Husseini, Ghaleb A.; Loughlin, Kevin F.; Mohebzada, Jamshaid G.; El Gaml, Moataz
2013-01-01
Social networking platforms and computer games represent a natural informal learning environment for the current generation of learners in higher education. This paper explores the use of game-based learning in the context of an undergraduate chemical engineering remote laboratory. Specifically, students are allowed to manipulate chemical…
Advancing Adventure Education Using Digital Motion-Sensing Games
ERIC Educational Resources Information Center
Shih, Ju-Ling; Hsu, Yu-Jen
2016-01-01
This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that…
How Computer Games Help Children Learn
ERIC Educational Resources Information Center
Shaffer, David Williamson
2008-01-01
This book looks at how particular video and computer games--such as "Digital Zoo", "The Pandora Project", "SodaConstructor", and more--can help teach children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. In the process, new "smart games" will give them the knowledge and skills they…
ERIC Educational Resources Information Center
Cliff, Janet M.
1990-01-01
Reviews 163 sources on Navajo games, play, and toys. Includes an annotated bibliography of those materials. Examines relationships between games and religion, origin myths, and ceremonies. Discusses attitudes toward games, gambling, and cheating; and the dichotomy between children's and adults' games. Describes specific toys, games, and play…
Modeling intelligent agent beliefs in a card game scenario
NASA Astrophysics Data System (ADS)
Gołuński, Marcel; Tomanek, Roman; WÄ siewicz, Piotr
In this paper we explore the problem of intelligent agent beliefs. We model agent beliefs using multimodal logics of belief, KD45(m) system implemented as a directed graph depicting Kripke semantics, precisely. We present a card game engine application which allows multiple agents to connect to a given game session and play the card game. As an example simplified version of popular Saboteur card game is used. Implementation was done in Java language using following libraries and applications: Apache Mina, LWJGL.
NASA Astrophysics Data System (ADS)
Nguyen, Tien M.; Guillen, Andy T.
2017-05-01
This paper describes static Bayesian game models with "Pure" and "Mixed" games for the development of an optimum Program and Technical Baseline (PTB) solution for affordable acquisition of future space systems. The paper discusses System Engineering (SE) frameworks and analytical and simulation modeling approaches for developing the optimum PTB solutions from both the government and contractor perspectives.
ERIC Educational Resources Information Center
Conrad, Shawn; Clarke-Midura, Jody; Klopfer, Eric
2014-01-01
Educational games offer an opportunity to engage and inspire students to take interest in science, technology, engineering, and mathematical (STEM) subjects. Unobtrusive learning assessment techniques coupled with machine learning algorithms can be utilized to record students' in-game actions and formulate a model of the students' knowledge…
Simulation of the stress computation in shells
NASA Technical Reports Server (NTRS)
Salama, M.; Utku, S.
1978-01-01
A self-teaching computer program is described, whereby the stresses in thin shells can be computed with good accuracy using the best fit approach. The program is designed for use in interactive game mode to allow the structural engineer to learn about (1) the major sources of difficulties and associated errors in the computation of stresses in thin shells, (2) possible ways to reduce the errors, and (3) trade-off between computational cost and accuracy. Included are derivation of the computational approach, program description, and several examples illustrating the program usage.
The Emergence of Agent-Based Technology as an Architectural Component of Serious Games
NASA Technical Reports Server (NTRS)
Phillips, Mark; Scolaro, Jackie; Scolaro, Daniel
2010-01-01
The evolution of games as an alternative to traditional simulations in the military context has been gathering momentum over the past five years, even though the exploration of their use in the serious sense has been ongoing since the mid-nineties. Much of the focus has been on the aesthetics of the visuals provided by the core game engine as well as the artistry provided by talented development teams to produce not only breathtaking artwork, but highly immersive game play. Consideration of game technology is now so much a part of the modeling and simulation landscape that it is becoming difficult to distinguish traditional simulation solutions from game-based approaches. But games have yet to provide the much needed interactive free play that has been the domain of semi-autonomous forces (SAF). The component-based middleware architecture that game engines provide promises a great deal in terms of options for the integration of agent solutions to support the development of non-player characters that engage the human player without the deterministic nature of scripted behaviors. However, there are a number of hard-learned lessons on the modeling and simulation side of the equation that game developers have yet to learn, such as: correlation of heterogeneous systems, scalability of both terrain and numbers of non-player entities, and the bi-directional nature of simulation to game interaction provided by Distributed Interactive Simulation (DIS) and High Level Architecture (HLA).
Design of a Serious Game for Handling Obstetrical Emergencies.
Jean Dit Gautier, Estelle; Bot-Robin, Virginie; Libessart, Aurélien; Doucède, Guillaume; Cosson, Michel; Rubod, Chrystèle
2016-12-21
The emergence of new technologies in the obstetrical field should lead to the development of learning applications, specifically for obstetrical emergencies. Many childbirth simulations have been recently developed. However, to date none of them have been integrated into a serious game. Our objective was to design a new type of immersive serious game, using virtual glasses to facilitate the learning of pregnancy and childbirth pathologies. We have elaborated a new game engine, placing the student in some maternity emergency situations and delivery room simulations. A gynecologist initially wrote a scenario based on a real clinical situation. He also designed, along with an educational engineer, a tree diagram, which served as a guide for dialogues and actions. A game engine, especially developed for this case, enabled us to connect actions to the graphic universe (fully 3D modeled and based on photographic references). We used the Oculus Rift in order to immerse the player in virtual reality. Each action in the game was linked to a certain number of score points, which could either be positive or negative. Different pathological pregnancy situations have been targeted and are as follows: care of spontaneous miscarriage, threat of preterm birth, forceps operative delivery for fetal abnormal heart rate, and reduction of a shoulder dystocia. The first phase immerses the learner into an action scene, as a doctor. The second phase ask the student to make a diagnosis. Once the diagnosis is made, different treatments are suggested. Our serious game offers a new perspective for obstetrical emergency management trainings and provides students with active learning by immersing them into an environment, which recreates all or part of the real obstetrical world of emergency. It is consistent with the latest recommendations, which clarify the importance of simulation in teaching and in ongoing professional development. ©Estelle Jean dit Gautier, Virginie Bot-Robin, Aurélien Libessart, Guillaume Doucède, Michel Cosson, Chrystèle Rubod. Originally published in JMIR Serious Games (http://games.jmir.org), 21.12.2016.
Tactical Application of Gaming Technologies for Improved Battlespace Management
2007-01-01
the Digital Scene Matching Area Correlation (DSMAC) and the Global Positioning Satellite (GPS) System are coupled to the guidance systems to...Game Engine technology is driven by a huge market of consumers and the technology continues to improve each year. Commercially available Game...has largely been due to the emergence of a new class of middleware called “physics engines”. Used in games such as Gran Turismo 4 (GT4), these
Visualizing and modelling complex rockfall slopes using game-engine hosted models
NASA Astrophysics Data System (ADS)
Ondercin, Matthew; Hutchinson, D. Jean; Harrap, Rob
2015-04-01
Innovations in computing in the past few decades have resulted in entirely new ways to collect 3d geological data and visualize it. For example, new tools and techniques relying on high performance computing capabilities have become widely available, allowing us to model rockfalls with more attention to complexity of the rock slope geometry and rockfall path, with significantly higher quality base data, and with more analytical options. Model results are used to design mitigation solutions, considering the potential paths of the rockfall events and the energy they impart on impacted structures. Such models are currently implemented as general-purpose GIS tools and in specialized programs. These tools are used to inspect geometrical and geomechanical data, model rockfalls, and communicate results to researchers and the larger community. The research reported here explores the notion that 3D game engines provide a high speed, widely accessible platform on which to build rockfall modelling workflows and to provide a new and accessible outreach method. Taking advantage of the in-built physics capability of the 3D game codes, and ability to handle large terrains, these models are rapidly deployed and generate realistic visualizations of rockfall trajectories. Their utility in this area is as yet unproven, but preliminary research shows that they are capable of producing results that are comparable to existing approaches. Furthermore, modelling of case histories shows that the output matches the behaviour that is observed in the field. The key advantage of game-engine hosted models is their accessibility to the general public and to people with little to no knowledge of rockfall hazards. With much of the younger generation being very familiar with 3D environments such as Minecraft, the idea of a game-like simulation is intuitive and thus offers new ways to communicate to the general public. We present results from using the Unity game engine to develop 3D voxel worlds and terrain models from detailed LiDAR and photogrammetric data obtained at a complex slope above a railway corridor in British Columbia, Canada. The data was collected with sufficient frequency that single event rockfall paths were detectable, permitting the impact points and the final resting spots to be determined using LiDAR change detection methods. These specific case histories, including the high resolution, detailed slope geometry from the LiDAR data sets were modelled using game engines, as well as the conventional GIS based and specific rockfall modelling packages. The game engine results compare favourably and in some case outperform conventional tools in terms of rockfall trajectory and slope accuracy, physical realism, data handling capacity, and performance.
ERIC Educational Resources Information Center
Amenyo, John-Thones
2012-01-01
Carefully engineered playable games can serve as vehicles for students and practitioners to learn and explore the programming of advanced computer architectures to execute applications, such as high performance computing (HPC) and complex, inter-networked, distributed systems. The article presents families of playable games that are grounded in…
Experiencing production ramp-up education for engineers
NASA Astrophysics Data System (ADS)
Bassetto, S.; Fiegenwald, V.; Cholez, C.; Mangione, F.
2011-08-01
This paper presents a game of industrialisation, based on a paper airplane, that mimics real world production ramp-up and blends classical engineering courses together. It is based on a low cost product so that it can be mass produced. The game targets graduate students and practitioners in engineering fields. For students, it offers an experiment in which methods learned in separate courses can be applied. For practitioners, it affords an opportunity to engage in reflexive practices related to industrialisation. Both students and practitioners are able to experience integrated management, required by industrialisation, in a controlled environment: the laboratory.
War-gaming application for future space systems acquisition
NASA Astrophysics Data System (ADS)
Nguyen, Tien M.; Guillen, Andy T.
2016-05-01
Recently the U.S. Department of Defense (DOD) released the Defense Innovation Initiative (DII) [1] to focus DOD on five key aspects; Aspect #1: Recruit talented and innovative people, Aspect #2: Reinvigorate war-gaming, Aspect #3: Initiate long-range research and development programs, Aspect #4: Make DOD practices more innovative, and Aspect #5: Advance technology and new operational concepts. Per DII instruction, this paper concentrates on Aspect #2 and Aspect #4 by reinvigorating the war-gaming effort with a focus on an innovative approach for developing the optimum Program and Technical Baselines (PTBs) and their corresponding optimum acquisition strategies for acquiring future space systems. The paper describes a unified approach for applying the war-gaming concept for future DOD acquisition of space systems. The proposed approach includes a Unified Game-based Acquisition Framework (UGAF) and an Advanced Game-Based Mathematical Framework (AGMF) using Bayesian war-gaming engines to optimize PTB solutions and select the corresponding optimum acquisition strategies for acquiring a space system. The framework defines the action space for all players with a complete description of the elements associated with the games, including Department of Defense Acquisition Authority (DAA), stakeholders, warfighters, and potential contractors, War-Gaming Engines (WGEs) played by DAA, WGEs played by Contractor (KTR), and the players' Payoff and Cost functions (PCFs). The AGMF presented here addresses both complete and incomplete information cases. The proposed framework provides a recipe for the DAA and USAF-Space and Missile Systems Center (SMC) to acquire future space systems optimally.
Computer-based, Jeopardy™-like game in general chemistry for engineering majors
NASA Astrophysics Data System (ADS)
Ling, S. S.; Saffre, F.; Kadadha, M.; Gater, D. L.; Isakovic, A. F.
2013-03-01
We report on the design of Jeopardy™-like computer game for enhancement of learning of general chemistry for engineering majors. While we examine several parameters of student achievement and attitude, our primary concern is addressing the motivation of students, which tends to be low in a traditionally run chemistry lectures. The effect of the game-playing is tested by comparing paper-based game quiz, which constitutes a control group, and computer-based game quiz, constituting a treatment group. Computer-based game quizzes are Java™-based applications that students run once a week in the second part of the last lecture of the week. Overall effectiveness of the semester-long program is measured through pretest-postest conceptual testing of general chemistry. The objective of this research is to determine to what extent this ``gamification'' of the course delivery and course evaluation processes may be beneficial to the undergraduates' learning of science in general, and chemistry in particular. We present data addressing gender-specific difference in performance, as well as background (pre-college) level of general science and chemistry preparation. We outline the plan how to extend such approach to general physics courses and to modern science driven electives, and we offer live, in-lectures examples of our computer gaming experience. We acknowledge support from Khalifa University, Abu Dhabi
Six Suggestions for Research on Games in Cognitive Science.
Chabris, Christopher F
2017-04-01
Games are more varied and occupy more of daily life than ever before. At the same time, the tools available to study game play and players are more powerful than ever, especially massive data sets from online platforms and computational engines that can accurately evaluate human decisions. This essay offers six suggestions for future cognitive science research on games: (1) Don't forget about chess, (2) Look beyond action games and chess, (3) Use (near)-optimal play to understand human play and players, (4) Investigate social phenomena, (5) Raise the standards for studies of games as treatments, (6) Talk to real experts. Copyright © 2017 Cognitive Science Society, Inc.
Digital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males?
NASA Astrophysics Data System (ADS)
Joiner, Richard; Iacovides, Jo; Owen, Martin; Gavin, Carl; Clibbery, Stephen; Darling, Jos; Drew, Ben
2011-04-01
The aim of this paper was to explore whether there is a gender difference in the beneficial effects of Racing Academy, which is a video game used to support undergraduate students learning of Mechanical Engineering. One hundred and thirty-eight undergraduate students (15 females and 123 males) participated in the study. The students completed a pre-test a week before they started using Racing Academy. The pre-test consisted of a test of students' knowledge of engineering, and a measure of students' motivation towards studying engineering. A week after using Racing Academy the students completed a post-test which was identical to the pre-test, except it also included a measure of how frequently they used Racing Academy and how motivating the students found playing Racing Academy. We found that after playing Racing Academy the students learnt more about engineering and there was no gender difference in the beneficial effect of Racing Academy, however there is some evidence that, female students found Racing Academy more motivating than male students. The implications for the use and design of video games for supporting learning for both males and females are discussed.
Real-time strategy game training: emergence of a cognitive flexibility trait.
Glass, Brian D; Maddox, W Todd; Love, Bradley C
2013-01-01
Training in action video games can increase the speed of perceptual processing. However, it is unknown whether video-game training can lead to broad-based changes in higher-level competencies such as cognitive flexibility, a core and neurally distributed component of cognition. To determine whether video gaming can enhance cognitive flexibility and, if so, why these changes occur, the current study compares two versions of a real-time strategy (RTS) game. Using a meta-analytic Bayes factor approach, we found that the gaming condition that emphasized maintenance and rapid switching between multiple information and action sources led to a large increase in cognitive flexibility as measured by a wide array of non-video gaming tasks. Theoretically, the results suggest that the distributed brain networks supporting cognitive flexibility can be tuned by engrossing video game experience that stresses maintenance and rapid manipulation of multiple information sources. Practically, these results suggest avenues for increasing cognitive function.
Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait
Glass, Brian D.; Maddox, W. Todd; Love, Bradley C.
2013-01-01
Training in action video games can increase the speed of perceptual processing. However, it is unknown whether video-game training can lead to broad-based changes in higher-level competencies such as cognitive flexibility, a core and neurally distributed component of cognition. To determine whether video gaming can enhance cognitive flexibility and, if so, why these changes occur, the current study compares two versions of a real-time strategy (RTS) game. Using a meta-analytic Bayes factor approach, we found that the gaming condition that emphasized maintenance and rapid switching between multiple information and action sources led to a large increase in cognitive flexibility as measured by a wide array of non-video gaming tasks. Theoretically, the results suggest that the distributed brain networks supporting cognitive flexibility can be tuned by engrossing video game experience that stresses maintenance and rapid manipulation of multiple information sources. Practically, these results suggest avenues for increasing cognitive function. PMID:23950921
Video games: a route to large-scale STEM education?
Mayo, Merrilea J
2009-01-02
Video games have enormous mass appeal, reaching audiences in the hundreds of thousands to millions. They also embed many pedagogical practices known to be effective in other environments. This article reviews the sparse but encouraging data on learning outcomes for video games in science, technology, engineering, and math (STEM) disciplines, then reviews the infrastructural obstacles to wider adoption of this new medium.
Collaborative and Competitive Video Games for Teaching Computing in Higher Education
ERIC Educational Resources Information Center
Smith, Spencer; Chan, Samantha
2017-01-01
This study measures the success of using a collaborative and competitive video game, named Space Race, to teach computing to first year engineering students. Space Race is played by teams of four, each with their own tablet, collaborating to compete against the other teams in the class. The impact of the game on student learning was studied…
Trends of Serious Games Research from 2007 to 2017: A Bibliometric Analysis
ERIC Educational Resources Information Center
Çiftci, Serdar
2018-01-01
This study examines the tendencies of studies carried out using text mining methods under the title of "serious game". A query was run for the "serious game" keyword in the Web of Science search engine to acquire the data. The study included publications that were scanned in the SCI-EXPANDED, SSCI and A&HCI indices between…
ERIC Educational Resources Information Center
Ebner, Martin; Holzinger, Andreas
2007-01-01
Goal: The use of an online game for learning in higher education aims to make complex theoretical knowledge more approachable. Permanent repetition will lead to a more in-depth learning. Objective: To gain insight into whether and to what extent, online games have the potential to contribute to student learning in higher education. Experimental…
NASA Technical Reports Server (NTRS)
1997-01-01
Coryphaeus Software, founded in 1989 by former NASA electronic engineer Steve Lakowske, creates real-time 3D software. Designer's Workbench, the company flagship product, is a modeling and simulation tool for the development of both static and dynamic 3D databases. Other products soon followed. Activation, specifically designed for game developers, allows developers to play and test the 3D games before they commit to a target platform. Game publishers can shorten development time and prove the "playability" of the title, maximizing their chances of introducing a smash hit. Another product, EasyT, lets users create massive, realistic representation of Earth terrains that can be viewed and traversed in real time. Finally, EasyScene software control the actions among interactive objects within a virtual world. Coryphaeus products are used on Silican Graphics workstation and supercomputers to simulate real-world performance in synthetic environments. Customers include aerospace, aviation, architectural and engineering firms, game developers, and the entertainment industry.
A Development Architecture for Serious Games Using BCI (Brain Computer Interface) Sensors
Sung, Yunsick; Cho, Kyungeun; Um, Kyhyun
2012-01-01
Games that use brainwaves via brain–computer interface (BCI) devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this paper, we present a methodology for the development of BCI serious games. We describe an architecture, authoring tools, and development process of the proposed methodology, and apply it to a game development approach for patients with mild cognitive impairment as an example. This application demonstrates that BCI serious games can be developed on the basis of expert-verified theories. PMID:23202227
A development architecture for serious games using BCI (brain computer interface) sensors.
Sung, Yunsick; Cho, Kyungeun; Um, Kyhyun
2012-11-12
Games that use brainwaves via brain-computer interface (BCI) devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this paper, we present a methodology for the development of BCI serious games. We describe an architecture, authoring tools, and development process of the proposed methodology, and apply it to a game development approach for patients with mild cognitive impairment as an example. This application demonstrates that BCI serious games can be developed on the basis of expert-verified theories.
Algorithms for Differential Games with Bounded Control and States.
1982-03-01
D-R124 642 ALGORITHMS FOR DIFFERENTIAL GAMES WI1TH BOUNDED CONTROL 1/2 AND STATES(U) CALIFORNIA UNIV LOS ANGELES SCHOOL OF ENGINEERING AND APPLIED...RECIPILNT’S CATALOG NUMBER None ~_________ TITLE (end Subtitle) S. TYPE OF REPORT P ERIOD COVERED ALGORITHMS FOR DIFFERENTIAL GAMES WITH Final, 11/29/79-11/28...problems are probably the most natural application of differential game theory and have been treated by many authors as such. Very few problems of this
NASA Technical Reports Server (NTRS)
Nguyen, Duc T.; Mohammed, Ahmed Ali; Kadiam, Subhash
2010-01-01
Solving large (and sparse) system of simultaneous linear equations has been (and continues to be) a major challenging problem for many real-world engineering/science applications [1-2]. For many practical/large-scale problems, the sparse, Symmetrical and Positive Definite (SPD) system of linear equations can be conveniently represented in matrix notation as [A] {x} = {b} , where the square coefficient matrix [A] and the Right-Hand-Side (RHS) vector {b} are known. The unknown solution vector {x} can be efficiently solved by the following step-by-step procedures [1-2]: Reordering phase, Matrix Factorization phase, Forward solution phase, and Backward solution phase. In this research work, a Game-Based Learning (GBL) approach has been developed to help engineering students to understand crucial details about matrix reordering and factorization phases. A "chess-like" game has been developed and can be played by either a single player, or two players. Through this "chess-like" open-ended game, the players/learners will not only understand the key concepts involved in reordering algorithms (based on existing algorithms), but also have the opportunities to "discover new algorithms" which are better than existing algorithms. Implementing the proposed "chess-like" game for matrix reordering and factorization phases can be enhanced by FLASH [3] computer environments, where computer simulation with animated human voice, sound effects, visual/graphical/colorful displays of matrix tables, score (or monetary) awards for the best game players, etc. can all be exploited. Preliminary demonstrations of the developed GBL approach can be viewed by anyone who has access to the internet web-site [4]!
NASA Astrophysics Data System (ADS)
Shipman, J. S.; Anderson, J. W.
2017-12-01
An ideal tool for ecologists and land managers to investigate the impacts of both projected environmental changes and policy alternatives is the creation of immersive, interactive, virtual landscapes. As a new frontier in visualizing and understanding geospatial data, virtual landscapes require a new toolbox for data visualization that includes traditional GIS tools and uncommon tools such as the Unity3d game engine. Game engines provide capabilities to not only explore data but to build and interact with dynamic models collaboratively. These virtual worlds can be used to display and illustrate data that is often more understandable and plausible to both stakeholders and policy makers than is achieved using traditional maps.Within this context we will present funded research that has been developed utilizing virtual landscapes for geographic visualization and decision support among varied stakeholders. We will highlight the challenges and lessons learned when developing interactive virtual environments that require large multidisciplinary team efforts with varied competences. The results will emphasize the importance of visualization and interactive virtual environments and the link with emerging research disciplines within Visual Analytics.
"World of Warcraft" and the Impact of Game Culture and "Play" in an Undergraduate Game Design Course
ERIC Educational Resources Information Center
Dickey, Michele D.
2011-01-01
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning.…
NASA Technical Reports Server (NTRS)
Conroy, Michael; Mazzone, Rebecca; Little, William; Elfrey, Priscilla; Mann, David; Mabie, Kevin; Cuddy, Thomas; Loundermon, Mario; Spiker, Stephen; McArthur, Frank;
2010-01-01
The Distributed Observer network (DON) is a NASA-collaborative environment that leverages game technology to bring three-dimensional simulations to conventional desktop and laptop computers in order to allow teams of engineers working on design and operations, either individually or in groups, to view and collaborate on 3D representations of data generated by authoritative tools such as Delmia Envision, Pro/Engineer, or Maya. The DON takes models and telemetry from these sources and, using commercial game engine technology, displays the simulation results in a 3D visual environment. DON has been designed to enhance accessibility and user ability to observe and analyze visual simulations in real time. A variety of NASA mission segment simulations [Synergistic Engineering Environment (SEE) data, NASA Enterprise Visualization Analysis (NEVA) ground processing simulations, the DSS simulation for lunar operations, and the Johnson Space Center (JSC) TRICK tool for guidance, navigation, and control analysis] were experimented with. Desired functionalities, [i.e. Tivo-like functions, the capability to communicate textually or via Voice-over-Internet Protocol (VoIP) among team members, and the ability to write and save notes to be accessed later] were targeted. The resulting DON application was slated for early 2008 release to support simulation use for the Constellation Program and its teams. Those using the DON connect through a client that runs on their PC or Mac. This enables them to observe and analyze the simulation data as their schedule allows, and to review it as frequently as desired. DON team members can move freely within the virtual world. Preset camera points can be established, enabling team members to jump to specific views. This improves opportunities for shared analysis of options, design reviews, tests, operations, training, and evaluations, and improves prospects for verification of requirements, issues, and approaches among dispersed teams.
Designing an optimal software intensive system acquisition: A game theoretic approach
NASA Astrophysics Data System (ADS)
Buettner, Douglas John
The development of schedule-constrained software-intensive space systems is challenging. Case study data from national security space programs developed at the U.S. Air Force Space and Missile Systems Center (USAF SMC) provide evidence of the strong desire by contractors to skip or severely reduce software development design and early defect detection methods in these schedule-constrained environments. The research findings suggest recommendations to fully address these issues at numerous levels. However, the observations lead us to investigate modeling and theoretical methods to fundamentally understand what motivated this behavior in the first place. As a result, Madachy's inspection-based system dynamics model is modified to include unit testing and an integration test feedback loop. This Modified Madachy Model (MMM) is used as a tool to investigate the consequences of this behavior on the observed defect dynamics for two remarkably different case study software projects. Latin Hypercube sampling of the MMM with sample distributions for quality, schedule and cost-driven strategies demonstrate that the higher cost and effort quality-driven strategies provide consistently better schedule performance than the schedule-driven up-front effort-reduction strategies. Game theory reasoning for schedule-driven engineers cutting corners on inspections and unit testing is based on the case study evidence and Austin's agency model to describe the observed phenomena. Game theory concepts are then used to argue that the source of the problem and hence the solution to developers cutting corners on quality for schedule-driven system acquisitions ultimately lies with the government. The game theory arguments also lead to the suggestion that the use of a multi-player dynamic Nash bargaining game provides a solution for our observed lack of quality game between the government (the acquirer) and "large-corporation" software developers. A note is provided that argues this multi-player dynamic Nash bargaining game also provides the solution to Freeman Dyson's problem, for a way to place a label of good or bad on systems.
Integrating an Educational Game in Moodle LMS
ERIC Educational Resources Information Center
Minovic, Miroslav; Milovanovic, Milos; Minovic, Jelena; Starcevic, Dusan
2012-01-01
The authors present a learning platform based on a computer game. Learning games combine two industries: education and entertainment, which is often called "Edutainment." The game is realized as a strategic game (similar to Risk[TM]), implemented as a module for Moodle CMS, utilizing Java Applet technology. Moodle is an open-source course…
Motivation and Learning Engagement through Playing Math Video Games
ERIC Educational Resources Information Center
Barreto, Daisyane; Vasconcelos, Lucas; Orey, Michael
2017-01-01
Purpose: With video games being a source of leisure and learning, educators and researchers alike are interested in understanding children's motivation for playing video games as a way to learn. This study explores student motivation and engagement levels in playing two math video games in the game "Club Penguin." Method: This is a…
Making Digital Game-Based Learning Work: Domain Knowledge Transparency
ERIC Educational Resources Information Center
Wang, Feihong; Burton, John K.
2010-01-01
During the past two decades, the popularity of computer and video games has prompted games to be a source of study for educational applications (Dickey, 2007). The most distinguishing characteristic of games is their capability to engage and motivate their players (Kiili, 2005). Educators started to explore game-based learning by testing…
ERIC Educational Resources Information Center
Misfeldt, Morten
2015-01-01
In this paper I describe how students use a project management simulation game based on an attack-defense mechanism where two teams of players compete by challenging each other's projects. The project management simulation game is intended to be played by pre-service construction workers and engineers. The gameplay has two parts: a planning part,…
A Game Based e-Learning System to Teach Artificial Intelligence in the Computer Sciences Degree
ERIC Educational Resources Information Center
de Castro-Santos, Amable; Fajardo, Waldo; Molina-Solana, Miguel
2017-01-01
Our students taking the Artificial Intelligence and Knowledge Engineering courses often encounter a large number of problems to solve which are not directly related to the subject to be learned. To solve this problem, we have developed a game based e-learning system. The elected game, that has been implemented as an e-learning system, allows to…
Space Operations Learning Center Facebook Application
NASA Technical Reports Server (NTRS)
Lui, Ben; Milner, Barbara; Binebrink, Dan; Kuok, Heng
2012-01-01
The proposed Space Operations Learning Center (SOLC) Facebook module, initially code-named Spaceville, is intended to be an educational online game utilizing the latest social networking technology to reach a broad audience base and inspire young audiences to be interested in math, science, and engineering. Spaceville will be a Facebook application/ game with the goal of combining learning with a fun game and social environment. The mission of the game is to build a scientific outpost on the Moon or Mars and expand the colony. Game activities include collecting resources, trading resources, completing simple science experiments, and building architectures such as laboratories, habitats, greenhouses, machine shops, etc. The player is awarded with points and achievement levels. The player s ability increases as his/her points and levels increase. A player can interact with other players using multiplayer Facebook functionality. As a result, a player can discover unexpected treasures through scientific missions, engineering, and working with others. The player creates his/her own avatar with his/her selection of its unique appearance, and names the character. The player controls the avatar to perform activities such as collecting oxygen molecules or building a habitat. From observations of other successful social online games such as Farmville and Restaurant City, a common element of these games is having eye-catching and cartoonish characters, and interesting animations for all activities. This will create a fun, educational, and rewarding environment. The player needs to accumulate points in order to be awarded special items needed for advancing to higher levels. Trophies will be awarded to the player when certain goals are reached or tasks are completed. In order to acquire some special items needed for advancement in the game, the player will need to visit his/her neighboring towns to discover the items. This is the social aspect of the game that requires the player to go out of his/her own establishment to explore what is in the neighborhood. Spaceville will take advantage of Facebook s successful architecture to inspire a new audience of scientists and engineers for the future.
NASA Astrophysics Data System (ADS)
Angarita, H.; Craven, J.; Caggiano, F.; Corzo, G.
2016-12-01
An Integrated approach involving extensive stakeholder dialogue is widely advocated in sustainable water management. However, it requires a social learning process in which scientist and stakeholders become aware of the relationship between their own frames of reference and those of others, differences can be dealt with constructively, and shared ideas can be used to facilitate cooperation. Key obstacles in this process are heritage systems, attitudes and processes, factually wrong, incomplete or unshared mental models, and lack of science-policy dialogue (Pahl-Wostl et al., 2005) To overcome these barriers, a space is required which is free of heritage systems, where mental models can be safely and easily compared and corrected, and where scientists and policy-makers can come together. A "serious game" can serve as such a space - Serious games are games or simulations used to achieve an organizational or educational goal, and such games have already been used to facilitate stakeholder cooperation in the water management sector (Rusca et al., 2005). As well as bringing stakeholders together, they can be an accessible interface between scientific models and non-experts. Here we present SimBasin, a multiplayer serious game framework and development engine. The engine allows to easily create a simulated multiplayer basin management game using WEAP water resources modelling software (SEI, 1992-2015), to facilitate the communication of the complex, long term and wide range relationships between hydrologic, climate, and human systems present in river basins, and enable dialogue between policy-makers and scientists. Different games have been created using the Sim-Basin engine and used in various contexts. Here are discussed experiences with stakeholders at a national forum in Bogotá, flood risk management agencies in the lower Magdalena River Basin in Colombia and with water professionals in Bangkok. The experience shows that the game is a useful tool for enabling dialogue and provides interesting insights into the way computer models and stakeholders' mental models can interact with and enrich each other. SimBasin software and supporting materials are freely available online for download at http://simbasin.hilab.nl.
ERIC Educational Resources Information Center
Holbert, Nathan R.; Wilensky, Uri
2014-01-01
While video games have become a source of excitement for educational designers, creating informal game experiences that players can draw on when thinking and reasoning in non-game contexts has proved challenging. In this paper we present a design principle for creating educational video games that enables players to draw on knowledge resources…
Crowd Sourced Formal Verification-Augmentation (CSFV-A)
2016-06-01
Formal Verification (CSFV) program built games that recast FV problems into puzzles to make these problems more accessible, increasing the manpower to...construct FV proofs. This effort supported the CSFV program by hosting the games on a public website, and analyzed the gameplay for efficiency to...provide FV proofs. 15. SUBJECT TERMS Crowd Source, Software, Formal Verification, Games 16. SECURITY CLASSIFICATION OF: 17. LIMITATION OF ABSTRACT
ERIC Educational Resources Information Center
Atwood-Blaine, Dana; Huffman, Douglas
2017-01-01
This article explores the impact of an augmented reality iPad-based mobile game, called The Great STEM Caper, on students' interaction at a science center. An open-source, location-based game platform called ARIS (i.e. Augmented Reality and Interactive Storytelling) was used to create an iPad-based mobile game. The game used QR scan codes and a…
Applying the multi-threat framework of stereotype threat in the context of digital gaming
Pennington, Charlotte R.; McCann, Joseph J.
2018-01-01
Females often report experiencing stigmatisation pertaining to their competency in digital gaming communities. Employing the principles of the multi-threat framework of stereotype threat, the current research examined the impact of gender-related stereotypes on females’ gaming performance and related self-perceptions. In Experiment 1, 90 females were assigned to one of three conditions in which they were primed that their performance would be either diagnostic of their personal (self-as-target) or gender group’s ability (group-as-target) or would be non-diagnostic of gaming ability (control). In Experiment 2, 90 females were primed that their performance would be judged by a group of other females (in-group source) or males (out-group source), or would be non-diagnostic of ability (control). Participants then completed a casual gaming task, as well as measures of competence beliefs, self-efficacy and self-esteem. Findings from Experiment 1 indicate that neither a self-as-target nor a group-as-target stereotype affected significantly gaming performance, or game-related self-efficacy, self-esteem and competency beliefs. Findings from Experiment 2 reveal further that females’ gaming performance and associated self-perceptions were not impacted significantly by an in-group or out-group source of stereotype threat. The discussion turns to potential explanations for these findings, proposing that females may not perceive negative gender-gaming stereotypes to be an accurate representation of their personal or social group’s gaming ability. We also discuss the implications of the experimental design and difficulty, as well as the potential for domain identification to moderate performance outcomes under stereotype threat. PMID:29444126
Applying the multi-threat framework of stereotype threat in the context of digital gaming.
Pennington, Charlotte R; Kaye, Linda K; McCann, Joseph J
2018-01-01
Females often report experiencing stigmatisation pertaining to their competency in digital gaming communities. Employing the principles of the multi-threat framework of stereotype threat, the current research examined the impact of gender-related stereotypes on females' gaming performance and related self-perceptions. In Experiment 1, 90 females were assigned to one of three conditions in which they were primed that their performance would be either diagnostic of their personal (self-as-target) or gender group's ability (group-as-target) or would be non-diagnostic of gaming ability (control). In Experiment 2, 90 females were primed that their performance would be judged by a group of other females (in-group source) or males (out-group source), or would be non-diagnostic of ability (control). Participants then completed a casual gaming task, as well as measures of competence beliefs, self-efficacy and self-esteem. Findings from Experiment 1 indicate that neither a self-as-target nor a group-as-target stereotype affected significantly gaming performance, or game-related self-efficacy, self-esteem and competency beliefs. Findings from Experiment 2 reveal further that females' gaming performance and associated self-perceptions were not impacted significantly by an in-group or out-group source of stereotype threat. The discussion turns to potential explanations for these findings, proposing that females may not perceive negative gender-gaming stereotypes to be an accurate representation of their personal or social group's gaming ability. We also discuss the implications of the experimental design and difficulty, as well as the potential for domain identification to moderate performance outcomes under stereotype threat.
NASA Astrophysics Data System (ADS)
Vienhage, Paul; Barcomb, Heather; Marshall, Karel; Black, William A.; Coons, Amanda; Tran, Hien T.; Nguyen, Tien M.; Guillen, Andy T.; Yoh, James; Kizer, Justin; Rogers, Blake A.
2017-05-01
The paper describes the MATLAB (MathWorks) programs that were developed during the REU workshop1 to implement The Aerospace Corporation developed Unified Game-based Acquisition Framework and Advanced Game - based Mathematical Framework (UGAF-AGMF) and its associated War-Gaming Engine (WGE) models. Each game can be played from the perspectives of the Department of Defense Acquisition Authority (DAA) or of an individual contractor (KTR). The programs also implement Aerospace's optimum "Program and Technical Baseline (PTB) and associated acquisition" strategy that combines low Total Ownership Cost (TOC) with innovative designs while still meeting warfighter needs. The paper also describes the Bayesian Acquisition War-Gaming approach using Monte Carlo simulations, a numerical analysis technique to account for uncertainty in decision making, which simulate the PTB development and acquisition processes and will detail the procedure of the implementation and the interactions between the games.
Application of physics engines in virtual worlds
NASA Astrophysics Data System (ADS)
Norman, Mark; Taylor, Tim
2002-03-01
Dynamic virtual worlds potentially can provide a much richer and more enjoyable experience than static ones. To realize such worlds, three approaches are commonly used. The first of these, and still widely applied, involves importing traditional animations from a modeling system such as 3D Studio Max. This approach is therefore limited to predefined animation scripts or combinations/blends thereof. The second approach involves the integration of some specific-purpose simulation code, such as car dynamics, and is thus generally limited to one (class of) application(s). The third approach involves the use of general-purpose physics engines, which promise to enable a range of compelling dynamic virtual worlds and to considerably speed up development. By far the largest market today for real-time simulation is computer games, revenues exceeding those of the movie industry. Traditionally, the simulation is produced by game developers in-house for specific titles. However, off-the-shelf middleware physics engines are now available for use in games and related domains. In this paper, we report on our experiences of using middleware physics engines to create a virtual world as an interactive experience, and an advanced scenario where artificial life techniques generate controllers for physically modeled characters.
International Cooperative Games.
ERIC Educational Resources Information Center
Hoppe, Christine
The book "Of Play and Playfulness" (Eastern Cooperative Recreation School, 1990) is recommended as a source of ideas for second language learning games. It describes folk dances, ideas for crafts, puppetry, games, and a variety of other activities from many countries. Several games from the book, easy to teach in a foreign language or…
Accelerating Imitation Learning in Relational Domains via Transfer by Initialization
2013-08-28
Warcraft , regulation of traffic lights, logistics, and a variety of planning domains. A supervised learning method for imitation learning was recently...some information about the world (traffic density at a signal, distance to the goal etc.). We assume a functional parametrization over the policy and...strategy (RTS) game engine written in C based off the Warcraft series of games. Like all RTS games, it allows multiple agents to be controlled
IVTS-CEV (Interactive Video Tape System-Combat Engineer Vehicle) Gunnery Trainer.
1981-07-01
video game technology developed for and marketed in consumer video games. The IVTS/CEV is a conceptual/breadboard-level classroom interactive training system designed to train Combat Engineer Vehicle (CEV) gunners in target acquisition and engagement with the main gun. The concept demonstration consists of two units: a gunner station and a display module. The gunner station has optics and gun controls replicating those of the CEV gunner station. The display module contains a standard large-screen color video monitor and a video tape player. The gunner’s sight
Video Games for Diabetes Self-Management: Examples and Design Strategies
Lieberman, Debra A.
2012-01-01
The July 2012 issue of the Journal of Diabetes Science and Technology includes a special symposium called “Serious Games for Diabetes, Obesity, and Healthy Lifestyle.” As part of the symposium, this article focuses on health behavior change video games that are designed to improve and support players’ diabetes self-management. Other symposium articles include one that recommends theory-based approaches to the design of health games and identifies areas in which additional research is needed, followed by five research articles presenting studies of the design and effectiveness of games and game technologies that require physical activity in order to play. This article briefly describes 14 diabetes self-management video games, and, when available, cites research findings on their effectiveness. The games were found by searching the Health Games Research online searchable database, three bibliographic databases (ACM Digital Library, PubMed, and Social Sciences Databases of CSA Illumina), and the Google search engine, using the search terms “diabetes” and “game.” Games were selected if they addressed diabetes self-management skills. PMID:22920805
Rapid cross platform healthcare gaming design and implementation: The cost effective methodology.
Zhang, Melvyn W B; Ho, Roger C M
2016-11-14
There have been massive advances in E-Health and M-Health technology, with recent interest in the utility of games for healthcare and the promotion of well-being and recovery as well as patient empowerment. There has been various review demonstrating the clinical effectiveness and efficacy of games for healthcare. It is the aim of this technical note to illustrate how appropriate gaming engines could be used by non-expert clinicians to program games that could run across various platforms, as well as games that could integrate well with existing mechanical sensors. This would address the limitations with regards to the evidence base of games, as well as the limitations in the deployment of games to various participants. More importantly, games designed are also more likely to be cost-effective and lower in cost. The ability of integration with existing mechanical sensors would value-add existing games and enable recovery and remediation in various domains of health. This would further expand the potential of games as an adjunctive treatment for patients, or at least, to maintain the gains that they have made in their recovery process.
Video games for diabetes self-management: examples and design strategies.
Lieberman, Debra A
2012-07-01
The July 2012 issue of the Journal of Diabetes Science and Technology includes a special symposium called "Serious Games for Diabetes, Obesity, and Healthy Lifestyle." As part of the symposium, this article focuses on health behavior change video games that are designed to improve and support players' diabetes self-management. Other symposium articles include one that recommends theory-based approaches to the design of health games and identifies areas in which additional research is needed, followed by five research articles presenting studies of the design and effectiveness of games and game technologies that require physical activity in order to play. This article briefly describes 14 diabetes self-management video games, and, when available, cites research findings on their effectiveness. The games were found by searching the Health Games Research online searchable database, three bibliographic databases (ACM Digital Library, PubMed, and Social Sciences Databases of CSA Illumina), and the Google search engine, using the search terms "diabetes" and "game." Games were selected if they addressed diabetes self-management skills. © 2012 Diabetes Technology Society.
ERIC Educational Resources Information Center
Dickey, Michele D.
2007-01-01
During the past two decades, the popularity of computer and video games has prompted games to become a source of study for educational researchers and instructional designers investigating how various aspects of game design might be appropriated, borrowed, and re-purposed for the design of educational materials. The purpose of this paper is to…
Lobel, Adam; Granic, Isabela; Stone, Lisanne L; Engels, Rutger C M E
2014-10-01
Video games are a highly heterogeneous form of entertainment. As recent reviews highlight, this heterogeneity makes likely that video games have both positive and negative consequences for child development. This study investigated the associations between gaming frequency and psychosocial health among children younger than 12 years of age, an understudied cohort in this field. Both parents and children reported children's gaming frequency, with parents also reporting on children's psychosocial health. Given that children may be too young to report the time they spend playing video games accurately, children's reports were scaffolded by a developmentally appropriate measure. We further investigated the potential bias of having parents report both their children's gaming frequency and their children's psychosocial health (i.e., a single source bias). Parental reports of children's gaming frequency were higher than their children's reports. However, a direct test of the potential single source bias rendered null results. Notably, however, while parental reports showed negative associations between gaming and psychosocial health, children's reports showed no associations. Specifically, based on parent reports, children's gaming was associated with more conduct and peer problems, and less prosocial behavior. As children's reports produced no associations between gaming and psychosocial health, parental reports in this study may belie an erroneous set of conclusions. We therefore caution against relying on just one reporter when assessing children's gaming frequency.
Video Games, Identity, and the Constellation of Information
ERIC Educational Resources Information Center
Martin, Crystle
2012-01-01
This article explores the identity of youth in relation to the information sources they choose in the constellation of information of video games, using the massively multiplayer online game "World of Warcraft" as an example. From this study, several identities are recognized that are combinations of the participants skill and level in the game,…
Architectures for Developing Multiuser, Immersive Learning Scenarios
ERIC Educational Resources Information Center
Nadolski, Rob J.; Hummel, Hans G. K.; Slootmaker, Aad; van der Vegt, Wim
2012-01-01
Multiuser immersive learning scenarios hold strong potential for lifelong learning as they can support the acquisition of higher order skills in an effective, efficient, and attractive way. Existing virtual worlds, game development platforms, and game engines only partly cater for the proliferation of such learning scenarios as they are often…
ERIC Educational Resources Information Center
Cook, Kristin; Keller, Donna; Myers, Alyce
2014-01-01
In this guided inquiry, students investigate advantages and disadvantages of genetic engineering by integrating popular fiction into their study of bioethics. What are the effects of artificially created hybrid creatures on characters in "The Hunger Games" and in our society? What are the effects on and basic rights of the organisms…
Interlanguage Pragmatics with a Pedagogical Agent: The Request Game
ERIC Educational Resources Information Center
Yang, Hui-Chun; Zapata-Rivera, Diego
2010-01-01
This article describes the development and evaluation of a computer-assisted language learning approach which integrates a finite state dialogue engine with an animated pedagogical agent. The design of the request game is theoretically motivated by interlanguage pragmatics and Long's Interaction Hypothesis. The tutoring system creates a venue in…
NASA Astrophysics Data System (ADS)
Hafiz Mahayudin, Mohd; Che Mat, Ruzinoor
2016-06-01
The main objective of this paper is to discuss on the effectiveness of visualising terrain draped with Unmanned Aerial Vehicle (UAV) images generated from different contour intervals using Unity 3D game engine in online environment. The study area that was tested in this project was oil palm plantation at Sintok, Kedah. The contour data used for this study are divided into three different intervals which are 1m, 3m and 5m. ArcGIS software were used to clip the contour data and also UAV images data to be similar size for the overlaying process. The Unity 3D game engine was used as the main platform for developing the system due to its capabilities which can be launch in different platform. The clipped contour data and UAV images data were process and exported into the web format using Unity 3D. Then process continue by publishing it into the web server for comparing the effectiveness of different 3D terrain data (contour data) draped with UAV images. The effectiveness is compared based on the data size, loading time (office and out-of-office hours), response time, visualisation quality, and frame per second (fps). The results were suggest which contour interval is better for developing an effective online 3D terrain visualisation draped with UAV images using Unity 3D game engine. It therefore benefits decision maker and planner related to this field decide on which contour is applicable for their task.
ERIC Educational Resources Information Center
Fang, Jun
2012-01-01
Two critical issues are of great concern in engineering education today: the increasingly broad requirements for 21st-century engineers and the lack of effective instructional approaches needed to produce students who meet the requirements. However, pedagogical approaches in engineering have remained relatively unchanged for the last 40 years and…
Leveraging Gaming Technology to Deliver Effective Training
NASA Technical Reports Server (NTRS)
Cimino, James D.
2011-01-01
The best way to engage a soldier is to present them with training content consistent with their learning preference. Blended Interactive Multimedia Instruction (IMI) can be used to leach soldiers what they need to do, how to do each step, and utilize a COTS game engine to actually practices the skills learned. Blended IMI provides an enjoyable experience for the soldier, thereby increasing retention rates and motivation while decreasing the time to subject mastery. And now mobile devices have emerged as an exciting new platform, literally placing the training into the soldier's hands. In this paper, we will discuss how we leveraged commercial game engine technology, tightly integrated with the Blended IMI, to train soldiers on both laptops and mobile devices. We will provide a recent case study of how this training is being utilized, benefits and student/instructor feedback.
Augmenting your own reality: student authoring of science-based augmented reality games.
Klopfer, Eric; Sheldon, Josh
2010-01-01
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent games, TimeLab 2100, players role-play citizens of the early 22nd century when global climate change is out of control. Through AR, they see their community as it might be nearly one hundred years in the future. TimeLab and other similar AR games balance location specificity and portability--they are games that are tied to a location and games that are movable from place to place. Focusing students on developing their own AR games provides the best of both virtual and physical worlds: a more portable solution that deeply connects young people to their own surroundings. A series of initiatives has focused on technical and pedagogical solutions to supporting students authoring their own games.
Makahiki: An Open Source Serious Game Framework for Sustainability Education and Conservation
ERIC Educational Resources Information Center
Xu, Yongwen; Johnson, Philip M.; Lee, George E.; Moore, Carleton A.; Brewer, Robert S.
2014-01-01
Sustainability education and conservation have become an international imperative due to the rising cost of energy, increasing scarcity of natural resource and irresponsible environmental practices. This paper presents Makahiki, an open source serious game framework for sustainability, which implements an extensible framework for different…
Design and Development Tools for the Systems Engineering Experience Accelerator. Volume 1
2015-04-20
This also shows the value of design and developing tools for SEEA. World of Warcraft (WoW) is a massively multiplayer online role-playing game (MMORPG...attributed to being the most significant inspiration for the multiplayer online battle arena genre. Valve Corporation acquired the intellectual...33 Game -Based Learning
Transforming Classrooms through Game-Based Learning: A Feasibility Study in a Developing Country
ERIC Educational Resources Information Center
Vate-U-Lan, Poonsri
2015-01-01
This article reports an exploratory study which investigated attitudes towards the practice of game-based learning in teaching STEM (science, technology, engineering and mathematics) within a Thai educational context. This self-administered Internet-based survey yielded 169 responses from a snowball sampling technique. Three fifths of respondents…
Designing Philadelphia Land Science as a Game to Promote Identity Exploration
ERIC Educational Resources Information Center
Barany, Amanda; Shah, Mamta; Cellitti, Jessica; Duka, Migela; Swiecki, Zachari; Evenstone, Amanda; Kinley, Hannah; Quigley, Peter; Shaffer, David Williamson; Foster, Aroutis
2017-01-01
Few digital tools are designed to support identity exploration around careers in science, technology, engineering, and mathematics (STEM) that may help close existing representation gaps in STEM fields. The aim of this project is to inform the design of games that facilitate learning as identity change as defined by the Projective Reflection…
Why are adolescents addicted to online gaming? An interview study in Taiwan.
Wan, Chin-Sheng; Chiou, Wen-Bin
2006-12-01
The purpose of this study was twofold: to investigate the conscious and unconscious psychological motivations of online game addicts, and to further discuss the relationship between surface and source motivations. Ten Taiwanese adolescents with online game addiction were selected for in-depth interviews. Through sentence completion test and semi-structured interviews, data were collected and analyzed from the following four realms: (1) surface motivations, (2) source motivations, (3) self-conception, and (4) interpersonal relationships in real life. After content analysis, five categories with distinct themes were formed: (1) addicts' psychological needs and motivations; (2) online games as the everyday focus of the addicts; (3) the interplay of real self and virtual self; (4) online games as the compensatory or extensive satisfaction for addicts' needs; and (5) addicts' self-reflections. The implications of the present study are discussed.
How to know and choose online games: differences between current and potential players.
Teng, Ching-I; Lo, Shao-Kang; Wang, Pe-Cheng
2007-12-01
This study investigated how different adolescent players acquire game information and the criteria they use in choosing online games and found that (1) current players generally use comprehensive information sources more than potential players do; (2) current players rely on free trials and smooth display of motion graphics as choice criteria more than potential players do; (3) potential players rely on the look of advertisements more than current players do; (4) both current and potential players most likely use word-of-mouth and gaming programs on TV as information sources; and (5) endorser attractiveness is ranked the least important among six choice criteria by both current and potential players.
NASA Astrophysics Data System (ADS)
Rohde, Mitchell M.; Crawford, Justin; Toschlog, Matthew; Iagnemma, Karl D.; Kewlani, Guarav; Cummins, Christopher L.; Jones, Randolph A.; Horner, David A.
2009-05-01
It is widely recognized that simulation is pivotal to vehicle development, whether manned or unmanned. There are few dedicated choices, however, for those wishing to perform realistic, end-to-end simulations of unmanned ground vehicles (UGVs). The Virtual Autonomous Navigation Environment (VANE), under development by US Army Engineer Research and Development Center (ERDC), provides such capabilities but utilizes a High Performance Computing (HPC) Computational Testbed (CTB) and is not intended for on-line, real-time performance. A product of the VANE HPC research is a real-time desktop simulation application under development by the authors that provides a portal into the HPC environment as well as interaction with wider-scope semi-automated force simulations (e.g. OneSAF). This VANE desktop application, dubbed the Autonomous Navigation Virtual Environment Laboratory (ANVEL), enables analysis and testing of autonomous vehicle dynamics and terrain/obstacle interaction in real-time with the capability to interact within the HPC constructive geo-environmental CTB for high fidelity sensor evaluations. ANVEL leverages rigorous physics-based vehicle and vehicle-terrain interaction models in conjunction with high-quality, multimedia visualization techniques to form an intuitive, accurate engineering tool. The system provides an adaptable and customizable simulation platform that allows developers a controlled, repeatable testbed for advanced simulations. ANVEL leverages several key technologies not common to traditional engineering simulators, including techniques from the commercial video-game industry. These enable ANVEL to run on inexpensive commercial, off-the-shelf (COTS) hardware. In this paper, the authors describe key aspects of ANVEL and its development, as well as several initial applications of the system.
Influence of End Customer Exposure on Product Design within an Epistemic Game Environment
ERIC Educational Resources Information Center
Markovetz, Matthew R.; Clark, Renee M.; Swiecki, Zachari; Irgens, Golnaz Arastoopour; Chesler, Naomi C.; Shaffer, David W.; Bodnar, Cheryl A.
2017-01-01
Engineering product design requires both technical aptitude and an understanding of the nontechnical requirements in the marketplace, economic or otherwise. Engineering education has long focused on the technical side of product design, but there is increasing demand for market-aware engineers in industry. Market-awareness and customer-focus are…
Curtis H. Flather; Michael S. Knowles; Martin F. Jones; Carol Schilli
2013-01-01
The Forest and Rangeland Renewable Resources Planning Act (RPA) of 1974 requires periodic assessments of the condition and trends of the nation's renewable natural resources. Data from many sources were used to document recent historical trends in big game, small game, migratory game birds, furbearers, nongame, and imperiled species. Big game and waterfowl have...
Environmental Games To Teach Concepts and Issues.
ERIC Educational Resources Information Center
Bromley, Gail
2000-01-01
Describes several games from various sources which can help in teaching about photosynthesis, pollution, pollination, plant parts, Earth history time-scale, biodiversity conservation, values, and communication. Requires little equipment and games are easy to organize and effective with various age groups ranging from primary to adult. (Author/YDS)
Augmenting Your Own Reality: Student Authoring of Science-Based Augmented Reality Games
ERIC Educational Resources Information Center
Klopfer, Eric; Sheldon, Josh
2010-01-01
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent…
Online Vocabulary Games as a Tool for Teaching and Learning English Vocabulary
ERIC Educational Resources Information Center
Yip, Florence W. M.; Kwan, Alvin C. M.
2006-01-01
Vocabulary learning is often perceived as boring by learners, especially for those who grew up in the digital age. This paper reports a study of the usefulness of online games in vocabulary learning for some undergraduate students. Three teachers and 100 engineering students participated in a quasi-experimental study for approximately nine weeks.…
ERIC Educational Resources Information Center
Leonard, Jacqueline; Barnes-Johnson, Joy; Mitchell, Monica; Unertl, Adrienne; Stubbe, Christopher R.; Ingraham, Latanya
2017-01-01
This research report presents the final year results of a three-year research project on computational thinking (CT). The project, funded by the National Science Foundation, involved training teachers in grades four through six to implement Scalable Game Design and LEGO® EV3 robotics during afterschool clubs. Thirty teachers and 531 students took…
ERIC Educational Resources Information Center
Ernst, Jeremy V.; Clark, Aaron C.
2012-01-01
In 2009, the North Carolina Virtual Public Schools worked with researchers at the William and Ida Friday Institute to produce and evaluate the use of game creation by secondary students as a means for learning content related to career awareness in Science, Technology, Engineering and Mathematics (STEM) disciplines, with particular emphasis in…
Music as Active Information Resource for Players in Video Games
ERIC Educational Resources Information Center
Nagorsnick, Marian; Martens, Alke
2015-01-01
In modern video games, music can come in different shapes: it can be developed on a very high compositional level, with sophisticated sound elements like in professional film music; it can be developed on a very coarse level, underlying special situations (like danger or attack); it can also be automatically generated by sound engines. However, in…
A Game Approach to Teach Environmentally Benign Manufacturing in the Supply Chain
ERIC Educational Resources Information Center
Qualters, Donna M.; Isaacs, Jacqueline A.; Cullinane, Thomas P.; Laird, Jay; McDonald, Ann
2008-01-01
Multidisciplinary models of education are needed to prepare students for their role in a global work environment. Combined with this need is the reality of the new Millennial Generation entering the educational system with a different approach to learning. This paper introduces an interactive, educational engineering game designed to appeal to the…
Ma, Wan-Li; Sun, De-Zhi; Shen, Wei-Guo; Yang, Meng; Qi, Hong; Liu, Li-Yan; Shen, Ji-Min; Li, Yi-Fan
2011-07-01
A comprehensive sampling campaign was carried out to study atmospheric concentration of polycyclic aromatic hydrocarbons (PAHs) in Beijing and to evaluate the effectiveness of source control strategies in reducing PAHs pollution after the 29th Olympic Games. The sub-cooled liquid vapor pressure (logP(L)(o))-based model and octanol-air partition coefficient (K(oa))-based model were applied based on each seasonal dateset. Regression analysis among log K(P), logP(L)(o) and log K(oa) exhibited high significant correlations for four seasons. Source factors were identified by principle component analysis and contributions were further estimated by multiple linear regression. Pyrogenic sources and coke oven emission were identified as major sources for both the non-heating and heating seasons. As compared with literatures, the mean PAH concentrations before and after the 29th Olympic Games were reduced by more than 60%, indicating that the source control measures were effective for reducing PAHs pollution in Beijing. Copyright © 2011 Elsevier Ltd. All rights reserved.
nodeGame: Real-time, synchronous, online experiments in the browser.
Balietti, Stefano
2017-10-01
nodeGame is a free, open-source JavaScript/ HTML5 framework for conducting synchronous experiments online and in the lab directly in the browser window. It is specifically designed to support behavioral research along three dimensions: (i) larger group sizes, (ii) real-time (but also discrete time) experiments, and (iii) batches of simultaneous experiments. nodeGame has a modular source code, and defines an API (application programming interface) through which experimenters can create new strategic environments and configure the platform. With zero-install, nodeGame can run on a great variety of devices, from desktop computers to laptops, smartphones, and tablets. The current version of the software is 3.0, and extensive documentation is available on the wiki pages at http://nodegame.org .
Performance Analysis of GAME: A Generic Automated Marking Environment
ERIC Educational Resources Information Center
Blumenstein, Michael; Green, Steve; Fogelman, Shoshana; Nguyen, Ann; Muthukkumarasamy, Vallipuram
2008-01-01
This paper describes the Generic Automated Marking Environment (GAME) and provides a detailed analysis of its performance in assessing student programming projects and exercises. GAME has been designed to automatically assess programming assignments written in a variety of languages based on the "structure" of the source code and the correctness…
Motivations of North American Indians in Athletic Games.
ERIC Educational Resources Information Center
Pesavento, Wilma J.
This is a report on the motives of North American Indians in holding their athletic games. Data were researched from "Annual Reports of the Bureau of American Ethnology" published between 1881 and 1933. Anthropologists, artifact collectors, artist-writers, and historians provided primary evidential sources for athletic game motivation.…
Nanoscale defect architectures and their influence on material properties
NASA Astrophysics Data System (ADS)
Campbell, Branton
2006-10-01
Diffraction studies of long-range order often permit one to unambiguously determine the atomic structure of a crystalline material. Many interesting material properties, however, are dominated by nanoscale crystal defects that can't be characterized in this way. Fortunately, advances in x-ray detector technology, synchrotron x-ray source brightness, and computational power make it possible to apply new methods to old problems. Our research group uses multi-megapixel x-ray cameras to map out large contiguous volumes of reciprocal space, which can then be visually explored using graphics engines originally developed by the video-game industry. Here, I will highlight a few recent examples that include high-temperature superconductors, colossal magnetoresistors and piezoelectric materials.
Videogame Mechanics in Games for Health.
Baranowski, Moderator Tom; Lieberman, Participants Debra; Buday, Richard; Peng, Wei; Zimmerli, Lukas; Wiederhold, Brenda; Kato, Pamela M
2013-08-01
Game mechanics have been identified as "methods invoked by agents for interacting with the game world."(1) They are elements of game play that provide a primary source of interactivity and structure how videogames proceed. Many kinds of game mechanics have been generated. Some provide fun or enjoyment, others may provide excitement or even suspense (i.e., emotional aspects of game play), whereas some are guided by principles of behavior change theory. Game mechanics that succeed in off-the-shelf entertainment videogames, however, may not work in serious games, such as games for health (G4H). Although game mechanics are key to a serious videogame's success, maintaining a balance between the serious intent of the game while keeping it fun, there has been little attention to game mechanics in the academic G4H literature. Several eminent games for health developers (academics and nonacademics) were asked to share their experiences in regard to game mechanics in the serious videogames they have developed.
When You Can’t Beat ’em, Join ’em: Leveraging ComplexityScience for Innovative Solutions
2017-08-21
chemical reactions : • Belousov-Zhabotinskii reaction ... Engineering (ARE) Technical Interchange Meeting by: Dr. Josef Schaff, NAVAIR 4.5 DISTRIBUTION STATEMENT A • Commander’s intent: Networked Navy & the intent...Physics undergrad, software engineering jobs in comms, video games, robotics • Started NAWCAD (NADC) as a computer scientist / engineer
Deng, Xinyang; Jiang, Wen; Zhang, Jiandong
2017-01-01
The zero-sum matrix game is one of the most classic game models, and it is widely used in many scientific and engineering fields. In the real world, due to the complexity of the decision-making environment, sometimes the payoffs received by players may be inexact or uncertain, which requires that the model of matrix games has the ability to represent and deal with imprecise payoffs. To meet such a requirement, this paper develops a zero-sum matrix game model with Dempster–Shafer belief structure payoffs, which effectively represents the ambiguity involved in payoffs of a game. Then, a decomposition method is proposed to calculate the value of such a game, which is also expressed with belief structures. Moreover, for the possible computation-intensive issue in the proposed decomposition method, as an alternative solution, a Monte Carlo simulation approach is presented, as well. Finally, the proposed zero-sum matrix games with payoffs of Dempster–Shafer belief structures is illustratively applied to the sensor selection and intrusion detection of sensor networks, which shows its effectiveness and application process. PMID:28430156
Using virtual environment for autonomous vehicle algorithm validation
NASA Astrophysics Data System (ADS)
Levinskis, Aleksandrs
2018-04-01
This paper describes possible use of modern game engine for validating and proving the concept of algorithm design. As the result simple visual odometry algorithm will be provided to show the concept and go over all workflow stages. Some of stages will involve using of Kalman filter in such a way that it will estimate optical flow velocity as well as position of moving camera located at vehicle body. In particular Unreal Engine 4 game engine will be used for generating optical flow patterns and ground truth path. For optical flow determination Horn and Schunck method will be applied. As the result, it will be shown that such method can estimate position of the camera attached to vehicle with certain displacement error respect to ground truth depending on optical flow pattern. For displacement rate RMS error is calculating between estimated and actual position.
ERIC Educational Resources Information Center
Repenning, Alexander; Webb, David C.; Koh, Kyu Han; Nickerson, Hilarie; Miller, Susan B.; Brand, Catharine; Her Many Horses, Ian; Basawapatna, Ashok; Gluck, Fred; Grover, Ryan; Gutierrez, Kris; Repenning, Nadia
2015-01-01
An educated citizenry that participates in and contributes to science technology engineering and mathematics innovation in the 21st century will require broad literacy and skills in computer science (CS). School systems will need to give increased attention to opportunities for students to engage in computational thinking and ways to promote a…
ERIC Educational Resources Information Center
Brown-Turner, Jasmine
2017-01-01
Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob's Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members…
ERIC Educational Resources Information Center
Kobayashi, Tetsuro
2010-01-01
This article examines the democratic potential of online communities by investigating the influence of network heterogeneity on social tolerance in an online gaming environment. Online game communities are potential sources of bridging social capital because they tend to be relatively heterogeneous. Causal analyses are conducted using structural…
Why is cultural resource site density high in the pinon-juniper woodland?
Sarah Schlanger; Signa Larralde
2008-01-01
(Please note, this is an extended abstract only) Hunter gatherers relied on healthy pinon-juniper woodland because it supports a wide variety of small game, large game, and bird species that shelter in the trees and forage on pinon nuts, a rich food source for humans as well as game.
ERIC Educational Resources Information Center
Gilliam, Melissa; Bouris, Alida; Hill, Brandon; Jagoda, Patrick
2016-01-01
Alternate Reality Games (ARGs) are multiplayer role-playing games that use the real world as their primary platform and incorporate a range of media, including video, audio, email, mobile technologies, websites, live performance, and social networks. This paper describes the development, implementation, and player reception of "The…
Worlding through Play: Alternate Reality Games, Large-Scale Learning, and "The Source"
ERIC Educational Resources Information Center
Jagoda, Patrick; Gilliam, Melissa; McDonald, Peter; Russell, Christopher
2015-01-01
Gamification--the use of game mechanics in conventionally nongame activities--has received attention in the field of education. Games, however, are not reducible to the common mechanisms of gamification that target extrinsic motivation, and may also include elements such as role playing, world making, and collective storytelling. Here, the authors…
Game for Anything: Multi-Cultural Games and Activities for Children.
ERIC Educational Resources Information Center
Russell, Anna Rita
A collection of Native and newcomer Canadian children's activities and games have been gleaned from various cultural sources for children to benefit from Alberta's diversity of ethnic groups. The handbook forms a framework for the teacher/parent to organize activities for children allowing change and modification if necessary. The first section…
2012-01-27
example is found in games converted to serve a purpose other than entertainment , such as the development and use of games for science, technology, and...These play-session histories can then be further modded via video editing or remixing with other media (e.g., adding music ) to better enable cinematic...available OSS (e.g., the Linux Kernel on the Sony PS3 game console2) that game system hackers seek to undo. Finally, games are one of the most commonly
Casino Gaming Occupations: A Jackpot for Jobseekers.
ERIC Educational Resources Information Center
Tate, Patricia
2001-01-01
Focuses on gaming occupations in casinos, describing their duties, qualifications, training, and earnings. Also provides information about employment and outlook, benefits and drawbacks, and sources of additional information. (JOW)
26 CFR 31.3402(r)-1 - Withholding on distributions of Indian gaming profits to tribal members.
Code of Federal Regulations, 2012 CFR
2012-04-01
... profits to tribal members. 31.3402(r)-1 Section 31.3402(r)-1 Internal Revenue INTERNAL REVENUE SERVICE... TAXES AND COLLECTION OF INCOME TAX AT SOURCE Collection of Income Tax at Source § 31.3402(r)-1 Withholding on distributions of Indian gaming profits to tribal members. (a) (1) General rule. Section 3402(r...
26 CFR 31.3402(r)-1 - Withholding on distributions of Indian gaming profits to tribal members.
Code of Federal Regulations, 2013 CFR
2013-04-01
... profits to tribal members. 31.3402(r)-1 Section 31.3402(r)-1 Internal Revenue INTERNAL REVENUE SERVICE... TAXES AND COLLECTION OF INCOME TAX AT SOURCE Collection of Income Tax at Source § 31.3402(r)-1 Withholding on distributions of Indian gaming profits to tribal members. (a) (1) General rule. Section 3402(r...
26 CFR 31.3402(r)-1 - Withholding on distributions of Indian gaming profits to tribal members.
Code of Federal Regulations, 2011 CFR
2011-04-01
... profits to tribal members. 31.3402(r)-1 Section 31.3402(r)-1 Internal Revenue INTERNAL REVENUE SERVICE... TAXES AND COLLECTION OF INCOME TAX AT SOURCE Collection of Income Tax at Source § 31.3402(r)-1 Withholding on distributions of Indian gaming profits to tribal members. (a) (1) General rule. Section 3402(r...
26 CFR 31.3402(r)-1 - Withholding on distributions of Indian gaming profits to tribal members.
Code of Federal Regulations, 2010 CFR
2010-04-01
... profits to tribal members. 31.3402(r)-1 Section 31.3402(r)-1 Internal Revenue INTERNAL REVENUE SERVICE... TAXES AND COLLECTION OF INCOME TAX AT SOURCE Collection of Income Tax at Source § 31.3402(r)-1 Withholding on distributions of Indian gaming profits to tribal members. (a) (1) General rule. Section 3402(r...
26 CFR 31.3402(r)-1 - Withholding on distributions of Indian gaming profits to tribal members.
Code of Federal Regulations, 2014 CFR
2014-04-01
... profits to tribal members. 31.3402(r)-1 Section 31.3402(r)-1 Internal Revenue INTERNAL REVENUE SERVICE... TAXES AND COLLECTION OF INCOME TAX AT SOURCE Collection of Income Tax at Source § 31.3402(r)-1 Withholding on distributions of Indian gaming profits to tribal members. (a) (1) General rule. Section 3402(r...
When Seeing Is Better than Doing: Preschoolers' Transfer of STEM Skills Using Touchscreen Games.
Schroeder, Elizabeth L; Kirkorian, Heather L
2016-01-01
The purpose of this study was to examine the extent to which character familiarity and game interactivity moderate preschoolers' learning and transfer from digital games. The games were based on a popular television show and designed to test skills related to STEM (science, technology, engineering, mathematics): numerical cognition (quantity of different sets) and knowledge of a biological concept (growth). Preschoolers (3.0-5.5 years, N = 44) were assigned to play one game and watch a recording of an experimenter playing the other game. Learning was assessed during pre-test and post-test using screenshots from the game. Transfer was assessed using modified screenshots (near) and real-life objects (far). Familiarity was assessed by asking children to identify the television characters and program. Findings indicate that the effectiveness of the games varied by age and condition: younger children learned from the quantity game, but only when they watched (rather than played) the game. They did not transfer this information in either condition. Conversely, older children learned from the growth game regardless of whether they played or watched. However, older children only demonstrated far transfer if they watched (rather than played) the growth game. Thus, preschoolers may benefit more by watching a video than by playing a game if the game is cognitively demanding, perhaps because making decisions while playing the game increases cognitive load. Character familiarity did not predict learning, perhaps because there was little overlap between the lessons presented in the television program and game. Findings from the current study highlight the need for more research into educational games and applications designed for preschoolers in order to establish whether, how, and for whom screen media can be educationally valuable.
When Seeing Is Better than Doing: Preschoolers’ Transfer of STEM Skills Using Touchscreen Games
Schroeder, Elizabeth L.; Kirkorian, Heather L.
2016-01-01
The purpose of this study was to examine the extent to which character familiarity and game interactivity moderate preschoolers’ learning and transfer from digital games. The games were based on a popular television show and designed to test skills related to STEM (science, technology, engineering, mathematics): numerical cognition (quantity of different sets) and knowledge of a biological concept (growth). Preschoolers (3.0–5.5 years, N = 44) were assigned to play one game and watch a recording of an experimenter playing the other game. Learning was assessed during pre-test and post-test using screenshots from the game. Transfer was assessed using modified screenshots (near) and real-life objects (far). Familiarity was assessed by asking children to identify the television characters and program. Findings indicate that the effectiveness of the games varied by age and condition: younger children learned from the quantity game, but only when they watched (rather than played) the game. They did not transfer this information in either condition. Conversely, older children learned from the growth game regardless of whether they played or watched. However, older children only demonstrated far transfer if they watched (rather than played) the growth game. Thus, preschoolers may benefit more by watching a video than by playing a game if the game is cognitively demanding, perhaps because making decisions while playing the game increases cognitive load. Character familiarity did not predict learning, perhaps because there was little overlap between the lessons presented in the television program and game. Findings from the current study highlight the need for more research into educational games and applications designed for preschoolers in order to establish whether, how, and for whom screen media can be educationally valuable. PMID:27679590
Stimulating Learning via Tutoring and Collaborative Entrepreneurship Gaming
ERIC Educational Resources Information Center
Alves, Antonio Manuel Cerqueira; Pereira, Anabela Maria de Sousa; Castanheira, Helder; Direito, Ines; Duarte, A. Manuel de Oliveira
2012-01-01
This paper presents results from a multidisciplinary program targeted at engineering education and at the development of entrepreneurial mind in telecommunications engineering students. The basic concept is rooted in a capstone-like project with the following characteristics: (i) Creation of student awareness about real world engineering…
Playing an action video game reduces gender differences in spatial cognition.
Feng, Jing; Spence, Ian; Pratt, Jay
2007-10-01
We demonstrate a previously unknown gender difference in the distribution of spatial attention, a basic capacity that supports higher-level spatial cognition. More remarkably, we found that playing an action video game can virtually eliminate this gender difference in spatial attention and simultaneously decrease the gender disparity in mental rotation ability, a higher-level process in spatial cognition. After only 10 hr of training with an action video game, subjects realized substantial gains in both spatial attention and mental rotation, with women benefiting more than men. Control subjects who played a non-action game showed no improvement. Given that superior spatial skills are important in the mathematical and engineering sciences, these findings have practical implications for attracting men and women to these fields.
Cadmium, lead, and mercury exposure assessment among croatian consumers of free-living game.
Lazarus, Maja; Prevendar Crnić, Andreja; Bilandžić, Nina; Kusak, Josip; Reljić, Slaven
2014-09-29
Free-living game can be an important source of dietary cadmium and lead; the question is whether exposure to these two elements is such that it might cause adverse health effects in the consumers. The aim of this study was to estimate dietary exposure to cadmium, lead, and mercury from free-living big game (fallow deer, roe deer, red deer, wild boar, and brown bear), and to mercury from small game (pheasant and hare), hunted in Croatia from 1990 to 2012. The exposure assessment was based on available literature data and our own measurements of metal levels in the tissues of the game, by taking into account different consumption frequencies (four times a year, once a month and once a week). Exposure was expressed as percentage of (provisional) tolerable weekly intake [(P)TWI] values set by the European Food Safety Authority (EFSA). Consumption of game meat (0.002-0.5 % PTWI) and liver (0.005-6 % PTWI) assumed for the general population (four times a year) does not pose a health risk to consumers from the general population, nor does monthly (0.02-6 % PTWI) and weekly (0.1-24 % PTWI) consumption of game meat. However, because of the high percentage of free-living game liver and kidney samples exceeding the legislative limits for cadmium (2-99 %) and lead (1-82 %), people should keep the consumption of certain game species' offal as low as possible. Children and pregnant and lactating women should avoid eating game offal altogether. Free-living game liver could be an important source of cadmium if consumed on a monthly basis (3-74 % TWI), and if consumed weekly (11-297 % TWI), it could even give rise to toxicological concern.
Come on Down ... The Prize Is Right in Your Classroom
ERIC Educational Resources Information Center
Butterworth, William T.; Coe, Paul R.
2004-01-01
"The Price is Right" ("TPIR") is a rich source of examples of applied probability, combinatorics, and game theory. While some of the games played on stage by individual contestants stress a knowledge of pricing, many are also heavily based on probability. "TPIR" stage games are a treasury of interesting modules that can be effective learning tools…
The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall
ERIC Educational Resources Information Center
deHaan, Jonathan; Reed, W. Michael; Kuwada, Katsuko
2010-01-01
Video games are potential sources of second language input; however, the medium's fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all, video game interactivity would help or hinder the noticing and recall of second…
Videogame-Based Learning: A Comparison of Direct and Indirect Effects across Outcomes
ERIC Educational Resources Information Center
Sanchez, Diana R.
2017-01-01
Recent years have shown a rise in the application of serious games used by organizations to help trainees learn and practice job related skills (Muntean, 2011). Some sources have projected a continued growth in the development and application of video games for novel purposes (Sanders, 2015). Despite the increasing use of video games for workplace…
Evaluation of a Game-Based Simulation During Distributed Exercises
2010-09-01
the management team guiding development of the software. The questionnaires have not been used enough to collect data sufficient for factor...capable of internationally distributed exercises without excessive time lags or technical problems, given that commercial games seem to manage while...established by RDECOM-STTC military liaison and managers . Engineering constraints combined to limit the number of participants and the possible roles that
Constructing Training Demonstrations
2009-01-16
evaluates approaches and platforms to be employed for demonstrations, such as film, video , computer-based training, videogames , and simulations [10...environments using 3-D multiplayer gaming technologies. Together these avenues inform our effort to create demonstrations for Army curricula. 1 2 TABLE OF...space of technology platforms with a focus on 3-D game engines. With these two pieces of work in mind, we examine team training applications for
Collaborative and Competitive Video Games for Teaching Computing in Higher Education
NASA Astrophysics Data System (ADS)
Smith, Spencer; Chan, Samantha
2017-08-01
This study measures the success of using a collaborative and competitive video game, named Space Race, to teach computing to first year engineering students. Space Race is played by teams of four, each with their own tablet, collaborating to compete against the other teams in the class. The impact of the game on student learning was studied through measurements using 485 students, over one term. Surveys were used to gauge student reception of the game. Pre and post-tests, and in-course examinations were used to quantify student performance. The game was well received with at least 82% of the students that played it recommending it to others. In some cases, game participants outperformed non-participants on course exams. On the final course exam, all of the statistically significant ( p<0.05) comparisons (42% of the relevant questions) showed a performance improvement of game participants on the questions, with a maximum grade improvement of 41%. The findings also suggest that some students retain the knowledge obtained from Space Race for at least 7 weeks. The results of this study provide strong evidence that a collaborative and competitive video game can be an effective tool for teaching computing in post-secondary education.
Representation of Cultural Role-Play for Training
NASA Technical Reports Server (NTRS)
Santarelli, Thomas; Pepe, Aaron; Rosenzweiz, Larry; Paulus, John; Yi, Ahn Na
2010-01-01
The Department of Defense (000) has successfully applied a number of methods for cultural familiarization training ranging from stand-up classroom training, to face-to-face live role-play, to so-called smart-cards. Recent interest has turned to the use of single and mUlti-player gaming technologies to augment these traditional methods of cultural familiarization. One such system, termed CulturePad, has been designed as a game-based role-play environment suitable for use in training and experimentation involving cultural roleplay scenarios. This paper describes the initial CulturePad effort focused on a literature review regarding the use of role-play for cultural training and a feasibility assessment of using a game-mediated environment for role-play. A small-scale pilot involving cultural experts was conducted to collect qualitative behavioral data comparing live role-play to game-mediated role-play in a multiplayer gaming engine.
Design and implementation of a non-linear symphonic soundtrack of a video game
NASA Astrophysics Data System (ADS)
Sporka, Adam J.; Valta, Jan
2017-10-01
The music in the contemporary video games is often interactive. The music playback is based on transitions between pieces of available music material. These transitions happen in response to evolving gameplay. This paradigm is referred to as the adaptive music. Our challenge was to design, create, and implement the soundtrack of the upcoming video game Kingdom Come: Deliverance. Our soundtrack is a collection of compositions with symphonic orchestration. Per our design decision, our intention was to implement the adaptive music in a way which respected the nature of the orchestral film score. We created our own adaptive music middleware, called Sequence Music Engine, implementing a high-level music logic as well as the low-level playback infrastructure. Our system can handle hours of video game music, helps maintain the relevance of the music throughout the video game, and minimises the repetitiveness of the individual pieces.
"Project NEO": A Video Game to Promote STEM Competency for Preservice Elementary Teachers
ERIC Educational Resources Information Center
Van Eck, Richard N.; Guy, Mark; Young, Timothy; Winger, Austin T.; Brewster, Scott
2015-01-01
The need for science, technology, engineering, and mathematics majors for our future workforce is growing, yet fewer students are choosing to major in science, technology, engineering, and mathematics areas, and many are underprepared, in part because elementary school preservice teachers are also underprepared. This National Science…
2015-01-01
1 3.0 Methods, Assumptions, and Procedures ...18 4.6.3. LineUp Web... Procedures A search of the internet looking at web sites specializing in graphics, graphics engines, web browser applications, and games was conducted to
iSTEM: Learning Mathematics through Minecraft
ERIC Educational Resources Information Center
Bos, Beth; Wilder, Lucy; Cook, Marcelina; O'Donnell, Ryan
2014-01-01
The Common Core State Standards can be taught with Minecraft, an interactive creative Lego®-like game. Integrating Science, Technology, Engineering, and Mathematics (iSTEM) authors share ideas and activities that stimulate student interest in the integrated fields of science, technology, engineering, and mathematics (STEM) in K-grade 6 classrooms.
Evaluating Games-Based Learning
ERIC Educational Resources Information Center
Hainey, Thomas; Connolly, Thomas
2010-01-01
A highly important part of software engineering education is requirements collection and analysis, one of the initial stages of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall system if performed incorrectly. As software engineering is a field with a reputation…
Violence in E-rated video games.
Thompson, K M; Haninger, K
2001-08-01
Children's exposure to violence, alcohol, tobacco and other substances, and sexual messages in the media are a source of public health concern; however, content in video games commonly played by children has not been quantified. To quantify and characterize the depiction of violence, alcohol, tobacco and other substances, and sex in video games rated E (for "Everyone"), analogous to the G rating of films, which suggests suitability for all audiences. We created a database of all existing E-rated video games available for rent or sale in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of content descriptors associated with these games. We played and assessed the content of a convenience sample of 55 E-rated video games released for major home video game consoles between 1985 and 2000. Game genre; duration of violence; number of fatalities; types of weapons used; whether injuring characters or destroying objects is rewarded or is required to advance in the game; depiction of alcohol, tobacco and other substances; and sexual content. Based on analysis of the 672 current E-rated video games played on home consoles, 77% were in sports, racing, or action genres and 57% did not receive any content descriptors. We found that 35 of the 55 games we played (64%) involved intentional violence for an average of 30.7% of game play (range, 1.5%-91.2%), and we noted significant differences in the amount of violence among game genres. Injuring characters was rewarded or required for advancement in 33 games (60%). The presence of any content descriptor for violence (n = 23 games) was significantly correlated with the presence of intentional violence in the game (at a 5% significance level based on a 2-sided Wilcoxon rank-sum test, t(53) = 2.59). Notably, 14 of 32 games (44%) that did not receive a content descriptor for violence contained acts of violence. Action and shooting games led to the largest numbers of deaths from violent acts, and we found a significant correlation between the proportion of violent game play and the number of deaths per minute of play. We noted potentially objectionable sexual content in 2 games and the presence of alcohol in 1 game. Content analysis suggests a significant amount of violence in some E-rated video games. The content descriptors provide some information to parents and should be used along with the rating, but the game's genre also appears to play a role in the amount of violent play. Physicians and parents should understand that popular E-rated video games may be a source of exposure to violence and other unexpected content for children and that games may reward the players for violent actions.
Voss, Georgina
2013-09-01
This paper examines how young peoples' lived experiences with personal technologies can be used to teach engineering ethics in a way which facilitates greater engagement with the subject. Engineering ethics can be challenging to teach: as a form of practical ethics, it is framed around future workplace experience in a professional setting which students are assumed to have no prior experience of. Yet the current generations of engineering students, who have been described as 'digital natives', do however have immersive personal experience with digital technologies; and experiential learning theory describes how students learn ethics more successfully when they can draw on personal experience which give context and meaning to abstract theories. This paper reviews current teaching practices in engineering ethics; and examines young people's engagement with technologies including cell phones, social networking sites, digital music and computer games to identify social and ethical elements of these practices which have relevance for the engineering ethics curricula. From this analysis three case studies are developed to illustrate how facets of the use of these technologies can be drawn on to teach topics including group work and communication; risk and safety; and engineering as social experimentation. Means for bridging personal experience and professional ethics when teaching these cases are discussed. The paper contributes to research and curriculum development in engineering ethics education, and to wider education research about methods of teaching 'the net generation'.
NASA Astrophysics Data System (ADS)
Allain, Rhett; Williams, Richard
2009-02-01
Suppose we had a brand new world to study—a world that possibly works with a different set of principles, a non-Newtonian world. Maybe this world is Newtonian, maybe it isn't. This world exists in video games, and it is open for exploration. Most video games try to incorporate realistic physics, but sometimes this does not happen. The obvious approach is to look at the source code for the game, but this would not allow students to apply analysis techniques.
Singularity: Scientific containers for mobility of compute.
Kurtzer, Gregory M; Sochat, Vanessa; Bauer, Michael W
2017-01-01
Here we present Singularity, software developed to bring containers and reproducibility to scientific computing. Using Singularity containers, developers can work in reproducible environments of their choosing and design, and these complete environments can easily be copied and executed on other platforms. Singularity is an open source initiative that harnesses the expertise of system and software engineers and researchers alike, and integrates seamlessly into common workflows for both of these groups. As its primary use case, Singularity brings mobility of computing to both users and HPC centers, providing a secure means to capture and distribute software and compute environments. This ability to create and deploy reproducible environments across these centers, a previously unmet need, makes Singularity a game changing development for computational science.
Singularity: Scientific containers for mobility of compute
Kurtzer, Gregory M.; Bauer, Michael W.
2017-01-01
Here we present Singularity, software developed to bring containers and reproducibility to scientific computing. Using Singularity containers, developers can work in reproducible environments of their choosing and design, and these complete environments can easily be copied and executed on other platforms. Singularity is an open source initiative that harnesses the expertise of system and software engineers and researchers alike, and integrates seamlessly into common workflows for both of these groups. As its primary use case, Singularity brings mobility of computing to both users and HPC centers, providing a secure means to capture and distribute software and compute environments. This ability to create and deploy reproducible environments across these centers, a previously unmet need, makes Singularity a game changing development for computational science. PMID:28494014
NASA Astrophysics Data System (ADS)
Feng, Steve; Woo, Minjae; Chandramouli, Krithika; Ozcan, Aydogan
2015-03-01
Over the past decade, crowd-sourcing complex image analysis tasks to a human crowd has emerged as an alternative to energy-inefficient and difficult-to-implement computational approaches. Following this trend, we have developed a mathematical framework for statistically combining human crowd-sourcing of biomedical image analysis and diagnosis through games. Using a web-based smart game (BioGames), we demonstrated this platform's effectiveness for telediagnosis of malaria from microscopic images of individual red blood cells (RBCs). After public release in early 2012 (http://biogames.ee.ucla.edu), more than 3000 gamers (experts and non-experts) used this BioGames platform to diagnose over 2800 distinct RBC images, marking them as positive (infected) or negative (non-infected). Furthermore, we asked expert diagnosticians to tag the same set of cells with labels of positive, negative, or questionable (insufficient information for a reliable diagnosis) and statistically combined their decisions to generate a gold standard malaria image library. Our framework utilized minimally trained gamers' diagnoses to generate a set of statistical labels with an accuracy that is within 98% of our gold standard image library, demonstrating the "wisdom of the crowd". Using the same image library, we have recently launched a web-based malaria training and educational game allowing diagnosticians to compare their performance with their peers. After diagnosing a set of ~500 cells per game, diagnosticians can compare their quantified scores against a leaderboard and view their misdiagnosed cells. Using this platform, we aim to expand our gold standard library with new RBC images and provide a quantified digital tool for measuring and improving diagnostician training globally.
Debriefing in Moodle: Written Feedback on Trust and Knowledge Sharing in a Social Dilemma Game
ERIC Educational Resources Information Center
Oertig, Margaret
2010-01-01
This article describes a new approach to debriefing that uses the discussion forum feature of the Moodle open source course management system to debrief a simulation game with undergraduate business students. The simulation game allowed the students to experience the fragility of trust when sharing knowledge in a global virtual project team. I…
Games for Traffic Education: An Experimental Study of a Game-Based Driving Simulator
ERIC Educational Resources Information Center
Backlund, Per; Engstrom, Henrik; Johannesson, Mikael; Lebram, Mikael
2010-01-01
In this article, the authors report on the construction and evaluation of a game-based driving simulator using a real car as a joystick. The simulator is constructed from off-the-shelf hardware and the simulation runs on open-source software. The feasibility of the simulator as a learning tool has been experimentally evaluated. Results are…
Tammy and Tommy Toy: Toy Safety Capsule. Parents' Capsule [and] Kindergarten Student Capsule.
ERIC Educational Resources Information Center
McMillin, Sarah M.
This unit instructs kindergarten students and their parents to recognize safe and unsafe toys and games. Objectives for parents are to identify sources of information which help consumers make wise decisions regarding toys and games and analyze factors that make a toy safe or unsafe. Objectives for students include choosing a safe toy/game from a…
The Problem of Delayed Causation in a Video Game: Constant, Varied, and Filled Delays
ERIC Educational Resources Information Center
Young, Michael E.; Nguyen, Nam
2009-01-01
A first-person shooter video game was adapted for the study of causal decision making within dynamic environments. The video game included groups of three potential targets. Participants chose which of the three targets in each group was producing distal explosions. The actual source of the explosion effect varied in the delay between the firing…
Nevada gaming: revenues and taxes (1945-95).
DePolo, R; Pingle, M
1997-01-01
In 1931, Nevada legalized casino gambling, an act which allowed its "gaming industry" to develop. Because many jurisdictions outside Nevada are now embracing legalized gambling as a path to a brighter economic future and because this proliferation presents Nevada with new challenges and opportunities, it is a good time to review the Nevada experience. Here, the focus is on gaming revenues and gaming tax collections during the 1945-95 period. We find that the growth rate of Nevada's gaming industry has slowed over time, with the relative importance of gaming in the Nevada economy peaking in the late 1970's. The Nevada economy has since been gradually diversifying, something which will increasingly pressure Nevadans to look for government revenue sources other than gaming if current levels of government services are to be maintained.
Everything I know about business I learned from monopoly.
Orbanes, Phil
2003-01-01
Is there an analogy for business to the beginning, middle, and end rhythm in games? Phil Orbanes thinks so. A good manager might engineer these types of shifts over the course of a critical project--and be prepared for different moods and levels of motivation from people. In this article, one of the world's foremost board game designers reflects on what makes people want to compete--and win.
ERIC Educational Resources Information Center
Borrego, Carlos; Fernández, Cristina; Blanes, Ian; Robles, Sergi
2017-01-01
Real-life room-escape games are ludic activities in which participants enter a room in order to get out of it only after solving some riddles. In this paper, we explain a Room Escape teaching experience developed in the Engineering School at Universitat Autònoma de Barcelona. The goal of this activity is to increase student's motivation and to…
Playing Chemical Plant Environmental Protection Games with Historical Monitoring Data.
Zhu, Zhengqiu; Chen, Bin; Reniers, Genserik; Zhang, Laobing; Qiu, Sihang; Qiu, Xiaogang
2017-09-29
The chemical industry is very important for the world economy and this industrial sector represents a substantial income source for developing countries. However, existing regulations on controlling atmospheric pollutants, and the enforcement of these regulations, often are insufficient in such countries. As a result, the deterioration of surrounding ecosystems and a quality decrease of the atmospheric environment can be observed. Previous works in this domain fail to generate executable and pragmatic solutions for inspection agencies due to practical challenges. In addressing these challenges, we introduce a so-called Chemical Plant Environment Protection Game (CPEP) to generate reasonable schedules of high-accuracy air quality monitoring stations (i.e., daily management plans) for inspection agencies. First, so-called Stackelberg Security Games (SSGs) in conjunction with source estimation methods are applied into this research. Second, high-accuracy air quality monitoring stations as well as gas sensor modules are modeled in the CPEP game. Third, simplified data analysis on the regularly discharging of chemical plants is utilized to construct the CPEP game. Finally, an illustrative case study is used to investigate the effectiveness of the CPEP game, and a realistic case study is conducted to illustrate how the models and algorithms being proposed in this paper, work in daily practice. Results show that playing a CPEP game can reduce operational costs of high-accuracy air quality monitoring stations. Moreover, evidence suggests that playing the game leads to more compliance from the chemical plants towards the inspection agencies. Therefore, the CPEP game is able to assist the environmental protection authorities in daily management work and reduce the potential risks of gaseous pollutants dispersion incidents.
GREMEX - A management game for the new public administration.
NASA Technical Reports Server (NTRS)
Mcgregor, E. B.; Baker, R. F.
1972-01-01
This is a critique of a new management game being used in the federal government - Goddard Research Engineering Management Exercise (GREMEX). The exercise involves teams of players who act as managers of a research and development project - the orbiting optical observatory - of the National Aeronautics and Space Administration. During this exercise a computer and the referee-instructor together provide the realistic environment within which the team participants make their decisions affecting the course of the project. The article discusses the place of GREMEX in a tradition of games and simulations, and notes the similarities and differences between GREMEX and other management games currently in use for business training. Some of the actual decisions being made by the GREMEX teams are described to illustrate the nature of the exercise.
Asymmetric Evolutionary Games.
McAvoy, Alex; Hauert, Christoph
2015-08-01
Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner's Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games.
Design and development of the mobile game based on the J2ME technology
NASA Astrophysics Data System (ADS)
He, Junhua
2011-12-01
With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.
Design and development of the mobile game based on the J2ME technology
NASA Astrophysics Data System (ADS)
He, JunHua
2012-01-01
With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.
Who believes electronic games cause real world aggression?
Przybylski, Andrew K
2014-04-01
Electronic games have rapidly become a popular form of human recreation, and the immersive experiences they provide millions have led many to voice concerns that some games, and violent ones in particular, may negatively impact society. Increasingly heated debates make it clear that gaming-related aggression is a topic that elicits strong opinions. Despite a complex and growing literature concerned with violent games, little is known empirically about why some ardently believe, whereas others dismiss, notions that this form of leisure is a source of aggression. The present research recruited three nationally representative samples to investigate this understudied topic. Results showed that belief was normally distributed across the population, prominent among demographic cohorts who did not grow up with games and those who lack concrete gaming experience. Results are discussed in the context of this developing research area, wider social science perspectives, and the place of electronic games in society.
Virtual Technologies to Develop Visual-Spatial Ability in Engineering Students
ERIC Educational Resources Information Center
Roca-González, Cristina; Martin-Gutierrez, Jorge; García-Dominguez, Melchor; Carrodeguas, Mª del Carmen Mato
2017-01-01
The present study assessed a short training experiment to improve spatial abilities using two tools based on virtual technologies: one focused on manipulation of specific geometric virtual pieces, and the other consisting of virtual orienteering game. The two tools can help improve spatial abilities required for many engineering problem-solving…
Interactive Learning to Stimulate the Brain's Visual Center and to Enhance Memory Retention
ERIC Educational Resources Information Center
Yun, Yang H.; Allen, Philip A.; Chaumpanich, Kritsakorn; Xiao, Yingcai
2014-01-01
This short paper describes an ongoing NSF-funded project on enhancing science and engineering education using the latest technology. More specifically, the project aims at developing an interactive learning system with Microsoft Kinect™ and Unity3D game engine. This system promotes active, rather than passive, learning by employing embodied…
Teaching Software Engineering by Means of Computer-Game Development: Challenges and Opportunities
ERIC Educational Resources Information Center
Cagiltay, Nergiz Ercil
2007-01-01
Software-engineering education programs are intended to prepare students for a field that involves rapidly changing conditions and expectations. Thus, there is always a danger that the skills and the knowledge provided may soon become obsolete. This paper describes results and draws on experiences from the implementation of a computer…
Tidd J. Brinkman; Terry Chapin; Gary Kofinas; David K. Person
2009-01-01
The effects of landscape changes caused by intensive logging on the availability of wild game are important when the harvest of wild game is a critical cultural practice, food source, and recreational activity. We assessed the influence of extensive industrial logging on the availability of wild game by drawing on local knowledge and ecological science to evaluate the...
Multi-Objective Optimization for Trustworthy Tactical Networks: A Survey and Insights
2013-06-01
existing data sources, gathering and maintaining the data needed , and completing and reviewing the collection of information. Send comments regarding...problems: using repeated cooperative games [12], hedonic games [25], and nontransferable utility cooperative games [27]. It should be noted that trust...examined an optimal task allocation problem in a distributed computing system where program modules need to be allocated to different processors to
Blood lead levels following consumption of game meat in Italy.
Fustinoni, Silvia; Sucato, Sabrina; Consonni, Dario; Mannucci, Pier Mannuccio; Moretto, Angelo
2017-05-01
The aim of this study was to measure lead (Pb) levels in blood (Pb-blood) in consumers of game meat, taking into account other possible sources of lead exposure. A spot blood sample was obtained from 95 subjects, and a questionnaire was used to collect general information and data on game meat consumption, hunting, wine drinking and other possible sources of lead exposure. Pb-blood was measured by inductively coupled plasma-mass spectrometry. Pb-blood was not influenced by age, sex, residence in an urban or rural area, consumption of game meat, tobacco smoking or hobbies associated with potential exposure to lead, and median Pb-blood was 1.7 (5th-95th percentile 1.0-5.3)µg/dL and 3.4 (0.9-6.1)µg/dL for game meat non-eaters and eater, respectively. A multiple linear regression analysis (containing the covariates sex, age, hunting, wine drinking, game meat consumption, tobacco smoking, shooting range, and occupational exposure) found an association with hunting (Pb-blood almost double in hunters) and wine drinking (40% higher in drinkers) but not with consumption of game meat or other parameters. Whether the higher Pb-blood level was due to inhalation of lead fumes while shooting with lead ammunition, to handling lead ammunition or both could not be ascertained. Copyright © 2017 Elsevier Inc. All rights reserved.
A game-based decision support methodology for competitive systems design
NASA Astrophysics Data System (ADS)
Briceno, Simon Ignacio
This dissertation describes the development of a game-based methodology that facilitates the exploration and selection of research and development (R&D) projects under uncertain competitive scenarios. The proposed method provides an approach that analyzes competitor positioning and formulates response strategies to forecast the impact of technical design choices on a project's market performance. A critical decision in the conceptual design phase of propulsion systems is the selection of the best architecture, centerline, core size, and technology portfolio. This selection can be challenging when considering evolving requirements from both the airframe manufacturing company and the airlines in the market. Furthermore, the exceedingly high cost of core architecture development and its associated risk makes this strategic architecture decision the most important one for an engine company. Traditional conceptual design processes emphasize performance and affordability as their main objectives. These areas alone however, do not provide decision-makers with enough information as to how successful their engine will be in a competitive market. A key objective of this research is to examine how firm characteristics such as their relative differences in completing R&D projects, differences in the degree of substitutability between different project types, and first/second-mover advantages affect their product development strategies. Several quantitative methods are investigated that analyze business and engineering strategies concurrently. In particular, formulations based on the well-established mathematical field of game theory are introduced to obtain insights into the project selection problem. The use of game theory is explored in this research as a method to assist the selection process of R&D projects in the presence of imperfect market information. The proposed methodology focuses on two influential factors: the schedule uncertainty of project completion times and the uncertainty associated with competitive reactions. A normal-form matrix is created to enumerate players, their moves and payoffs, and to formulate a process by which an optimal decision can be achieved. The non-cooperative model is tested using the concept of a Nash equilibrium to identify potential strategies that are robust to uncertain market fluctuations (e.g: uncertainty in airline demand, airframe requirements and competitor positioning). A first/second-mover advantage parameter is used as a scenario dial to adjust market rewards and firms' payoffs. The methodology is applied to a commercial aircraft engine selection study where engine firms must select an optimal engine project for development. An engine modeling and simulation framework is developed to generate a broad engine project portfolio. The creation of a customer value model enables designers to incorporate airline operation characteristics into the engine modeling and simulation process to improve the accuracy of engine/customer matching. Summary. Several key findings are made that provide recommendations on project selection strategies for firms uncertain as to when they will enter the market. The proposed study demonstrates that within a technical design environment, a rational and analytical means of modeling project development strategies is beneficial in high market risk situations.
Play-Personas: Behaviours and Belief Systems in User-Centred Game Design
NASA Astrophysics Data System (ADS)
Canossa, Alessandro; Drachen, Anders
Game designers attempt to ignite affective, emotional responses from players via engineering game designs to incite definite user experiences. Theories of emotion state that definite emotional responses are individual, and caused by the individual interaction sequence or history. Engendering desired emotions in the audience of traditional audiovisual media is a considerable challenge; however it is potentially even more difficult to achieve the same goal for the audience of interactive entertainment, because a substantial degree of control rests in the hand of the end user rather than the designer. This paper presents a possible solution to the challenge of integrating the user in the design of interactive entertainment such as computer games by employing the "persona" framework introduced by Alan Cooper. This approach is already in use in interaction design. The method can be improved by complementing the traditional narrative description of personas with quantitative, data-oriented models of predicted patterns of user behaviour for a specific computer game Additionally, persona constructs can be applied both as design-oriented metaphors during the development of games, and as analytical lenses to existing games, e.g. for evaluation of patterns of player behaviour.
Game Theory Paradigm: A New Tool for Investigating Social Dysfunction in Major Depressive Disorders
Wang, Yun; Yang, Liu-Qing; Li, Shu; Zhou, Yuan
2015-01-01
Social dysfunction is a prominent source of distress and disability in patients with major depressive disorder (MDD) but is commonly omitted from current clinical studies, although some researchers propose an evolutionary strategy to understand these negative outcomes. Limited knowledge about the neural basis of social dysfunction in MDD results from traditional paradigms, which lack insights into social interactions. Game theoretical modeling offers a new tool for investigating social-interaction impairments in neuropsychiatric disorders. This review first introduces three widely used games from game theory and the major behavioral and neuroimaging findings obtained using these games in healthy populations. We also address the factors that modulate behaviors in games and their neural bases. We then summarize the current findings obtained by using these games in depressed patients and discuss the clinical implications of these abnormal game behaviors. Finally, we briefly discuss future prospects that may further elucidate the clinical use of a game theory paradigm in MDD. PMID:26441689
Game Theory Paradigm: A New Tool for Investigating Social Dysfunction in Major Depressive Disorders.
Wang, Yun; Yang, Liu-Qing; Li, Shu; Zhou, Yuan
2015-01-01
Social dysfunction is a prominent source of distress and disability in patients with major depressive disorder (MDD) but is commonly omitted from current clinical studies, although some researchers propose an evolutionary strategy to understand these negative outcomes. Limited knowledge about the neural basis of social dysfunction in MDD results from traditional paradigms, which lack insights into social interactions. Game theoretical modeling offers a new tool for investigating social-interaction impairments in neuropsychiatric disorders. This review first introduces three widely used games from game theory and the major behavioral and neuroimaging findings obtained using these games in healthy populations. We also address the factors that modulate behaviors in games and their neural bases. We then summarize the current findings obtained by using these games in depressed patients and discuss the clinical implications of these abnormal game behaviors. Finally, we briefly discuss future prospects that may further elucidate the clinical use of a game theory paradigm in MDD.
Tidball, Moira M; Tidball, Keith G; Curtis, Paul
2014-01-01
We highlighted gaps in nutritional data for wild game meat and wild caught fish that have a regulated harvesting season in New York State, and examined the possible role that wild game and fish play in current trends towards consumption of local, healthy meat sources. This project is part of larger study that examines family food decision-making, and explores possibilities for leveraging the locavore movement in support of consumption of wild game and fish.
Li, Ting-Yuan; Deng, Xue-Jiao; Fan, Shao-Jia; Wu, Dui; Li, Fei; Deng, Tao; Tan, Hao-Bo; Jiang, De-Hai
2012-09-01
Based on the monitoring data of NO2, O3, SO2, PM, visibility, regional air quality index (RAQI) and the atmospheric transport and diffusion data from Nov. 4, 2010 to Dec. 10, 2010 in Guangzhou area, the variations of air quality and meteorological conditions during the Guangzhou Asian Games were analyzed. It was found that, during the Asian Games, the air quality was better than the air quality before or after the Asian Games. The visibility was greater than the visibility before or after the Asian Games, while the concentrations of PM1 and PM2.5 were lower. The correlation coefficient between visibility and the concentrations of PM1, PM2.5 indicated anti-correlation relationships. Daily and hourly concentrations of NO2 and SO2 met the primary ambient air quality standards, whereas the daily concentration of PM10 and hourly concentration of O3 met the secondary ambient air quality standards. Pollutants had been well controlled during the Asian Games. The concentration of SO2 in Guangzhou was influenced by local sources and long distance transmission, while the concentration of NO2 was significantly influenced by local sources. The emissions of NO2, SO2 and PM10 surrounding Guangzhou had a trend to affect the concentrations in Guangzhou, but the situation of O3 was opposite, the relatively high concentration of O3 in Guangzhou had tendency to be transported to the surrounding areas. The pollution meteorology conditions in the period of Asian Games were better than the conditions before or after the Asian Games. The decrease in the concentrations during the Asian Games did not only benefit from the emission control by the government, but also from the good meteorological conditions.
Playing Chemical Plant Environmental Protection Games with Historical Monitoring Data
Reniers, Genserik; Zhang, Laobing; Qiu, Xiaogang
2017-01-01
The chemical industry is very important for the world economy and this industrial sector represents a substantial income source for developing countries. However, existing regulations on controlling atmospheric pollutants, and the enforcement of these regulations, often are insufficient in such countries. As a result, the deterioration of surrounding ecosystems and a quality decrease of the atmospheric environment can be observed. Previous works in this domain fail to generate executable and pragmatic solutions for inspection agencies due to practical challenges. In addressing these challenges, we introduce a so-called Chemical Plant Environment Protection Game (CPEP) to generate reasonable schedules of high-accuracy air quality monitoring stations (i.e., daily management plans) for inspection agencies. First, so-called Stackelberg Security Games (SSGs) in conjunction with source estimation methods are applied into this research. Second, high-accuracy air quality monitoring stations as well as gas sensor modules are modeled in the CPEP game. Third, simplified data analysis on the regularly discharging of chemical plants is utilized to construct the CPEP game. Finally, an illustrative case study is used to investigate the effectiveness of the CPEP game, and a realistic case study is conducted to illustrate how the models and algorithms being proposed in this paper, work in daily practice. Results show that playing a CPEP game can reduce operational costs of high-accuracy air quality monitoring stations. Moreover, evidence suggests that playing the game leads to more compliance from the chemical plants towards the inspection agencies. Therefore, the CPEP game is able to assist the environmental protection authorities in daily management work and reduce the potential risks of gaseous pollutants dispersion incidents. PMID:28961188
NASA Astrophysics Data System (ADS)
Madden, Christopher S.; Richards, Noel J.; Culpepper, Joanne B.
2016-10-01
This paper investigates the ability to develop synthetic scenes in an image generation tool, E-on Vue, and a gaming engine, Unity 3D, which can be used to generate synthetic imagery of target objects across a variety of conditions in land environments. Developments within these tools and gaming engines have allowed the computer gaming industry to dramatically enhance the realism of the games they develop; however they utilise short cuts to ensure that the games run smoothly in real-time to create an immersive effect. Whilst these short cuts may have an impact upon the realism of the synthetic imagery, they do promise a much more time efficient method of developing imagery of different environmental conditions and to investigate the dynamic aspect of military operations that is currently not evaluated in signature analysis. The results presented investigate how some of the common image metrics used in target acquisition modelling, namely the Δμ1, Δμ2, Δμ3, RSS, and Doyle metrics, perform on the synthetic scenes generated by E-on Vue and Unity 3D compared to real imagery of similar scenes. An exploration of the time required to develop the various aspects of the scene to enhance its realism are included, along with an overview of the difficulties associated with trying to recreate specific locations as a virtual scene. This work is an important start towards utilising virtual worlds for visible signature evaluation, and evaluating how equivalent synthetic imagery is to real photographs.
Violence in Teen-Rated Video Games
Haninger, Kevin; Ryan, M. Seamus; Thompson, Kimberly M
2004-01-01
Context: Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for “Teen”) by the Entertainment Software Rating Board (ESRB) has not been quantified. Objective: To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. Design: We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Main Outcome Measures: Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Results: Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles (4%) received no content descriptors for violence or blood. In the random sample of 81 T-rated video games we played, 79 games (98%) involved intentional violence for an average of 36% of game play time, and 34 games (42%) contained blood. More than half of the games (51%) depicted 5 or more types of weapons, with players able to select weapons in 48 games (59%). We observed 37 games (46%) that rewarded or required the player to destroy objects, 73 games (90%) that rewarded or required the player to injure characters, and 56 games (69%) that rewarded or required the player to kill. We observed a total of 11,499 character deaths in the 81 games, occurring at an average rate of 122 deaths per hour of game play (range 0 to 1310). This included 5689 human deaths, occurring at an average rate of 61 human deaths per hour of game play (range 0 to 1291). Overall, we identified 44 games (54%) that depicted deaths to nonhuman characters and 51 games (63%) that depicted deaths to human characters, including the player. Conclusions: Content analysis suggests a significant amount of violence, injury, and death in T-rated video games. Given the large amount of violence involving guns and knives, the relative lack of blood suggests that many T-rated video games do not realistically portray the consequences of violence. Physicians and parents should appreciate that T-rated video games may be a source of exposure to violence and some unexpected content for children and adolescents, and that the majority of T-rated video games provide incentives to the players to commit simulated acts of violence. PMID:15208514
Violence in teen-rated video games.
Haninger, Kevin; Ryan, M Seamus; Thompson, Kimberly M
2004-03-11
Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified. To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles (4%) received no content descriptors for violence or blood. In the random sample of 81 T-rated video games we played, 79 games (98%) involved intentional violence for an average of 36% of game play time, and 34 games (42%) contained blood. More than half of the games (51%) depicted 5 or more types of weapons, with players able to select weapons in 48 games (59%). We observed 37 games (46%) that rewarded or required the player to destroy objects, 73 games (90%) that rewarded or required the player to injure characters, and 56 games (69%) that rewarded or required the player to kill. We observed a total of 11,499 character deaths in the 81 games, occurring at an average rate of 122 deaths per hour of game play (range 0 to 1310). This included 5689 human deaths, occurring at an average rate of 61 human deaths per hour of game play (range 0 to 1291). Overall, we identified 44 games (54%) that depicted deaths to nonhuman characters and 51 games (63%) that depicted deaths to human characters, including the player. Content analysis suggests a significant amount of violence, injury, and death in T-rated video games. Given the large amount of violence involving guns and knives, the relative lack of blood suggests that many T-rated video games do not realistically portray the consequences of violence. Physicians and parents should appreciate that T-rated video games may be a source of exposure to violence and some unexpected content for children and adolescents, and that the majority of T-rated video games provide incentives to the players to commit simulated acts of violence.
Nash equilibrium and multi criterion aerodynamic optimization
NASA Astrophysics Data System (ADS)
Tang, Zhili; Zhang, Lianhe
2016-06-01
Game theory and its particular Nash Equilibrium (NE) are gaining importance in solving Multi Criterion Optimization (MCO) in engineering problems over the past decade. The solution of a MCO problem can be viewed as a NE under the concept of competitive games. This paper surveyed/proposed four efficient algorithms for calculating a NE of a MCO problem. Existence and equivalence of the solution are analyzed and proved in the paper based on fixed point theorem. Specific virtual symmetric Nash game is also presented to set up an optimization strategy for single objective optimization problems. Two numerical examples are presented to verify proposed algorithms. One is mathematical functions' optimization to illustrate detailed numerical procedures of algorithms, the other is aerodynamic drag reduction of civil transport wing fuselage configuration by using virtual game. The successful application validates efficiency of algorithms in solving complex aerodynamic optimization problem.
Graphic Depictions: Portrayals of Mental Illness in Video Games.
Shapiro, Samuel; Rotter, Merrill
2016-11-01
Although studies have examined portrayals of mental illness in the mass media, little attention has been paid to such portrayals in video games. In this descriptive study, the fifty highest-selling video games in each year from 2011 to 2013 were surveyed through application of search terms to the Wikia search engine, with subsequent review of relevant footage on YouTube. Depiction categories were then assigned based on the extent of portrayal and qualitative characteristics compared against mental illness stereotypes in cinema. Twenty-three of the 96 surveyed games depicted at least one character with mental illness. Forty-two characters were identified as portraying mental illness, with most characters classified under a "homicidal maniac" stereotype, although many characters did not clearly reflect cinema stereotypes and were subcategorized based on the shared traits. Video games contain frequent and varied portrayals of mental illness, with depictions most commonly linking mental illness to dangerous and violent behaviors. © 2016 American Academy of Forensic Sciences.
ERM TLB Teaching-Learning Behavior News
ERIC Educational Resources Information Center
LeBold, William K., Ed.
1978-01-01
Describes a graduate electrical engineering mini-course, computer graphics gaming and simulation, classroom management and student progress records, student reaction to instruction, and computer graphics in undergraduate education. (SL)
A Role-Playing Game for a Software Engineering Lab: Developing a Product Line
ERIC Educational Resources Information Center
Zuppiroli, Sara; Ciancarini, Paolo; Gabbrielli, Maurizio
2012-01-01
Software product line development refers to software engineering practices and techniques for creating families of similar software systems from a basic set of reusable components, called shared assets. Teaching how to deal with software product lines in a university lab course is a challenging task, because there are several practical issues that…
NASA Astrophysics Data System (ADS)
Costello, Gabriel J.
2017-11-01
The purpose of this work is to contribute to the debate on the best pedagogical approach to developing undergraduate mechanical engineering skills to meet the requirements of contemporary complex working environments. The paper provides an example of using student-entrepreneur collaboration in the teaching of modules to Mechanical Engineering final-year students. Problem-based learning (PBL) is one of the most significant recent innovations in the area of education for the professions. This work proposes to make an original contribution by simulating a real-life entrepreneur interaction for the students. The current literature largely confines simulation-based learning to computer applications such as games. However, this paper argues that role playing by students interfacing with technology start-ups can also be regarded as 'simulation' in a wider sense. Consequently, the paper proposes the concept of simulation-action learning as an enhancement of PBL and to distinguish it from computer simulation.
NASA Astrophysics Data System (ADS)
Stewart, Phillip Michael, Jr.
Games in science education is emerging as a popular topic of scholarly inquiry. The National Research Council recently published a report detailing a research agenda for games and science education entitled Learning Science Through Computer Games and Simulations (2011). The report recommends moving beyond typical proof-of-concept studies into more exploratory and theoretically-based work to determine how best to integrate games into K-12 classrooms for learning , as well as how scaffolds from within the game and from outside the game (from peers and teachers) support the learning of applicable science. This study uses a mixed-methods, quasi-experimental design with an 8th grade class at an independent school in southern Connecticut to answer the following questions: 1. What is the nature of the supports for science content learning provided by the game, the peer, and the teacher, when the game is used in a classroom setting? 2. How do the learning gains in the peer support condition compare to the solo play condition, both qualitatively and quantitatively? The concept-integrated physics game SURGE (Scaffolding Understanding through Redesigning Games for Education) was selected for this study, as it was developed with an ear towards specific learning theories and prior work on student understandings of impulse, force, and vectors. Stimulated recall interviews and video observations served as the primary sources and major patterns emerged through the triangulation of data sources and qualitative analysis in the software QSR NVivo 9. The first pattern which emerged indicated that scaffolding from within the game and outside the game requires a pause in game action to be effective, unless that scaffolding is directly useful to the player in the moment of action. The second major pattern indicated that both amount and type of prior gaming experience has somewhat complex effects on both the uses of supports and learning outcomes. In general, a high correlation was found between students who were more successful navigating supports from the game, the teacher, and the peer and higher gain scores from pre- to posttest. However, students with a lot of prior game experience that found the game to be easy without much assistance did not do as well from pre- to posttest as they did not need as much assistance from the game to do well and therefore missed out on important physics connections to impulse, force, and vectors. However, those students with little prior game experience did not find game scaffolds as useful and did not do as well from pre- to posttest without significant teacher and peer support to bolster or supplant the game's intended scaffolding. Implications for educators, educational game designers, and games in science education researchers are presented. It is argued that teachers must find ways to extract those scaffolds from the game which are easy to miss or require failure to activate so that all students, even those who find the game easy, are exposed to the intended learning in the game. Ideally, game designers are encouraged to find new ways to present scaffolds such that players of any ability can benefit from the connections from the game to physics.
Distributed medical image analysis and diagnosis through crowd-sourced games: a malaria case study.
Mavandadi, Sam; Dimitrov, Stoyan; Feng, Steve; Yu, Frank; Sikora, Uzair; Yaglidere, Oguzhan; Padmanabhan, Swati; Nielsen, Karin; Ozcan, Aydogan
2012-01-01
In this work we investigate whether the innate visual recognition and learning capabilities of untrained humans can be used in conducting reliable microscopic analysis of biomedical samples toward diagnosis. For this purpose, we designed entertaining digital games that are interfaced with artificial learning and processing back-ends to demonstrate that in the case of binary medical diagnostics decisions (e.g., infected vs. uninfected), with the use of crowd-sourced games it is possible to approach the accuracy of medical experts in making such diagnoses. Specifically, using non-expert gamers we report diagnosis of malaria infected red blood cells with an accuracy that is within 1.25% of the diagnostics decisions made by a trained medical professional.
Game-Based Virtual Worlds as Decentralized Virtual Activity Systems
NASA Astrophysics Data System (ADS)
Scacchi, Walt
There is widespread interest in the development and use of decentralized systems and virtual world environments as possible new places for engaging in collaborative work activities. Similarly, there is widespread interest in stimulating new technological innovations that enable people to come together through social networking, file/media sharing, and networked multi-player computer game play. A decentralized virtual activity system (DVAS) is a networked computer supported work/play system whose elements and social activities can be both virtual and decentralized (Scacchi et al. 2008b). Massively multi-player online games (MMOGs) such as World of Warcraft and online virtual worlds such as Second Life are each popular examples of a DVAS. Furthermore, these systems are beginning to be used for research, deve-lopment, and education activities in different science, technology, and engineering domains (Bainbridge 2007, Bohannon et al. 2009; Rieber 2005; Scacchi and Adams 2007; Shaffer 2006), which are also of interest here. This chapter explores two case studies of DVASs developed at the University of California at Irvine that employ game-based virtual worlds to support collaborative work/play activities in different settings. The settings include those that model and simulate practical or imaginative physical worlds in different domains of science, technology, or engineering through alternative virtual worlds where players/workers engage in different kinds of quests or quest-like workflows (Jakobsson 2006).
Why Darwin would have loved evolutionary game theory
2016-01-01
Humans have marvelled at the fit of form and function, the way organisms' traits seem remarkably suited to their lifestyles and ecologies. While natural selection provides the scientific basis for the fit of form and function, Darwin found certain adaptations vexing or particularly intriguing: sex ratios, sexual selection and altruism. The logic behind these adaptations resides in frequency-dependent selection where the value of a given heritable phenotype (i.e. strategy) to an individual depends upon the strategies of others. Game theory is a branch of mathematics that is uniquely suited to solving such puzzles. While game theoretic thinking enters into Darwin's arguments and those of evolutionists through much of the twentieth century, the tools of evolutionary game theory were not available to Darwin or most evolutionists until the 1970s, and its full scope has only unfolded in the last three decades. As a consequence, game theory is applied and appreciated rather spottily. Game theory not only applies to matrix games and social games, it also applies to speciation, macroevolution and perhaps even to cancer. I assert that life and natural selection are a game, and that game theory is the appropriate logic for framing and understanding adaptations. Its scope can include behaviours within species, state-dependent strategies (such as male, female and so much more), speciation and coevolution, and expands beyond microevolution to macroevolution. Game theory clarifies aspects of ecological and evolutionary stability in ways useful to understanding eco-evolutionary dynamics, niche construction and ecosystem engineering. In short, I would like to think that Darwin would have found game theory uniquely useful for his theory of natural selection. Let us see why this is so. PMID:27605503
Why Darwin would have loved evolutionary game theory.
Brown, Joel S
2016-09-14
Humans have marvelled at the fit of form and function, the way organisms' traits seem remarkably suited to their lifestyles and ecologies. While natural selection provides the scientific basis for the fit of form and function, Darwin found certain adaptations vexing or particularly intriguing: sex ratios, sexual selection and altruism. The logic behind these adaptations resides in frequency-dependent selection where the value of a given heritable phenotype (i.e. strategy) to an individual depends upon the strategies of others. Game theory is a branch of mathematics that is uniquely suited to solving such puzzles. While game theoretic thinking enters into Darwin's arguments and those of evolutionists through much of the twentieth century, the tools of evolutionary game theory were not available to Darwin or most evolutionists until the 1970s, and its full scope has only unfolded in the last three decades. As a consequence, game theory is applied and appreciated rather spottily. Game theory not only applies to matrix games and social games, it also applies to speciation, macroevolution and perhaps even to cancer. I assert that life and natural selection are a game, and that game theory is the appropriate logic for framing and understanding adaptations. Its scope can include behaviours within species, state-dependent strategies (such as male, female and so much more), speciation and coevolution, and expands beyond microevolution to macroevolution. Game theory clarifies aspects of ecological and evolutionary stability in ways useful to understanding eco-evolutionary dynamics, niche construction and ecosystem engineering. In short, I would like to think that Darwin would have found game theory uniquely useful for his theory of natural selection. Let us see why this is so. © 2016 The Author(s).
D.E.E.P. Learning: Promoting Informal STEM Learning through Ocean Research Simulation Games
NASA Astrophysics Data System (ADS)
Simms, E.; Rohrlick, D.; Layman, C.; Peach, C. L.; Orcutt, J. A.; Keen, C. S.; Matthews, J.; Nsf Ooi-Ci Education; Public Engagement Team
2010-12-01
It is generally recognized that interactive digital games have the potential to promote the development of valuable learning and life skills, including data processing, decision-making, critical thinking, planning, communication and collaboration (Kirriemuir and MacFarlane, 2006). But the research and development of educational games, and the study of the educational value of interactive games in general, have lagged far behind the same efforts for games created for the purpose of entertainment. Our group is attempting to capitalize on the facts that games are now played in 67% of American households (ESA, 2010), and across a broad range of ages, by developing effective and engaging simulation games that promote Science, Technology, Engineering and Mathematics (STEM) literacy in informal science education institutions (ISEIs; e.g., aquariums, museums, science centers). In particular, we are developing games based on the popular Microsoft Xbox360 gaming platform and the free Microsoft XNA game development kit, which engage ISEI visitors in the exploration and understanding of the deep-sea environment. Known as Deep-sea Extreme Environment Pilot (D.E.E.P.), the games place players in the role of piloting a remotely-operated vehicle (ROV) to complete science-based objectives associated with the exploration of ocean observing systems and hydrothermal vent environments. In addition to creating a unique educational product, our efforts are intended to identify 1) the key elements of a successful STEM-based simulation game experience in an informal science education institution, and 2) which aspects of game design (e.g., challenge, curiosity, fantasy, personal recognition) are most effective at maximizing both learning and enjoyment. We will share our progress to date, including formative assessment results from testing the game prototypes at Birch Aquarium at Scripps, and discuss the potential benefits and challenges to interactive gaming as a tool to support STEM literacy.
Relationships between electronic game play, obesity, and psychosocial functioning in young men.
Wack, Elizabeth; Tantleff-Dunn, Stacey
2009-04-01
Most estimates suggest that American youth are spending a large amount of time playing video and computer games, spurring researchers to examine the impact this media has on various aspects of health and psychosocial functioning. The current study investigated relationships between frequency of electronic game play and obesity, the social/emotional context of electronic game play, and academic performance among 219 college-aged males. Current game players reported a weekly average of 9.73 hours of game play, with almost 10% of current players reporting an average of 35 hours of play per week. Results indicated that frequency of play was not significantly related to body mass index or grade point average. However, there was a significant positive correlation between frequency of play and self-reported frequency of playing when bored, lonely, or stressed. As opposed to the general conception of electronic gaming as detrimental to functioning, the results suggest that gaming among college-aged men may provide a healthy source of socialization, relaxation, and coping.
McAvoy, Alex; Hauert, Christoph
2015-01-01
Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner’s Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games. PMID:26308326
NASA Astrophysics Data System (ADS)
Nguyen, Tien M.; Guillen, Andy T.
2017-05-01
This paper describes cooperative and non-cooperative static Bayesian game models with complete and incomplete information for the development of optimum acquisition strategies associated with the Program and Technical Baseline (PTB) solutions obtained from Part 1 of this paper [1]. The optimum acquisition strategies discussed focus on achieving "Affordability" by incorporating contractors' bidding strategies into the government acquisition strategies for acquiring future space systems. The paper discusses System Engineering (SE) frameworks, analytical and simulation approaches and modeling for developing the optimum acquisition strategies from both the government and contractor perspectives for Firm Fixed Price (FFP) and Fixed Price Incentive Firm (FPIF) contract types.
Variations and sources of ambient formaldehyde for the 2008 Beijing Olympic games
NASA Astrophysics Data System (ADS)
Li, Yang; Shao, Min; Lu, Sihua; Chang, Chih-Chung; Dasgupta, Purnendu K.
2010-07-01
As the host city of the 2008 Olympic games, Beijing implemented a series of air pollution control measures before and during the Olympic games. Ambient formaldehyde (HCHO) concentrations were measured using a fluorometric instrument based on a diffusion scrubber and the Hantzsch reaction; hydrocarbons were simultaneously measured using gas chromatography-mass spectrometry (GC-MS). Meteorological parameters, CO, O 3, and NO 2 concentrations were measured by standard commercial instrumentation. In four separate periods: (a) before the vehicle plate number control (3-19 July); (b) during the Olympic Games (8-24 August); (c) during the Paralympic Games (6-17 September) and (d) after the vehicle control was ceased (21-28 September), the average HCHO mixing ratios were 7.31 ± 2.67 ppbv, 5.54 ± 2.41 ppbv, 8.72 ± 2.48 ppbv, and 6.42 ± 2.79 ppbv, while the total non-methane hydrocarbons (NMHCs) measured were 30.41 ± 18.08 ppbv, 18.12 ± 9.38 ppbv, 30.50 ± 13.37 ppbv, and 33.33 ± 15.85 ppbv, respectively. Both HCHO and NMHC levels were the lowest during the Olympic games, and increased again during the Paralympic games even with the same vehicle control measures operative. Similar diurnal HCHO and O 3 patterns indicated that photo-oxidation of NMHCs may be the major source of HCHO. The diurnal profile of total NMHCs was very similar to that of NO 2 and CO: morning and evening peaks appeared in rush hours, indicating even after strict vehicle control, automobile emission may still be the dominant source of the HCHO precursors. The contributions of HCHO, alkanes, alkenes, and aromatics to OH loss rates were also calculated. HCHO contributed 22 ± 3% to the total VOCs and 24 ± 1% to the total OH loss rate. HCHO was not only important in term of abundance, but also important in chemical reactivity in the air.
ERIC Educational Resources Information Center
CEMREL, Inc., St. Louis, MO.
This material describes two games, Minicomputer Tug-of-War and Minicomputer Golf. The Papy Minicomputer derives its name from George Papy, who invented and introduced it in the 1950's. The Minicomputer is seen as an abacus with the flavor of a computer in its schematic representation of numbers. Its manner of representation combines decimal…
Crowdsourced Formal Verification: A Business Case Analysis Toward a Human-Centered Business Model
2015-06-01
literacycampaignmc.org/wp-content/uploads/2011/11/ Compressed-State-of-Literacy-MC1.pdf Ryan , R. M., & Deci , E. L. (2000). Self - determination theory and the...crowd- sourced formal verification games provide intrinsic motivation. Ryan and Deci (2000) sum- marized three needs that drive the intrinsic motivation...competence, relatedness, and au- tonomy. Therefore, such games have to embrace the self - determination of the customers. Games, per se, can satisfy
Defense Acquisition Research Journal. Volume 21, Number 1, Issue 68
2014-01-01
Harrison’s game theory model of competition examines the bidding behavior of two equal competitors, but it does not address character- istics that...analysis examines a series of outcomes in both competitive and sole-source acquisition programs, using a statistical model that builds on a game theory ...model- ing, within a game theory framework developed by Todd Harrison, to show that the DoD may actually incur increased costs from competi- tion
Schleicher, Nina; Norra, Stefan; Chen, Yizhen; Chai, Fahe; Wang, Shulan
2012-06-15
Atmospheric particles were studied before, during, and after the period of the Olympic Summer Games in Beijing, China, in August 2008 in order to investigate the efficiency of the mitigation measures implemented by the Chinese Government. Total suspended particles (TSP) and fine particles (PM(2.5) and PM(1)) were collected continuously from October 2007 to February 2009 and were analyzed in detail with regard to mass and element concentrations, water-soluble ions, and black carbon (BC). Mass as well as element concentrations during the Olympic air quality control period were lower than the respective concentrations during the time directly before and after the Olympic Games. The results showed that the applied aerosol source control measures, such as shutting down industries and reducing traffic, had a huge impact on the reduction of aerosol pollution in Beijing. However, the meteorological conditions, especially rainfall, certainly also contributed to the successful reduction of particulate air pollution. Coarse particles were reduced more efficiently than finer particles, which indicates that long-range transport of atmospheric particles is difficult to control and that presumably the established mitigation area was not large enough. The study further showed that elements from predominantly anthropogenic sources, such as S, Cu, As, Cd, and Pb, as well as BC, were reduced more efficiently during the Olympic Games than elements for which geogenic sources are more significant, such as Al, Fe, Rb or Sr. Furthermore, the mentioned anthropogenic element concentrations were reduced more in the finer PM(2.5) samples whereas geogenic ones were reduced stronger in TSP samples including the coarser fraction. Consequently, it can be assumed that the mitigation measures, as intended, were successful in reducing more toxic and health-relevant particles from anthropogenic sources. Firework displays, especially at the Opening Ceremony, could be identified as a special short-time source for atmospheric particles during the Olympic Games. Copyright © 2012 Elsevier B.V. All rights reserved.
Content and ratings of teen-rated video games.
Haninger, Kevin; Thompson, Kimberly M
2004-02-18
Children's exposure to violence, blood, sexual themes, profanity, substances, and gambling in the media remains a source of public health concern. However, content in video games played by older children and adolescents has not been quantified or compared with the rating information provided to consumers by the Entertainment Software Rating Board (ESRB). To quantify and characterize the content in video games rated T (for "Teen") and to measure the agreement between the content observed in game play and the ESRB-assigned content descriptors displayed on the game box. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of ESRB-assigned content descriptors. We randomly sampled 80 video game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, quantitatively assessed the content, and compared the content we observed with the content descriptors assigned by the ESRB. Depictions of violence, blood, sexual themes, gambling, and alcohol, tobacco, or other drugs; whether injuring or killing characters is rewarded or is required to advance in the game; characterization of gender associated with sexual themes; and use of profanity in dialogue, lyrics, or gestures. Analysis of all content descriptors assigned to the 396 T-rated video game titles showed 373 (94%) received content descriptors for violence, 102 (26%) for blood, 60 (15%) for sexual themes, 57 (14%) for profanity, 26 (7%) for comic mischief, 6 (2%) for substances, and none for gambling. In the random sample of 81 games we played, we found that 79 (98%) involved intentional violence for an average of 36% of game play, 73 (90%) rewarded or required the player to injure characters, 56 (69%) rewarded or required the player to kill, 34 (42%) depicted blood, 22 (27%) depicted sexual themes, 22 (27%) contained profanity, 12 (15%) depicted substances, and 1 (1%) involved gambling. Our observations of 81 games match the ESRB content descriptors for violence in 77 games (95%), for blood in 22 (27%), for sexual themes in 16 (20%), for profanity in 14 (17%), and for substances in 1 (1%). Games were significantly more likely to depict females partially nude or engaged in sexual behaviors than males. Overall, we identified 51 observations of content that could warrant a content descriptor in 39 games (48%) in which the ESRB had not assigned a content descriptor. We found that the ESRB assigned 7 content descriptors for 7 games (9%) in which we did not observe the content indicated within 1 hour of game play. Content analysis suggests a significant amount of content in T-rated video games that might surprise adolescent players and their parents given the presence of this content in games without ESRB content descriptors. Physicians and parents should be aware that popular T-rated video games may be a source of exposure to a wide range of unexpected content.
Using Alice 2.0 to Design Games for People with Stroke.
Proffitt, Rachel; Kelleher, Caitlin; Baum, M Carolyn; Engsberg, Jack
2012-08-01
Computer and videogames are gaining in popularity as rehabilitation tools. Unfortunately, most systems still require extensive programming/engineering knowledge to create, something that therapists, as novice programmers, do not possess. There is software designed to allow novice programmers to create storyboard and games through simple drag-and-drop formats; however, the applications for therapeutic game development have not been studied. The purpose of this study was to have an occupational therapy (OT) student with no prior computer programming experience learn how to create computer games for persons with stroke using Alice 2.0, a drag-and-drop editor, designed by Carnegie Mellon University (Pittsburgh, PA). The OT student learned how to use Alice 2.0 through a textbook, tutorials, and assistance from computer science students. She kept a journal of her process, detailing her successes and challenges. The OT student created three games for people with stroke using Alice 2.0. She found that although there were many supports in Alice for creating stories, it lacked critical pieces necessary for game design. Her recommendations for a future programming environment for therapists were that it (1) be efficient, (2) include basic game design pieces so therapists do not have to create them, (3) provide technical support, and (4) be simple. With the incorporation of these recommendations, a future programming environment for therapists will be an effective tool for therapeutic game development.
Storm-rhine -simulation Tool For River Management
NASA Astrophysics Data System (ADS)
Heun, J. C.; Schotanus, T. D.; de Groen, M. M.; Werner, M.
The Simulation Tool for River Management (STORM), based on the River Rhine case, aims to provide insight into river and floodplain management, by (1) raising aware- ness of river functions, (2) exploring alternative strategies, (3) showing the links be- tween natural processes, spatial planning, engineering interventions, river functions and stakeholder interests, (4) facilitating the debate between different policy makers and stakeholders from across the basin and (5) enhancing co-operation and mutual un- derstanding. The simulation game is built around the new concepts of SRoom for the & cedil;RiverT, Flood Retention Areas, Resurrection of former River Channels and SLiving & cedil;with the FloodsT. The Game focuses on the Lower and Middle Rhine from the Dutch Delta to Maxau in Germany. Influences from outside the area are included as scenarios for boundary conditions. The heart of the tool is the hydraulic module, which calcu- lates representative high- and low water-levels for different hydrological scenarios and influenced by river engineering measures and physical planning in the floodplains. The water levels are translated in flood risks, navigation potential, nature development and land use opportunities in the floodplain. Players of the Game represent the institutions: National, Regional, Municipal Government and Interest Organisations, with interests in flood protection, navigation, agriculture, urban expansion, mining and nature. Play- ers take typical river and floodplain engineering, physical planning and administrative measures to pursue their interests in specific river functions. The players are linked by institutional arrangements and budgetary constraints. The game particularly aims at middle and higher level staff of local and regional government, water boards and members of interest groups from across the basin, who deal with particular stretches or functions of the river but who need (1) to be better aware of the integrated whole, (2) to understand the interests and considerations of others and (3) to experience the mu- tual benefits of co-operation. There is potential for using the game as one of the tools in support of interactive formulation of policy and participatory decision-making in actual plans.
HapHop-Physio: a computer game to support cognitive therapies in children.
Rico-Olarte, Carolina; López, Diego M; Narváez, Santiago; Farinango, Charic D; Pharow, Peter S
2017-01-01
Care and support of children with physical or mental disabilities are accompanied with serious concerns for parents, families, healthcare institutions, schools, and their communities. Recent studies and technological innovations have demonstrated the feasibility of providing therapy and rehabilitation services to children supported by computer games. The aim of this paper is to present HapHop-Physio, an innovative computer game that combines exercise with fun and learning, developed to support cognitive therapies in children. Conventional software engineering methods such as the Scrum methodology, a functionality test and a related usability test, were part of the comprehensive methodology adapted to develop HapHop-Physio. The game supports visual and auditory attention therapies, as well as visual and auditory memory activities. The game was developed by a multidisciplinary team, which was based on the Hopscotch ® platform provided by Fraunhofer Institute for Digital Media Technology IDMT Institute in Germany, and designed in collaboration with a rehabilitation clinic in Colombia. HapHop-Physio was tested and evaluated to probe its functionality and user satisfaction. The results show the development of an easy-to-use and funny game by a multidisciplinary team using state-of-the-art videogame technologies and software methodologies. Children testing the game concluded that they would like to play again while undergoing rehabilitation therapies.
Development of an EMG-ACC-Based Upper Limb Rehabilitation Training System.
Ling Liu; Xiang Chen; Zhiyuan Lu; Shuai Cao; De Wu; Xu Zhang
2017-03-01
This paper focuses on the development of an upper limb rehabilitation training system designed for use by children with cerebral palsy (CP). It attempts to meet the requirements of in-home training by taking advantage of the combination of portable accelerometers (ACC) and surface electromyography (SEMG) sensors worn on the upper limb to capture functional movements. In the proposed system, the EMG-ACC acquisition device works essentially as wireless game controller, and three rehabilitation games were designed for improving upper limb motor function under a clinician's guidance. The games were developed on the Android platform based on a physical engine called Box2D. The results of a system performance test demonstrated that the developed games can respond to the upper limb actions within 210 ms. Positive questionnaire feedbacks from twenty CP subjects who participated in the game test verified both the feasibility and usability of the system. Results of a long-term game training conducted with three CP subjects demonstrated that CP patients could improve in their game performance through repetitive training, and persistent training was needed to improve and enhance the rehabilitation effect. According to our experimental results, the novel multi-feedback SEMG-ACC-based user interface improved the users' initiative and performance in rehabilitation training.
Video Games Exposure and Sexism in a Representative Sample of Adolescents.
Bègue, Laurent; Sarda, Elisa; Gentile, Douglas A; Bry, Clementine; Roché, Sebastian
2017-01-01
Research has indicated that many video games are saturated with stereotypes of women and that these contents may cultivate sexism. The purpose of this study was to assess the relationship between video game exposure and sexism for the first time in a large and representative sample. Our aim was also to measure the strength of this association when two other significant and well-studied sources of sexism, television exposure and religiosity, were also included in a multivariate model. A representative sample of 13520 French youth aged 11-19 years completed a survey measuring weekly video game and television exposure, religiosity, and sexist attitudes toward women. Controlling for gender and socioeconomic level, results showed that video game exposure and religiosity were both related to sexism. Implications of these results for future research on sexism in video games are discussed.
Visualizing planetary data by using 3D engines
NASA Astrophysics Data System (ADS)
Elgner, S.; Adeli, S.; Gwinner, K.; Preusker, F.; Kersten, E.; Matz, K.-D.; Roatsch, T.; Jaumann, R.; Oberst, J.
2017-09-01
We examined 3D gaming engines for their usefulness in visualizing large planetary image data sets. These tools allow us to include recent developments in the field of computer graphics in our scientific visualization systems and present data products interactively and in higher quality than before. We started to set up the first applications which will take use of virtual reality (VR) equipment.
ERIC Educational Resources Information Center
Costello, Gabriel J.
2017-01-01
The purpose of this work is to contribute to the debate on the best pedagogical approach to developing undergraduate mechanical engineering skills to meet the requirements of contemporary complex working environments. The paper provides an example of using student-entrepreneur collaboration in the teaching of modules to Mechanical Engineering…
ERIC Educational Resources Information Center
Pretelín-Ricárdez, Angel; Sacristán, Ana Isabel
2015-01-01
We present some results of an ongoing research project where university engineering students were asked to construct videogames involving the use of physical systems models. The objective is to help them identify and understand the elements and concepts involved in the modelling process. That is, we use game design as a constructionist approach…
1984-10-01
Investigations DET 816 (AFOSI) Volunteer Girl Scouts Boy Scouts, Elk River District U.S. Department of Agriculture Tennessee State Game & Fish Commission...FIGURE 34 oa LU a U. ww COOI w LU z 000 Z00 0 z 3-2. ES NGIEERIG-SCENC S° drain AEDC. Hunt and Huckleberry Creeks drain northward toward the Little ...Investigations DET 816 (AFOSI) Volunteer Girl Scouts Boy Scouts, Elk River District U.S. Department of Agricultrue Tennessee State Game & Fish Commission
Using virtual reality and game technology to assist command and control
NASA Astrophysics Data System (ADS)
Riead, Lorien H.; Straub, James; Mangino, Joseph
2017-04-01
Recent improvements in virtual reality hardware have brought this technology to the point where easily-obtained commercial equipment can conceivably provide an affordable and relatively unexplored alternative to the traditional monitor and keyboard view of the tactical space. In addition, commercially available game engines provide several advantages for tactical applications. Using these technologies, we have created a concept of a low-cost display that allows for real-time immersive planning and strategy, with suggestions for further exploration.
Taiwan-U.S. Relations: Recent Developments and Their Policy Implications
2008-10-27
August) and the Paralympic Games (September). For instance, while appearing more conciliatory in a reported letter to U.N. Secretary-General Ban Ki...official PRC sources had been using “Zhongguo Taipei” — or “Taipei, China,” leading up to the Olympic Games . A 1989 agreement stipulated that Taiwan be...MOFA unsurprised by PRC reaction to U.N. participation,” Taipei Times, August 28, 2008, p. 1. Taiwan during the 2008 Olympic Games .24 Taiwan’s
Li, Hui; Hsueh, Yeh; Wang, Fuxing; Bai, Xuejun; Liu, Tao; Zhou, Li
2017-01-01
Research shows that preschoolers are likely to anthropomorphize not only animals, but also inanimate toy after being exposed to books that personify these objects. Can such an effect also arise through young children’s use of touch-screen games? The present study is the first to examine whether playing a touch-screen personified train game affects young children’s anthropomorphism of real trains. Seventy-nine 4- and 6-year-old children were randomly assigned to play either a touch-screen game or a board game of Thomas the Tank Engine for 10 min. They completed the Individual Differences in Anthropomorphism Questionnaire–Child Form (IDAQ-CF) (two subscales: Technology/Inanimate Nature, Animate Nature) and an additional four items about the anthropomorphism of real trains, before (T1) and after (T2) the game. Overall results showed that children manifested a small but statistically significant increase in anthropomorphizing of real trains after their exposure to both games, claiming that real trains were like humans. Interestingly, 4-year-old children in the board game group tended to anthropomorphize real trains more than those in the touch-screen group, whereas the reverse was true for the 6-year-old children. The results suggest that touch-screen games may delay the decline of children’s anthropomorphism during the cognitive and socio-emotional transition that occurs in children aged 5–7. These findings have implications for future research on how touch-screen games increase children’s anthropomorphism of the real world, and more generally, for evaluation of the influence of the growing use of touch-screen games on young children’s learning. PMID:28179891
Everything I know about business I learned from monopoly.
Orbanes, Phil
2002-03-01
How do game designers approach their work? Perhaps in the same way that managers should. Here, the author, an expert in board-game design and the world's foremost authority on Monopoly, translates six tenets of game design into management principles. Three tenets focus on giving players the right level of structure. First, design simple and unambiguous rules: That also holds true in business; people engage most when responsibilities, objectives, and evaluation criteria are clear. Second, avoid frustrating the casual player. Just as not every game player aspires to be a grand master, not every employee wants to think like an executive. Third, establish a rhythm so that players know intuitively whether they are at the beginning, middle, or end of the game. Managers can also engineer such shifts of momentum and motivation for workers. Three more principles focus on providing entertainment. The most important is to tune into what's happening off the board. For many people, the real joy of a great game--or a great job--comes from the larger social experience surrounding it. Another key is to offer chances to come from behind. Even struggling employees want to believe, "The odds may be stacked against me, but just one great stroke and I'm right back in it." Finally, managers, like game designers, should provide outlets for latent talents. Games themselves can be useful in the workplace. For instance, an afternoon of game playing builds relationships and increases an organization's social capital. And simulation games can sharpen employees' business judgment. Managers may come to appreciate that games succeed depending on how well designed they are--and that many design challenges have their equivalents in the art of management.
The effect of playing a science center-based mobile game: Affective outcomes and gender differences
NASA Astrophysics Data System (ADS)
Atwood-Blaine, Dana
Situated in a hands-on science center, The Great STEM Caper was a collaborative mobile game built on the ARIS platform that was designed to engage 5th-9th grade players in NGSS science and engineering practices while they interacted with various exhibits. Same gender partners sharing one iPad would search for QR codes placed at specific exhibits; scanning a code within the game would launch a challenge for that exhibit. The primary hypothesis was that in- game victories would be equivalent to "mastery experiences" as described by Bandura (1997) and would result in increased science self-efficacy. Gender differences in gameplay behaviors and perceptions were also studied. The study included two groups, one that played the game during their visit and one that explored the science center in the traditional way. The Motivation to Learn Science Questionnaire was administered to participants in both groups both before and after their visit to the science center. Participants wore head-mounted GoPro cameras to record their interactions within the physical and social environment. No differences in affective outcomes were found between the game and comparison groups or between boys and girls in the game group. The MLSQ was unable to measure any significant change in science self-efficacy, interest and enjoyment of science, or overall motivation to learn science in either group. However, girls outperformed boys on every measure of game achievement. Lazzaro's (2004) four types of fun were found to be a good fit for describing the gender differences in game perceptions and behaviors. Girls tended to enjoy hard fun and collaborative people fun while boys enjoyed easy fun and competitive people fun. While boys associated game achievement with enjoyment and victory, girls perceived their game achievement as difficult, rather than enjoyable or victorious.
Defending Against Advanced Persistent Threats Using Game-Theory.
Rass, Stefan; König, Sandra; Schauer, Stefan
2017-01-01
Advanced persistent threats (APT) combine a variety of different attack forms ranging from social engineering to technical exploits. The diversity and usual stealthiness of APT turns them into a central problem of contemporary practical system security, since information on attacks, the current system status or the attacker's incentives is often vague, uncertain and in many cases even unavailable. Game theory is a natural approach to model the conflict between the attacker and the defender, and this work investigates a generalized class of matrix games as a risk mitigation tool for an advanced persistent threat (APT) defense. Unlike standard game and decision theory, our model is tailored to capture and handle the full uncertainty that is immanent to APTs, such as disagreement among qualitative expert risk assessments, unknown adversarial incentives and uncertainty about the current system state (in terms of how deeply the attacker may have penetrated into the system's protective shells already). Practically, game-theoretic APT models can be derived straightforwardly from topological vulnerability analysis, together with risk assessments as they are done in common risk management standards like the ISO 31000 family. Theoretically, these models come with different properties than classical game theoretic models, whose technical solution presented in this work may be of independent interest.
Lessons from Fraxinus, a crowd-sourced citizen science game in genomics
Rallapalli, Ghanasyam; Saunders, Diane GO; Yoshida, Kentaro; Edwards, Anne; Lugo, Carlos A; Collin, Steve; Clavijo, Bernardo; Corpas, Manuel; Swarbreck, David; Clark, Matthew; Downie, J Allan; Kamoun, Sophien
2015-01-01
In 2013, in response to an epidemic of ash dieback disease in England the previous year, we launched a Facebook-based game called Fraxinus to enable non-scientists to contribute to genomics studies of the pathogen that causes the disease and the ash trees that are devastated by it. Over a period of 51 weeks players were able to match computational alignments of genetic sequences in 78% of cases, and to improve them in 15% of cases. We also found that most players were only transiently interested in the game, and that the majority of the work done was performed by a small group of dedicated players. Based on our experiences we have built a linear model for the length of time that contributors are likely to donate to a crowd-sourced citizen science project. This model could serve a guide for the design and implementation of future crowd-sourced citizen science initiatives. DOI: http://dx.doi.org/10.7554/eLife.07460.001 PMID:26219214
The Hazardous Drinking Games Measure (HDGM): a multi-site implementation.
Borsari, Brian; Peterson, Colleen; Zamboanga, Byron L; Correia, Christopher J; Olthuis, Janine V; Ham, Lindsay S; Grossbard, Joel
2014-09-01
Drinking game participation has been associated with increased frequency and quantity of alcohol use, as well as alcohol-related problems, in college students. To date, the assessment of drinking games typically entails the use of self-developed measures of frequency of participation and amount of alcohol consumed while playing. The Hazardous Drinking Games Measure (HDGM) is the first effort to create a comprehensive yet concise method of assessing drinking game participation. The HDGM assesses drinking during games, the specific types of drinking games played, and negative consequences experienced as a result of playing drinking games. Data from three samples of college students (n = 1002) who completed the HDGM and other self-report questionnaires of drinking behaviors were used for exploratory analyses. Exploratory analyses suggest that the HDGM adequately captures the nuances of drinking game participation in this population and demonstrates initial evidence of good content and criterion-related validity and test-retest reliability. However, the HDGM did not predict risky drinking above and beyond standard measures of drinks per week and alcohol-related problems in any samples. The HDGM may be useful for campus-wide assessment of drinking games and as a source of game-specific feedback when integrated into campus prevention and intervention efforts.
The Hazardous Drinking Games Measure (HDGM): A multi-site implementation
Borsari, Brian; Peterson, Colleen; Zamboanga, Byron L.; Correia, Christopher J.; Olthuis, Janine V.; Ham, Lindsay S.; Grossbard, Joel
2014-01-01
Background Drinking game participation has been associated with increased frequency and quantity of alcohol use, as well as alcohol-related problems, in college students. To date, the assessment of drinking games typically entails the use of self-developed measures of frequency of participation and amount of alcohol consumed while playing. Objectives The Hazardous Drinking Games Measure (HDGM) is the first effort to create a comprehensive yet concise method of assessing drinking game participation. The HDGM assesses drinking during games, the specific types of drinking games played, and negative consequences experienced as a result of playing drinking games. Method Data from three samples of college students (n = 1002) who completed the HDGM and other self-report questionnaires of drinking behaviors were used for exploratory analyses. Results Exploratory analyses suggest that the HDGM adequately captures the nuances of drinking game participation in this population and demonstrates initial evidence of good content and criterion-related validity and test-retest reliability. However, the HDGM did not predict risky drinking above and beyond standard measures of drinks per week and alcohol-related problems in any samples. Conclusion The HDGM may be useful for campus-wide assessment of drinking games and as a source of game-specific feedback when integrated into campus prevention and intervention efforts. PMID:25192208
Games That Teach Concepts Around the Nexus of Energy, Water, and Climate
NASA Astrophysics Data System (ADS)
Mayhew, M. A.; Hall, M.; Balaban, S.
2013-12-01
Three manifestations of the extreme amplification of the human population--exploding worldwide demand for energy, increasing exploitation of and competition for water resources, and alteration of the planet's climate--are tightly intertwined. All processes for generating energy require consumption of water, for some processes enormous quantities. It takes water to get energy. The inverse is also true: it takes energy to get water. It takes energy to move water from where it is stored to where it is needed. Burning fossil fuels for energy has increased greenhouse gasses in the atmosphere, resulting in increases in the average temperature of the Earth. But the response of the climate system is exceedingly complex. Changes in atmospheric circulation due to global warming are altering weather patterns and changing the distribution of water on the planet. Climate-related weather events alter availability of water and impact energy supply and demand. This is the nexus of energy, water, and climate. We have created two lively card games that convey the nexus concepts. They have been extensively play-tested with groups from middle school to adult; they have been found to be both educational and fun. A distinguished advisory committee, including representatives of the national labs, has insured the scientific accuracy of the games. In the first game, Thirst For Power, each player is the governor of a region; a GOAL card specifies the amount of General and Transportation energy needed for the region, achieved via ENERGY SOURCE cards. WATER cards are used as currency for obtaining energy sources. Each energy source has an associated 'environmental impact' penalty, meaning greenhouse gas emissions, but also other things like water and air pollution. ACTION cards (TECHNOLOGY, POLICY, AND CLIMATE) act much like 'Chance' cards in Monopoly to change the course of the game. The first player to achieve energy goals without exceeding an environmental impact limit for the region wins the game. The second game, Challenge and Persuade, is as simple as Thirst for Power is complex. It involves two card decks, the first containing a set of adjectives, the second having cards containing a series of facts, each in some way related to the inter-dependency of energy, water, and climate. Players take turns being the 'Judge,' who calls out the adjective on a drawn card. Other players must make up an argument based on information in three drawn 'fact' cards and using the adjective. The player with the best argument as determined by the Judge wins the round. The first player to win three rounds wins the game. This game can become quite riotous. Teenage players have called the nexus games 'informative, intellectual, and fun.' The games can be played in a variety of settings, from play at home on family game night to use in the classroom as an adjunct to an Earth and Environmental Science, Geography, or Government course. The games are being commercially distributed. For further information about them go to http://www.isenm.org/games.
Are active video games useful to combat obesity?
USDA-ARS?s Scientific Manuscript database
There has been a lot of interest in active video games (AVGs), sometimes called exergames, as a source of physical activity (PA). AVGs were originally designed and sold as an entertainment medium with the objective of making a profit. Members of the public health and kinesiology communities saw the ...
Beauty and the Sources of Discrimination
ERIC Educational Resources Information Center
Belot, Michele; Bhaskar, V.; van de Ven, Jeroen
2012-01-01
We analyze discrimination against less attractive people on a TV game show with high stakes. The game has a rich structure that allows us to disentangle the relationship between attractiveness and the determinants of a player's earnings. Unattractive players perform no worse than attractive ones, and are equally cooperative in the prisoner's…
Understanding behavioural intention to play online game: The case of VocBlast
NASA Astrophysics Data System (ADS)
Ali, Z.
2018-04-01
Research has shown that mobile learning enables its users to learn at any time and place. The current study investigates the use of VocBlast; an app that integrates technical and engineering vocabulary, in terms of understanding the behavioural intention of its players. The study employs 129 engineering and technical students from Universiti Malaysia Pahang (UMP). Online survey was used to collect their opinions; in particular male and female students’ opinions on the use of the app in the future. The results of the study indicated that there was no significant difference pertaining to their behavioural intention using VocBlast in the course of time. The study implies that more time needs to be given to the students in playing VocBlast as it is believed that playing the game repetitively would promote positive perceptions among its players.
Calculating Solar Energy Potential of Buildings and Visualization Within Unity 3d Game Engine
NASA Astrophysics Data System (ADS)
Buyuksalih, G.; Bayburt, S.; Baskaraca, A. P.; Karim, H.; Rahman, A. Abdul
2017-10-01
Solar energy modelling is increasingly popular, important, and economic significant in solving energy crisis for big cities. It is a clean and renewable resource of energy that can be utilized to accommodate individual or group of buildings electrical power as well as for indoor heating. Implementing photovoltaic system (PV) in urban areas is one of the best options to solve power crisis over expansion of urban and the growth of population. However, as the spaces for solar panel installation in cities are getting limited nowadays, the available strategic options are only at the rooftop and façade of the building. Thus, accurate information and selecting building with the highest potential solar energy amount collected is essential in energy planning, environmental conservation, and sustainable development of the city. Estimating the solar energy/radiation from rooftop and facade are indeed having a limitation - the shadows from other neighbouring buildings. The implementation of this solar estimation project for Istanbul uses CityGML LoD2-LoD3. The model and analyses were carried out using Unity 3D Game engine with development of several customized tools and functionalities. The results show the estimation of potential solar energy received for the whole area per day, week, month and year thus decision for installing the solar panel could be made. We strongly believe the Unity game engine platform could be utilized for near future 3D mapping visualization purposes.
NASA Astrophysics Data System (ADS)
Gaab, Hans
The first astronomical card game was issued in Nuremberg in 1656. Its author was the lawyer, writer and literary theoretican Georg Philipp Harsdouml;rffer (1607-1658), who is primarily remembered as the inventor of the “Nuremberg funnel”. It is possible that a second card game was issued in the same year, but the sources are ambiguous. After some preliminaries on the history of card games, Harsdörffer's pack of cards is presented. In addition, general remarks about the history of sky maps are given.
NASA Astrophysics Data System (ADS)
Ewald, Mary Lou
2002-10-01
As a land-grant institution, Auburn University is committed to serving the citizens of Alabama through extension services and outreach programs. In following this outreach focus, the College of Sciences and Mathematics (COSAM) at AU has dedicated considerable resources to science and math related K-12 outreach programs, including two of our newest student-aimed programs: Youth Experiences in Science (YES) and Alabama BEST. Youth Experiences in Science (YES) is a Saturday enrichment program for middle school students. It includes a Fall and Spring Saturday component and a Summer camp experience. Activities include: LEGO's with Computers; Blood, Diseases & Forensics; Geometry of Models & Games; GPS Mapping; Polymer Chemistry; Electronics; and Genetics. Last year (2001-02), over 400 students attended a YES program on our campus. Alabama BEST (Boosting Engineering, Science & Technology) is a middle and high school robotics competition co-sponsored by COSAM and the College of Engineering at AU. Teams of students design and build robots and compete in a game format, with a new game theme introduced each year. This year, sixty teams from across Alabama and Georgia will have six weeks to design, build and perfect their robots before competition on October 18 and 19.
Video Games Exposure and Sexism in a Representative Sample of Adolescents
Bègue, Laurent; Sarda, Elisa; Gentile, Douglas A.; Bry, Clementine; Roché, Sebastian
2017-01-01
Research has indicated that many video games are saturated with stereotypes of women and that these contents may cultivate sexism. The purpose of this study was to assess the relationship between video game exposure and sexism for the first time in a large and representative sample. Our aim was also to measure the strength of this association when two other significant and well-studied sources of sexism, television exposure and religiosity, were also included in a multivariate model. A representative sample of 13520 French youth aged 11–19 years completed a survey measuring weekly video game and television exposure, religiosity, and sexist attitudes toward women. Controlling for gender and socioeconomic level, results showed that video game exposure and religiosity were both related to sexism. Implications of these results for future research on sexism in video games are discussed. PMID:28408891
Ferguson, Christopher J; Olson, Cheryl K
2014-01-01
The issue of children's exposure to violent video games has been a source of considerable debate for several decades. Questions persist whether children with pre-existing mental health problems may be influenced adversely by exposure to violent games, even if other children are not. We explored this issue with 377 children (62 % female, mixed ethnicity, mean age = 12.93) displaying clinically elevated attention deficit or depressive symptoms on the Pediatric Symptom Checklist. Results from our study found no evidence for increased bullying or delinquent behaviors among youth with clinically elevated mental health symptoms who also played violent video games. Our results did not support the hypothesis that children with elevated mental health symptoms constitute a "vulnerable" population for video game violence effects. Implications and suggestions for further research are provided.
LRN, ERN:, & BERN @ Wireless Integrating the Sciences (WITS) Theatre
NASA Technical Reports Server (NTRS)
Hilliard, L.; Campbell, B.; Foody, M.; Klitsner, D.
2010-01-01
In order to develop a call to action for a learning tool that would work to best teach Science Technology Engineering and Math (STEM), the NASA Goddard team will partner with the inventor of Bop It!, an interactive game of verbs and following instructions; and Global Imagination, the developers of Magic Planet. In this paper Decision-making Orbital Health! (DOH!) will be described as a game derived from the basic functions necessary for Bop lt!, a familiar game. that will ask the educational audience to respond to changing commands to Bop It!, Twist It!, and Squeeze It! The success of the new version of the game, will be that the Earth will be making these commands from Dynamic Planet, and the crowd assembled can play wirelessly. Wireless Integrating The Sciences (WITS) Theatre : A balanced approach will describe how the communities local to Goddard and perhaps San Francisco will develop curriculum that helps kids teach kids with an engaging game and a STEM message. The performing arts will be employed to make it entertaining and appropriate to the size of the gathering, and the students educational level.
The eco-origins, actions and demonstration roles of Beijing Green Olympic Game.
Wang, R S
2001-10-01
The 29th Olympic Game will be held in Beijing in 2008. It will be a green game to promote sustainable development of men, cities and regions through ecological development advocating "man and nature be in one". "Eco" here means a process, a driving force, an action, a culture and a kind of vitality leading to sustainable development. It is a mechanism embodying the Olympic spirit of competition, cooperation and self-reliance. The paper explained the ecological significance, connotation and objectives of Beijing Green Olympic Game. Ten major ecological heritages of Beijing have been investigated including ecologically sound landscape, culture, transportation, physical exercise, health care, sanitation, food, family relationship, agriculture, and human ecological totality. To preserve or restore the above mentioned old tradition, a green Olympic action plan has been made out in Beijing initiated by NGOs, supported by entrepreneurs and coordinated by government agencies. Four kinds of eco-engineering have been planned for blue sky, clean water, green land and eco-city development. The demonstration role of Beijing Green Olympic Game to developing regions and countries is also discussed.
Taiwan-U.S. Relations: Recent Developments and Their Policy Implications
2008-09-25
there is now in the year China is hosting the 2008 Summer Olympics (August) and the Paralympic Games (September). For instance, while appearing more...World War II. 22 Reportedly official PRC sources had been using “Zhongguo Taipei” — or “Taipei, China,” leading up to the Olympic Games . A 1989...to Taiwan during the 2008 Olympic Games .22 Taiwan’s Ministry of National Defense also has said that acquiring submarines — a move directed at the PRC
Taiwan-U.S. Relations: Recent Developments and Their Policy Implications
2009-01-07
August) and the Paralympic Games (September). For instance, while appearing more conciliatory in a reported letter to U.N. Secretary-General Ban Ki...about the name that the PRC would use to refer to Taiwan during the 2008 Olympic Games .24 Taiwan’s Ministry of National Defense also has said that...17, 2008. 24 Reportedly official PRC sources had been using “Zhongguo Taipei”—or “Taipei, China,” leading up to the Olympic Games . A 1989 agreement
ERIC Educational Resources Information Center
Gasbarra, Paul; Johnson, Jean
2008-01-01
Hispanics are one of the largest and fastest-growing minority groups in the United States. Projections indicate a need for an increase of 20% of practicing engineers by 2010. Despite the growing number of STEM (Science, Technology, Engineering and Math) careers in the American economy, education statistics suggest that too few Hispanic students…
ERIC Educational Resources Information Center
Hainey, Thomas; Connolly, Thomas M.; Stansfield, Mark; Boyle, Elizabeth A.
2011-01-01
A highly important part of software engineering education is requirements collection and analysis which is one of the initial stages of the Database Application Lifecycle and arguably the most important stage of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall…
Integrated Migratory Bird Planning in a Corps of Engineers' Irrigation Project, Bayou Meto, Arkansas
Allan J. Mueller; Hayley M. Dikeman; Thomas L. Edwards; Robert S. Holbrook; Karen L. Rowe
2005-01-01
The Bayou Meto Agricultural Irrigation Project, in the Mississippi Alluvial Valley, is currently being studied by the U.S. Army Corps of Engineers in eastern Arkansas. As part of the planning process the Arkansas Field Office of the U.S. Fish and Wildlife Service and the Arkansas Game and Fish Commission wrote a migratory bird management plan for the Bayou Meto...
2014-03-14
CAPE CANAVERAL, Fla. – Two young visitors get an up-close look at an engineering model of Robonaut 2, complete with a set of legs, during the Robot Rocket Rally. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett
Online video game therapy for mental health concerns: a review.
Wilkinson, Nathan; Ang, Rebecca P; Goh, Dion H
2008-07-01
There has been research on the use of offline video games for therapeutic purposes but online video game therapy is still fairly under-researched. Online therapeutic interventions have only recently included a gaming component. Hence, this review represents a timely first step toward taking advantage of these recent technological and cultural innovations, particularly for the treatment of special-needs groups such as the young, the elderly and people with various conditions such as ADHD, anxiety and autism spectrum disorders. A review integrating research findings on two technological advances was conducted: the home computer boom of the 1980s, which triggered a flood of research on therapeutic video games for the treatment of various mental health conditions; and the rise of the internet in the 1990s, which caused computers to be seen as conduits for therapeutic interaction rather than replacements for the therapist. We discuss how video games and the internet can now be combined in therapeutic interventions, as attested by a consideration of pioneering studies. Future research into online video game therapy for mental health concerns might focus on two broad types of game: simple society games, which are accessible and enjoyable to players of all ages, and online worlds, which offer a unique opportunity for narrative content and immersive remote interaction with therapists and fellow patients. Both genres might be used for assessment and training purposes, and provide an unlimited platform for social interaction. The mental health community can benefit from more collaborative efforts between therapists and engineers, making such innovations a reality.
New Approaches to Exciting Exergame-Experiences for People with Motor Function Impairments.
Eckert, Martina; Gómez-Martinho, Ignacio; Meneses, Juan; Martínez, José-Fernán
2017-02-12
The work presented here suggests new ways to tackle exergames for physical rehabilitation and to improve the players' immersion and involvement. The primary (but not exclusive) purpose is to increase the motivation of children and adolescents with severe physical impairments, for doing their required exercises while playing. The proposed gaming environment is based on the Kinect sensor and the Blender Game Engine. A middleware has been implemented that efficiently transmits the data from the sensor to the game. Inside the game, different newly proposed mechanisms have been developed to distinguish pure exercise-gestures from other movements used to control the game (e.g., opening a menu). The main contribution is the amplification of weak movements, which allows the physically impaired to have similar gaming experiences as the average population. To test the feasibility of the proposed methods, four mini-games were implemented and tested by a group of 11 volunteers with different disabilities, most of them bound to a wheelchair. Their performance has also been compared to that of a healthy control group. Results are generally positive and motivating, although there is much to do to improve the functionalities. There is a major demand for applications that help to include disabled people in society and to improve their life conditions. This work will contribute towards providing them with more fun during exercise.
New Approaches to Exciting Exergame-Experiences for People with Motor Function Impairments
Eckert, Martina; Gómez-Martinho, Ignacio; Meneses, Juan; Martínez, José-Fernán
2017-01-01
The work presented here suggests new ways to tackle exergames for physical rehabilitation and to improve the players’ immersion and involvement. The primary (but not exclusive) purpose is to increase the motivation of children and adolescents with severe physical impairments, for doing their required exercises while playing. The proposed gaming environment is based on the Kinect sensor and the Blender Game Engine. A middleware has been implemented that efficiently transmits the data from the sensor to the game. Inside the game, different newly proposed mechanisms have been developed to distinguish pure exercise-gestures from other movements used to control the game (e.g., opening a menu). The main contribution is the amplification of weak movements, which allows the physically impaired to have similar gaming experiences as the average population. To test the feasibility of the proposed methods, four mini-games were implemented and tested by a group of 11 volunteers with different disabilities, most of them bound to a wheelchair. Their performance has also been compared to that of a healthy control group. Results are generally positive and motivating, although there is much to do to improve the functionalities. There is a major demand for applications that help to include disabled people in society and to improve their life conditions. This work will contribute towards providing them with more fun during exercise. PMID:28208682
HapHop-Physio: a computer game to support cognitive therapies in children
Rico-Olarte, Carolina; López, Diego M; Narváez, Santiago; Farinango, Charic D; Pharow, Peter S
2017-01-01
Background Care and support of children with physical or mental disabilities are accompanied with serious concerns for parents, families, healthcare institutions, schools, and their communities. Recent studies and technological innovations have demonstrated the feasibility of providing therapy and rehabilitation services to children supported by computer games. Objective The aim of this paper is to present HapHop-Physio, an innovative computer game that combines exercise with fun and learning, developed to support cognitive therapies in children. Methods Conventional software engineering methods such as the Scrum methodology, a functionality test and a related usability test, were part of the comprehensive methodology adapted to develop HapHop-Physio. Results The game supports visual and auditory attention therapies, as well as visual and auditory memory activities. The game was developed by a multidisciplinary team, which was based on the Hopscotch® platform provided by Fraunhofer Institute for Digital Media Technology IDMT Institute in Germany, and designed in collaboration with a rehabilitation clinic in Colombia. HapHop-Physio was tested and evaluated to probe its functionality and user satisfaction. Conclusion The results show the development of an easy-to-use and funny game by a multidisciplinary team using state-of-the-art videogame technologies and software methodologies. Children testing the game concluded that they would like to play again while undergoing rehabilitation therapies. PMID:28740440
Measurement method bias in games for health research
USDA-ARS?s Scientific Manuscript database
Studies of games for health often use self report measures which are subject to many known and unknown sources of error. When two self report measures are used in the same study, they tend to be moderately to highly correlated. This is not because there is a true moderate to high correlation, but be...
Studying Students' Attitudes on Using Examples of Game Source Code for Learning Programming
ERIC Educational Resources Information Center
Theodoraki, Aristea; Xinogalos, Stelios
2014-01-01
Games for learning are currently used in several disciplines for motivating students and enhancing their learning experience. This new approach of technology-enhanced learning has attracted researchers' and instructors' attention in the area of programming that is one of the most cognitively demanding fields in Computer Science. Several…
ERIC Educational Resources Information Center
Idaho Wheat Commission, Boise.
This pamphlet contains puzzles, games, and a recipe designed to teach elementary school pupils about wheat. It includes word games based on the U.S. Department of Agriculture Food Guide Pyramid and on foods made from wheat. The Food Guide Pyramid can be cut out of the pamphlet and assembled as a three-dimensional information source and food guide.…
Television Games Preschool Children Play: Patterns, Themes and Uses.
ERIC Educational Resources Information Center
James, Navita Cummings; McCain, Thomas A.
1982-01-01
Analysis of relationship of television content to preschool children's play based on observations at day care center reveals that television is source of content in play; television-facilitated games are not "new"; developmental differences exist in use of television content in play; use of television content in play has positive consequences.…
Hunting with lead: association between blood lead levels and wild game consumption.
Iqbal, Shahed; Blumenthal, Wendy; Kennedy, Chinaro; Yip, Fuyuen Y; Pickard, Stephen; Flanders, W Dana; Loringer, Kelly; Kruger, Kirby; Caldwell, Kathleen L; Jean Brown, Mary
2009-11-01
Wild game hunting is a popular activity in many regions of the United States. Recently, the presence of lead fragments in wild game meat, presumably from the bullets or shot used for hunting, has raised concerns about health risks from meat consumption. This study examined the association between blood lead levels (PbB) and wild game consumption. We recruited 742 participants, aged 2-92 years, from six North Dakota cities. Blood lead samples were collected from 736 persons. Information on socio-demographic background, housing, lead exposure source, and types of wild game consumption (i.e., venison, other game such as moose, birds) was also collected. Generalized estimating equations (GEE) were used to determine the association between PbB and wild game consumption. Most participants reported consuming wild game (80.8%) obtained from hunting (98.8%). The geometric mean PbB were 1.27 and 0.84 microg/dl among persons who did and did not consume wild game, respectively. After adjusting for potential confounders, persons who consumed wild game had 0.30 microg/dl (95% confidence interval: 0.16-0.44 microg/dl) higher PbB than persons who did not. For all game types, recent (<1 month) wild game consumption was associated with higher PbB. PbB was also higher among those who consumed a larger serving size (> or = 2 oz vs. <2 oz); however, this association was significant for 'other game' consumption only. Participants who consumed wild game had higher PbB than those who did not consume wild game. Careful review of butchering practices and monitoring of meat-packing processes may decrease lead exposure from wild game consumption.
Defending Against Advanced Persistent Threats Using Game-Theory
König, Sandra; Schauer, Stefan
2017-01-01
Advanced persistent threats (APT) combine a variety of different attack forms ranging from social engineering to technical exploits. The diversity and usual stealthiness of APT turns them into a central problem of contemporary practical system security, since information on attacks, the current system status or the attacker’s incentives is often vague, uncertain and in many cases even unavailable. Game theory is a natural approach to model the conflict between the attacker and the defender, and this work investigates a generalized class of matrix games as a risk mitigation tool for an advanced persistent threat (APT) defense. Unlike standard game and decision theory, our model is tailored to capture and handle the full uncertainty that is immanent to APTs, such as disagreement among qualitative expert risk assessments, unknown adversarial incentives and uncertainty about the current system state (in terms of how deeply the attacker may have penetrated into the system’s protective shells already). Practically, game-theoretic APT models can be derived straightforwardly from topological vulnerability analysis, together with risk assessments as they are done in common risk management standards like the ISO 31000 family. Theoretically, these models come with different properties than classical game theoretic models, whose technical solution presented in this work may be of independent interest. PMID:28045922
Teaching About The Nexus of Energy, Water and Climate Through Traditional Games
NASA Astrophysics Data System (ADS)
Hall, M. K.; Mayhew, M. A.; Kaminsky, A.
2011-12-01
Getting to a sustainable energy economy, while conserving water resources and mitigating climate change, will involve myriad choices. Thus, it is important that the American public have an improved science-based understanding to form a strong basis for decision-making and to understand the trade-offs. To address this need, we are developing compelling, resource management style games that convey the intimate inter-relationships among energy demand, water consumption, and climate change and the importance of these inter-relationships to society. We have developed a card game with the help of professional game developer and an advisory group consisting of high school students and scientists involved with different aspects of energy-climate-water research as well as experts from the energy utilities and regulatory sectors. We have developed the card game based on real world data on energy production and consumption, regional climate information, and knowledge of emerging technologies that would mitigate the demand for energy, consumption of water with energy production, or climate change. The game is being played within the setting of our Cafe Scientifique program, now in its fifth year of serving high school age teens. One of the important aspects of the game is to find the right balance of energy output for various sources, water use by these sources, and amount of "pollution" generated (CO2 impacting climate, but also other kinds, such a radioactive waste and ground water contamination). Each player acts as "governor" of a specific region of the country, and no region has an a priori advantage. At the same time, it is important that the energy-water-pollution values we use correspond as closely as possible to real-world values. Data gathered from a combination of focus groups, surveys, and observations strongly suggest that this game, grounded in real life problems, stimulates authentic, meaningful learning. There is also some evidence that if games, such as this, are played in an educational context (formal or informal), learning can be furthered when game playing is supported by related lecturers and discussions before or after. At the same time, people who participated in focus groups acknowledged that only a subset of the population would be willing to play such games by choice on their own time. This last point is probably due more to broader cultural perspectives on education and learning in the United States than anything intrinsic to the game. Although those indicating that they'd play the game on their own time were in the minority, most participants could see playing the game in class, emphasizing that the game made learning both more fun, more meaningful, and more durable.
Chamitoff plays chess in the Node 2 during Expedition 17
2008-07-19
ISS017-E-011577 (19 July 2008) --- NASA astronaut Greg Chamitoff, Expedition 17 flight engineer, ponders his next move as he plays a game of chess in the Harmony node of the International Space Station.
Jointly Optimal Design for MIMO Radar Frequency-Hopping Waveforms Using Game Theory
2016-04-01
Washington University in St . Louis St . Louis, MO, USA Using a colocated multiple input/multiple output (MIMO) radar system, we consider the problem of...Authors’ address: Preston M. Green Department of Electrical and Systems Engineering, Washington University in St . Louis, St . Louis, MO, 63130...engineering from Washington University in St . Louis, under the guidance of Dr. Arye Nehorai, in 2012 and 2015, respectively. His research interests
Whittamore, Kathy; Britton, John; Leonardi-Bee, Jo
2016-01-01
Abstract To determine the extent to which video games include alcohol and tobacco content and assess the association between playing them and alcohol and smoking behaviors in adolescent players in Great Britain. Assessment of substance in the 32 UK bestselling video games of 2012/2013; online survey of adolescent playing of 17 games with substance content; and content analysis of the five most popular games. A total of 1,094 adolescents aged 11–17 years were included as participants. Reported presence of substance content in the 32 games; estimated numbers of adolescents who had played games; self-reported substance use; semiquantitative measures of substance content by interval coding of video game cut scenes. Nonofficial sources reported substance content in 17 (44 percent) games but none was reported by the official Pan European Game Information (PEGI) system. Adolescents who had played at least one game were significantly more likely ever to have tried smoking (adjusted odds ratio [OR] 2.70, 95 percent confidence interval [CI] 1.75–4.17) or consumed alcohol (adjusted OR 2.35, 95 percent CI 1.70–3.23). In the five most popular game episodes of alcohol actual use, implied use and paraphernalia occurred in 31 (14 percent), 81 (37 percent), and 41 (19 percent) intervals, respectively. Tobacco actual use, implied use, and paraphernalia occurred in 32 (15 percent), 27 (12 percent), and 53 (24 percent) intervals, respectively. Alcohol and tobacco content is common in the most popular video games but not reported by the official PEGI system. Content analysis identified substantial substance content in a sample of those games. Adolescents who play these video games are more likely to have experimented with tobacco and alcohol. PMID:27428030
Tobacco imagery in video games: ratings and gamer recall.
Forsyth, Susan R; Malone, Ruth E
2016-09-01
To assess whether tobacco content found in video games was appropriately labelled for tobacco-related content by the Entertainment and Software Ratings Board (ESRB). Sixty-five gamer participants (self-identified age range 13-50) were interviewed in-person (n=25) or online (n=40) and asked (A) to list favourite games and (B) to name games that they could recall containing tobacco content. The ESRB database was searched for all games mentioned to ascertain whether they had been assigned tobacco-related content descriptors. Games were independently assessed for tobacco content by examining user-created game wiki sites and watching YouTube videos of gameplay. Games with tobacco-related ESRB content descriptors and/or with tobacco imagery verified by researchers were considered to contain tobacco content. Games identified by participants as including tobacco but lacking verifiable tobacco content were treated as not containing tobacco content. Participants recalled playing 140 unique games, of which 118 were listed in the ESRB database. Participants explicitly recalled tobacco content in 31% (37/118) of the games, of which 94% (35/37) included independently verified tobacco content. Only 8% (9/118) of the games had received ESRB tobacco-related content descriptors, but researchers verified that 42% (50/118) contained such content; 42% (49/118) of games were rated 'M' for mature (content deemed appropriate for ages 17+). Of these, 76% (37/49) contained verified tobacco content; however, only 4% (2/49) received ESRB tobacco-related content descriptors. Gamers are exposed to tobacco imagery in many video games. The ESRB is not a reliable source for determining whether video games contain tobacco imagery. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/
Cranwell, Jo; Whittamore, Kathy; Britton, John; Leonardi-Bee, Jo
2016-07-01
To determine the extent to which video games include alcohol and tobacco content and assess the association between playing them and alcohol and smoking behaviors in adolescent players in Great Britain. Assessment of substance in the 32 UK bestselling video games of 2012/2013; online survey of adolescent playing of 17 games with substance content; and content analysis of the five most popular games. A total of 1,094 adolescents aged 11-17 years were included as participants. Reported presence of substance content in the 32 games; estimated numbers of adolescents who had played games; self-reported substance use; semiquantitative measures of substance content by interval coding of video game cut scenes. Nonofficial sources reported substance content in 17 (44 percent) games but none was reported by the official Pan European Game Information (PEGI) system. Adolescents who had played at least one game were significantly more likely ever to have tried smoking (adjusted odds ratio [OR] 2.70, 95 percent confidence interval [CI] 1.75-4.17) or consumed alcohol (adjusted OR 2.35, 95 percent CI 1.70-3.23). In the five most popular game episodes of alcohol actual use, implied use and paraphernalia occurred in 31 (14 percent), 81 (37 percent), and 41 (19 percent) intervals, respectively. Tobacco actual use, implied use, and paraphernalia occurred in 32 (15 percent), 27 (12 percent), and 53 (24 percent) intervals, respectively. Alcohol and tobacco content is common in the most popular video games but not reported by the official PEGI system. Content analysis identified substantial substance content in a sample of those games. Adolescents who play these video games are more likely to have experimented with tobacco and alcohol.
Integrating the Dimensions of NGSS within a Collaborative Board Game about Honey Bees
Lauren, Hillary; Lutz, Claudia; Wallon, Robert C.; Hug, Barbara
2016-01-01
The current reform in U.S. science education calls for the integration of three dimensions of science learning in classroom teaching and learning: Science and Engineering Practices, Crosscutting Concepts, and Disciplinary Core Ideas. While the Next Generation Science Standards provide flexibility in how curriculum and instruction are structured to meet learning goals, there are few examples of existing curricula that portray the integration of these dimensions as “three-dimensional learning.” Here, we describe a collaborative board game about honey bees that incorporates scientific evidence on how genetic and environmental factors influence variations of traits and social behavior and requires students to collaboratively examine and use a system model. Furthermore, we show how students used and evaluated the game as a model in authentic classroom settings. PMID:27990024
Red gaming in support of the war on terrorism : Sandia Red Game report.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Moore, Judy Hennessey; Whitley, John B.; Craft, Richard Layne, II
2004-02-01
The Advanced Concepts Group (ACG) at Sandia National Laboratories is exploring the use of Red Teaming to help intelligence analysts with two key processes: determining what a piece or pieces of information might imply and deciding what other pieces of information need to be found to support or refute hypotheses about what actions a suspected terrorist organization might be pursuing. In support of this effort, the ACG hosted a terrorism red gaming event in Albuquerque on July 22-24, 2003. The game involved two 'red teams' playing the roles of two terrorist cells - one focused on implementing an RDD attackmore » on the DC subway system and one focused on a bio attack against the same target - and two 'black teams' playing the role of the intelligence collection system and of intelligence analysts trying to decide what plans the red teams might be pursuing. This exercise successfully engaged human experts to seed a proposed compute engine with detailed operational plans for hypothetical terrorist scenarios.« less
A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention.
Lu, Amy Shirong; Kharrazi, Hadi; Gharghabi, Fardad; Thompson, Debbe
2013-06-01
Childhood obesity is a global epidemic. Health videogames are an emerging intervention strategy to combat childhood obesity. This systematic review examined published research on the effect of health videogames on childhood obesity. Fourteen articles examining 28 health videogames published between 2005 and 2013 in English were selected from 2433 articles identified through five major search engines. Results indicated that academic interest in using health videogames for childhood obesity prevention has increased during this time. Most games were commercially available. Most studies were of short duration. Diverse player and game play patterns have been identified. Most studies involved players of both genders with slightly more boys. The majority of players were non-white. Most studies had the players play the games at home, whereas some extended the play setting to school and sports/recreational facilities. Most of the games were commercially available. Positive outcomes related to obesity were observed in about 40 percent of the studies, all of which targeted overweight or obese participants.
A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention
Kharrazi, Hadi; Gharghabi, Fardad; Thompson, Debbe
2013-01-01
Abstract Childhood obesity is a global epidemic. Health videogames are an emerging intervention strategy to combat childhood obesity. This systematic review examined published research on the effect of health videogames on childhood obesity. Fourteen articles examining 28 health videogames published between 2005 and 2013 in English were selected from 2433 articles identified through five major search engines. Results indicated that academic interest in using health videogames for childhood obesity prevention has increased during this time. Most games were commercially available. Most studies were of short duration. Diverse player and game play patterns have been identified. Most studies involved players of both genders with slightly more boys. The majority of players were non-white. Most studies had the players play the games at home, whereas some extended the play setting to school and sports/recreational facilities. Most of the games were commercially available. Positive outcomes related to obesity were observed in about 40 percent of the studies, all of which targeted overweight or obese participants. PMID:24353906
Al-Naiema, Ibrahim M; Yoon, Subin; Wang, Yu-Qin; Zhang, Yuan-Xun; Sheesley, Rebecca J; Stone, Elizabeth A
2018-09-01
Chemical mass balance (CMB) modeling and radiocarbon measurements were combined to evaluate the sources of carbonaceous fine particulate matter (PM 2.5 ) in Shenzhen, China during and after the 2011 summer Universiade games when air pollution control measurements were implemented to achieve air quality targets. Ambient PM 2.5 filter samples were collected daily at two sampling sites (Peking University Shenzhen campus and Longgang) over 24 consecutive days, covering the controlled and uncontrolled periods. During the controlled period, the average PM 2.5 concentration was less than half of what it was after the controls were lifted. Organic carbon (OC), organic molecular markers (e.g., levoglucosan, hopanes, polycyclic aromatic hydrocarbons), and secondary organic carbon (SOC) tracers were all significantly lower during the controlled period. After pollution controls ended, at Peking University, OC source contributions included gasoline and diesel engines (24%), coal combustion (6%), biomass burning (12.2%), vegetative detritus (2%), biogenic SOC (from isoprene, α-pinene, and β-caryophyllene; 7.1%), aromatic SOC (23%), and other sources not included in the model (25%). At Longgang after the controls ended, similar source contributions were observed: gasoline and diesel engines (23%), coal combustion (7%), biomass burning (17.7%), vegetative detritus (1%), biogenic SOC (from isoprene, α-pinene, and β-caryophyllene; 5.3%), aromatic SOC (13%), and other sources (33%). The contributions of the following sources were smaller during the pollution controls: biogenic SOC (by a factor of 10-16), aromatic SOC (4-12), coal combustion (1.5-6.8), and biomass burning (2.3-4.9). CMB model results and radiocarbon measurements both indicated that fossil carbon dominated over modern carbon, regardless of pollution controls. However, the CMB model needs further improvement to apportion contemporary carbon (i.e. biomass burning, biogenic SOC) in this region. This work defines the major contributors to carbonaceous PM 2.5 in Shenzhen and demonstrates that control measures for primary emissions could significantly reduce secondary organic aerosol (SOA) formation. Copyright © 2018 Elsevier Ltd. All rights reserved.
Strategic interactions, affective reactions, and fast adaptations.
Kareev, Yaakov; Avrahami, Judith; Fiedler, Klaus
2014-06-01
We studied repeated choices under uncertainty in situations in which the source of uncertainty is the choice of an interaction partner. In 1 experiment the participants engaged in repeated decisions in a mixed motive game; in another experiment the options and outcomes were identical to those in the 1st, but periods of the mixed-motive game alternated with periods of a coordination game, with the change in period not announced. We analyzed choice dynamics-the relationship between an outcome and the choice that followed-and aggregate choice probabilities to gauge the relative merit of reward-based or affect-based accounts (the affects considered being disappointment and regret). In both experiments choice dynamics were essentially identical and were compatible with only the regret-based account. This was true irrespective of the game played or the stage (early or late) of the game. Moreover, the same dynamics explained the very different aggregate probabilities with which the 2 options were chosen in the 2 games and the remarkably fast adaptations to unannounced changes in the game played. PsycINFO Database Record (c) 2014 APA, all rights reserved.
NASA Astrophysics Data System (ADS)
Blaize, L.
Almost from its birth, the computer and video gaming industry has done an admirable job of communicating the vision and attempting to convey the experience of traveling through space to millions of gamers from all cultures and demographics. This paper will propose several approaches the 100 Year Starship Study can take to use the power of interactive media to stir interest in the Starship and related projects among a global population. It will examine successful gaming franchises from the past that are relevant to the mission and consider ways in which the Starship Study could cooperate with game development studios to bring the Starship vision to those franchises and thereby to the public. The paper will examine ways in which video games can be used to crowd-source research aspects for the Study, and how video games are already considering many of the same topics that will be examined by this Study. Finally, the paper will propose some mechanisms by which the 100 Year Starship Study can establish very close ties with the gaming industry and foster cooperation in pursuit of the Study's goals.
D.E.E.P. Learning: Promoting Informal STEM Learning through a Popular Gaming Platform
NASA Astrophysics Data System (ADS)
Simms, E.; Rohrlick, D.; Layman, C.; Peach, C. L.; Orcutt, J. A.
2011-12-01
The research and development of educational games, and the study of the educational value of interactive games in general, have lagged far behind efforts for games created for the purpose of entertainment. But evidence suggests that digital simulations and games have the "potential to advance multiple science learning goals, including motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning." (NRC, 2011). It is also generally recognized that interactive digital games have the potential to promote the development of valuable learning and life skills, including data processing, decision-making, critical thinking, planning, communication and collaboration (Kirriemuir and MacFarlane, 2006). Video games are now played in 67% of American households (ESA, 2010), and across a broad range of ages, making them a potentially valuable tool for Science, Technology, Engineering and Mathematics (STEM) learning among the diverse audiences associated with informal science education institutions (ISEIs; e.g., aquariums, museums, science centers). We are attempting to capitalize on this potential by developing games based on the popular Microsoft Xbox360 gaming platform and the free Microsoft XNA game development kit. The games, collectively known as Deep-sea Extreme Environment Pilot (D.E.E.P.), engage ISEI visitors in the exploration and understanding of the otherwise remote deep-sea environment. Players assume the role of piloting a remotely-operated vehicle (ROV) to explore ocean observing systems and hydrothermal vent environments, and are challenged to complete science-based objectives in order to earn points under timed conditions. The current games are intended to be relatively brief visitor experiences (on the order of several minutes) that support complementary exhibits and programming, and promote interactive visitor experiences. In addition to creating a unique educational product, our efforts are intended to inform the broader understanding of the key elements of a successful STEM-based game experience at an ISEI. Which characteristics of the ISEI environment (e.g., age and cultural diversity, limited time of engagement) are conducive or inhibitive to learning via digital gaming? Which aspects of game design (e.g., challenge, curiosity, fantasy, personal recognition) are most effective at maximizing both learning and enjoyment? We will share our progress and assessment results to date, and discuss the potential benefits and challenges to interactive gaming as a tool to support STEM literacy at ISEIs.
NASA Astrophysics Data System (ADS)
Maraffi, S.
2016-12-01
Context/PurposeWe experienced a new teaching and learning technology: a Computer Class Role Playing Game (RPG) to perform educational activity in classrooms through an interactive game. This approach is new, there are some experiences on educational games, but mainly individual and not class-based. Gaming all together in a class, with a single scope for the whole class, it enhances peer collaboration, cooperative problem solving and friendship. MethodsTo perform the research we experimented the games in several classes of different degrees, acquiring specific questionnaire by teachers and pupils. Results Experimental results were outstanding: RPG, our interactive activity, exceed by 50% the overall satisfaction compared to traditional lessons or Power Point supported teaching. InterpretationThe appreciation of RPG was in agreement with the class level outcome identified by the teacher after the experimentation. Our work experience get excellent feedbacks by teachers, in terms of efficacy of this new teaching methodology and of achieved results. Using new methodology more close to the student point of view improves the innovation and creative capacities of learners, and it support the new role of teacher as learners' "coach". ConclusionThis paper presents the first experimental results on the application of this new technology based on a Computer game which project on a wall in the class an adventure lived by the students. The plots of the actual adventures are designed for deeper learning of Science, Technology, Engineering, Mathematics (STEM) and Social Sciences & Humanities (SSH). The participation of the pupils it's based on the interaction with the game by the use of their own tablets or smartphones. The game is based on a mixed reality learning environment, giving the students the feel "to be IN the adventure".
Serious game development as a strategy for health promotion and tackling childhood obesity 1
Dias, Jéssica David; Mekaro, Marcelo Shinyu; Cheng Lu, Jennifer Kaon; Otsuka, Joice Lee; Fonseca, Luciana Mara Monti; Zem-Mascarenhas, Silvia Helena
2016-01-01
ABSTRACT Objectives: to develop and assess a serious game on healthy eating and physical activity to promote health and tackle childhood obesity. Method: a descriptive, applied and methodological study.For the development of the game, the following steps were taken: conceptualization, pre-production with the development of the game documentation, prototyping, production and assessment of thecomputer and health experts. Results: a prototype has been developed up to beta version. The game was positively assessed both in terms of gameplay and mechanics, and in relation to the content presented, standing out as a powerful strategy for health promotion. The information from the assessment phase contributed to the settings in the software in order to make it available in the future for the target population of this research. The greatest advantage of the proposed game is the fact that it is an open educational resource. Conclusions: the expert assessments showed that the game has great educational potential and it is considered suitable for future application to the target audience.The serious game can become a technological teaching resource available for use in schools and health facilities, and can also be reused for the production of other educational games by accessing its source code. PMID:27533268
The Impact of Gaming Revenue on American Indian Education: A Case Study.
ERIC Educational Resources Information Center
Lawton, Stephen B.
This paper reviews historical and legal factors contributing to the development of gaming as a source of tribal revenue, and assesses the impact on education from revenue generated from the Mystic Lake Casino near Minneapolis, Minnesota. Corporate shareholders of the casino are members of the Shakopee Mdewakanton Sioux Community. Although U.S. law…
Effects of the Presence of Audio and Type of Game Controller on Learning of Rhythmic Accuracy
ERIC Educational Resources Information Center
Thomas, James William
2017-01-01
"Guitar Hero III" and similar games potentially offer a vehicle for improvement of musical rhythmic accuracy with training delivered in both visual and auditory formats and by use of its novel guitar-shaped interface; however, some theories regarding multimedia learning suggest sound is a possible source of extraneous cognitive load…
Simulation/Games. A Selected Bibliography for the use of Educators/Administrators.
ERIC Educational Resources Information Center
Jensen, Ida-Marie
This partially annotated bibliography on simulation and gaming contains over 1,000 citations arranged alphabetically by author's last name. Types of sources included are books, periodical articles, dissertations, and material in the ERIC system. Dates of citations range from 1956-1971 with most in the mid to late 60's. Also included is a list of…
A Scoping Review of Health Game Research: Past, Present, and Future
Lu, Amy Shirong; Gharghabi, Fardad; Coleman, Whitney
2012-01-01
Abstract Health game research has flourished over the last decade. The number of peer-reviewed scientific publications has surged as the clinical application of health games has diversified. In response to this growth, several past literature reviews have assessed the effectiveness of health games in specific clinical subdomains. The past literature reviews, however, have not provided a general scope of health games independent of clinical context. The present systematic review identified 149 publications. All sources were published before 2011 in a peer-reviewed venue. To be included in this review, publications were required (1) to be an original research, (2) to focus on health, (3) to utilize a sound research design, (4) to report quantitative health outcomes, and (5) to target healthcare receivers. Initial findings showed certain trends in health game publications: Focus on younger male demographics, relatively low number of study participants, increased number of controlled trials, short duration of intervention periods, short duration and frequency of user–game interaction, dominance of exercise and rehab games, lack of underlying theoretical frameworks, and concentration on clinical contexts such as physical activity and nutrition. The review concludes that future research should (1) widen the demographics to include females and elderly, (2) increase the number of participants in controlled trials, (3) lengthen both the intervention period and user–game interaction duration, and (4) expand the application of health games in new clinical contexts. PMID:24416638
Industry: Relocation Changes the Landscape.
ERIC Educational Resources Information Center
World of Work, 1993
1993-01-01
Includes "World Industry on the Move"; "The Future Belongs to Those Who Can Adapt" (Fromont); "The Automobile Industry: Engines of Change" (O'Brien); "Negotiating Flexibility to Save Jobs" (Fromont); and "Fixing the Rules of the Game: Partners State Their Case." (JOW)
Expedition 40 crew in Node 2 after German - U.S. soccer game
2014-06-26
European Space Agency astronaut Alexander Gerst, Expedition 40 flight engineer, and NASA astronaut Steve Swanson, commander, gather around a computer in the Unity node of the International Space Station after the German-USA soccer match.
Game Imaging Meets Nuclear Reality
Michel, Kelly; Watkins, Adam
2018-01-16
At Los Alamos National Laboratory, a team of artists and animators, nuclear engineers and computer scientists is teaming to provide 3-D models of nuclear facilities to train IAEA safeguards inspectors and others who need fast familiarity with specific nuclear sites.
NASA Technical Reports Server (NTRS)
Hanold, Gregg T.; Hanold, David T.
2010-01-01
This paper presents a new Route Generation Algorithm that accurately and realistically represents human route planning and navigation for Military Operations in Urban Terrain (MOUT). The accuracy of this algorithm in representing human behavior is measured using the Unreal Tournament(Trademark) 2004 (UT2004) Game Engine to provide the simulation environment in which the differences between the routes taken by the human player and those of a Synthetic Agent (BOT) executing the A-star algorithm and the new Route Generation Algorithm can be compared. The new Route Generation Algorithm computes the BOT route based on partial or incomplete knowledge received from the UT2004 game engine during game play. To allow BOT navigation to occur continuously throughout the game play with incomplete knowledge of the terrain, a spatial network model of the UT2004 MOUT terrain is captured and stored in an Oracle 11 9 Spatial Data Object (SOO). The SOO allows a partial data query to be executed to generate continuous route updates based on the terrain knowledge, and stored dynamic BOT, Player and environmental parameters returned by the query. The partial data query permits the dynamic adjustment of the planned routes by the Route Generation Algorithm based on the current state of the environment during a simulation. The dynamic nature of this algorithm more accurately allows the BOT to mimic the routes taken by the human executing under the same conditions thereby improving the realism of the BOT in a MOUT simulation environment.
Power System Simulation for Policymaking and Making Policymakers
NASA Astrophysics Data System (ADS)
Cohen, Michael Ari
Power system simulation is a vital tool for anticipating, planning for and ultimately addressing future conditions on the power grid, especially in light of contemporary shifts in power generation, transmission and use that are being driven by a desire to utilize more environmentally responsible energy sources. This dissertation leverages power system simulation and engineering-economic analysis to provide initial answers to one open question about future power systems: how will high penetrations of distributed (rooftop) solar power affect the physical and economic operation of distribution feeders? We find that the overall impacts of distributed solar power (both positive and negative) on the feeders we modeled are minor compared to the overall cost of energy, but that there is on average a small net benefit provided by distributed generation. We then describe an effort to make similar analyses more accessible to a non-engineering (high school) audience by developing an educational video game called "Griddle" that is based on the same power system simulation techniques used in the first study. We describe the design and evaluation of Griddle and find that it demonstrates potential to provide students with insights about key power system learning objectives.
Vidaña-Pérez, Dèsirée; Braverman-Bronstein, Ariela; Basto-Abreu, Ana; Barrientos-Gutierrez, Inti; Hilscher, Rainer; Barrientos-Gutierrez, Tonatiuh
2018-01-11
Background: Video games are widely used by children and adolescents and have become a significant source of exposure to sexual content. Despite evidence of the important role of media in the development of sexual attitudes and behaviours, little attention has been paid to monitor sexual content in video games. Methods: Data was obtained about sexual content and rating for 23722 video games from 1994 to 2013 from the Entertainment Software Rating Board database; release dates and information on the top 100 selling video games was also obtained. A yearly prevalence of sexual content according to rating categories was calculated. Trends and comparisons were estimated using Joinpoint regression. Results: Sexual content was present in 13% of the video games. Games rated 'Mature' had the highest prevalence of sexual content (34.5%) followed by 'Teen' (30.7%) and 'E10+' (21.3%). Over time, sexual content decreased in the 'Everyone' category, 'E10+' maintained a low prevalence and 'Teen' and 'Mature' showed a marked increase. Both top and non-top video games showed constant increases, with top selling video games having 10.1% more sexual content across the period of study. Conclusion: Over the last 20 years, the prevalence of sexual content has increased in video games with a 'Teen' or 'Mature' rating. Further studies are needed to quantify the potential association between sexual content in video games and sexual behaviour in children and adolescents.
3D Image Display Courses for Information Media Students.
Yanaka, Kazuhisa; Yamanouchi, Toshiaki
2016-01-01
Three-dimensional displays are used extensively in movies and games. These displays are also essential in mixed reality, where virtual and real spaces overlap. Therefore, engineers and creators should be trained to master 3D display technologies. For this reason, the Department of Information Media at the Kanagawa Institute of Technology has launched two 3D image display courses specifically designed for students who aim to become information media engineers and creators.
Games and Simulations for Climate, Weather and Earth Science Education
NASA Astrophysics Data System (ADS)
Russell, R. M.
2014-12-01
We will demonstrate several interactive, computer-based simulations, games, and other interactive multimedia. These resources were developed for weather, climate, atmospheric science, and related Earth system science education. The materials were created by the UCAR Center for Science Education. These materials have been disseminated via our web site (SciEd.ucar.edu), webinars, online courses, teacher workshops, and large touchscreen displays in weather and Sun-Earth connections exhibits in NCAR's Mesa Lab facility in Boulder, Colorado. Our group has also assembled a web-based list of similar resources, especially simulations and games, from other sources that touch upon weather, climate, and atmospheric science topics. We'll briefly demonstrate this directory. More info available at: scied.ucar.edu/events/agu-2014-games-simulations-sessions
Game changer: the topology of creativity.
de Vaan, Mathijs; Stark, David; Vedres, Balazs
2015-01-01
This article examines the sociological factors that explain why some creative teams are able to produce game changers--cultural products that stand out as distinctive while also being critically recognized as outstanding. The authors build on work pointing to structural folding--the network property of a cohesive group whose membership overlaps with that of another cohesive group. They hypothesize that the effects of structural folding on game changing success are especially strong when overlapping groups are cognitively distant. Measuring social distance separately from cognitive distance and distinctiveness independently from critical acclaim, the authors test their hypothesis about structural folding and cognitive diversity by analyzing team reassembly for 12,422 video games and the career histories of 139,727 video game developers. When combined with cognitive distance, structural folding channels and mobilizes a productive tension of rules, roles, and codes that promotes successful innovation. In addition to serving as pipes and prisms, network ties are also the source of tools and tensions.
The Spectral Game: leveraging Open Data and crowdsourcing for education
2009-01-01
We report on the implementation of the Spectral Game, a web-based game where players try to match molecules to various forms of interactive spectra including 1D/2D NMR, Mass Spectrometry and Infrared spectra. Each correct selection earns the player one point and play continues until the player supplies an incorrect answer. The game is usually played using a web browser interface, although a version has been developed in the virtual 3D environment of Second Life. Spectra uploaded as Open Data to ChemSpider in JCAMP-DX format are used for the problem sets together with structures extracted from the website. The spectra are displayed using JSpecView, an Open Source spectrum viewing applet which affords zooming and integration. The application of the game to the teaching of proton NMR spectroscopy in an undergraduate organic chemistry class and a 2D Spectrum Viewer are also presented. PMID:20298527
The role of long non-coding RNA H19 in musculoskeletal system: A new player in an old game.
Liu, Yang; Li, Gang; Zhang, Jin-Fang
2017-11-15
The long non-coding RNAs (lncRNAs) have gained much attention due to its essential roles in molecular regulation. As one of the classic lncRNAs, H19 is strongly expressed during embryogenesis and plays a crucial biological function during development. Mesenchymal stem cells (MSCs) are an ideal cell source for tissue engineering in musculoskeletal system as they own the multi-differentiation ability towards osteogenesis, adipogenesis, tenogenesis or chondrogenesis. In recent years, many studies have been found in the field of H19 mediated cellular differentiation of MSCs. Here, we summarized the current understanding of H19 during multi-differentiation of MSCs and its application in tissue regeneration of musculoskeletal system. Particularly, its molecular regulation and biological function during the multi-differentiation were also discussed. Copyright © 2017 Elsevier Inc. All rights reserved.
Estimation of economic costs of particulate air pollution from road transport in China
NASA Astrophysics Data System (ADS)
Guo, X. R.; Cheng, S. Y.; Chen, D. S.; Zhou, Y.; Wang, H. Y.
2010-09-01
Valuation of health effects of air pollution is becoming a critical component of the performance of cost-benefit analysis of pollution control measures, which provides a basis for setting priorities for action. Beijing has focused on control of transport emission as vehicular emissions have recently become an important source of air pollution, particularly during Olympic games and Post-games. In this paper, we conducted an estimation of health effects and economic cost caused by road transport-related air pollution using an integrated assessment approach which utilizes air quality model, engineering, epidemiology, and economics. The results show that the total economic cost of health impacts due to air pollution contributed from transport in Beijing during 2004-2008 was 272, 297, 310, 323, 298 million US (mean value), respectively. The economic costs of road transport accounted for 0.52, 0.57, 0.60, 0.62, and 0.58% of annual Beijing GDP from 2004 to 2008. Average cost per vehicle and per ton of PM 10 emission from road transport can also be estimated as 106 US /number and 3584 US $ t -1, respectively. These findings illustrate that the impact of road transport contributed particulate air pollution on human health could be substantial in Beijing, whether in physical and economic terms. Therefore, some control measures to reduce transport emissions could lead to considerable economic benefit.
Interactive Sound Propagation using Precomputation and Statistical Approximations
NASA Astrophysics Data System (ADS)
Antani, Lakulish
Acoustic phenomena such as early reflections, diffraction, and reverberation have been shown to improve the user experience in interactive virtual environments and video games. These effects arise due to repeated interactions between sound waves and objects in the environment. In interactive applications, these effects must be simulated within a prescribed time budget. We present two complementary approaches for computing such acoustic effects in real time, with plausible variation in the sound field throughout the scene. The first approach, Precomputed Acoustic Radiance Transfer, precomputes a matrix that accounts for multiple acoustic interactions between all scene objects. The matrix is used at run time to provide sound propagation effects that vary smoothly as sources and listeners move. The second approach couples two techniques---Ambient Reverberance, and Aural Proxies---to provide approximate sound propagation effects in real time, based on only the portion of the environment immediately visible to the listener. These approaches lie at different ends of a space of interactive sound propagation techniques for modeling sound propagation effects in interactive applications. The first approach emphasizes accuracy by modeling acoustic interactions between all parts of the scene; the second approach emphasizes efficiency by only taking the local environment of the listener into account. These methods have been used to efficiently generate acoustic walkthroughs of architectural models. They have also been integrated into a modern game engine, and can enable realistic, interactive sound propagation on commodity desktop PCs.
ERIC Educational Resources Information Center
Bell, Raoul; Buchner, Axel; Musch, Jochen
2010-01-01
A popular assumption in evolutionary psychology is that the human mind comprises specialized cognitive modules for social exchange, including a module that serves to enhance memory for faces of cheaters. In the present study, participants played a trust game with computerized opponents, who either defected or cooperated. In a control condition, no…
"Language Is the Skin of My Thought": Integrating Wikipedia and AI to Support a Guillotine Player
NASA Astrophysics Data System (ADS)
Lops, Pasquale; Basile, Pierpaolo; de Gemmis, Marco; Semeraro, Giovanni
This paper describes OTTHO (On the Tip of my THOught), a system designed for solving a language game, called Guillotine, which demands knowledge covering a broad range of topics, such as movies, politics, literature, history, proverbs, and popular culture. The rule of the game is simple: the player observes five words, generally unrelated to each other, and in one minute she has to provide a sixth word, semantically connected to the others. The system exploits several knowledge sources, such as a dictionary, a set of proverbs, and Wikipedia to realize a knowledge infusion process. The paper describes the process of modeling these sources and the reasoning mechanism to find the solution of the game. The main motivation for designing an artificial player for Guillotine is the challenge of providing the machine with the cultural and linguistic background knowledge which makes it similar to a human being, with the ability of interpreting natural language documents and reasoning on their content. Experiments carried out showed promising results. Our feeling is that the presented approach has a great potential for other more practical applications besides solving a language game.
The development of indonesian online game addiction questionnaire.
Jap, Tjibeng; Tiatri, Sri; Jaya, Edo Sebastian; Suteja, Mekar Sari
2013-01-01
Online game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online game addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and game addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55) and acceptable reliability (α = 0.73). It is also moderately correlated with the participant's longest time record to play online games (r = 0.39; p<0.01), average days per week in playing online games (ρ = 0.43; p<0.01), average hours per days in playing online games (ρ = 0.41; p<0.01), and monthly expenditure for online games (ρ = 0.30; p<0.01). Furthermore, we created a clinical cut-off estimate by combining criteria and population norm. The clinical cut-off estimate showed that the score of 14 to 21 may indicate mild online game addiction, and the score of 22 and above may indicate online game addiction. Overall, the result shows that Indonesian Online Game Addiction Questionnaire has sufficient psychometric property for research use, as well as limited clinical application.
The Development of Indonesian Online Game Addiction Questionnaire
Jap, Tjibeng; Tiatri, Sri; Jaya, Edo Sebastian; Suteja, Mekar Sari
2013-01-01
Online game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online game addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and game addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55) and acceptable reliability (α = 0.73). It is also moderately correlated with the participant's longest time record to play online games (r = 0.39; p<0.01), average days per week in playing online games (ρ = 0.43; p<0.01), average hours per days in playing online games (ρ = 0.41; p<0.01), and monthly expenditure for online games (ρ = 0.30; p<0.01). Furthermore, we created a clinical cut-off estimate by combining criteria and population norm. The clinical cut-off estimate showed that the score of 14 to 21 may indicate mild online game addiction, and the score of 22 and above may indicate online game addiction. Overall, the result shows that Indonesian Online Game Addiction Questionnaire has sufficient psychometric property for research use, as well as limited clinical application. PMID:23560113
Churn prediction of mobile and online casual games using play log data.
Kim, Seungwook; Choi, Daeyoung; Lee, Eunjung; Rhee, Wonjong
2017-01-01
Internet-connected devices, especially mobile devices such as smartphones, have become widely accessible in the past decade. Interaction with such devices has evolved into frequent and short-duration usage, and this phenomenon has resulted in a pervasive popularity of casual games in the game sector. On the other hand, development of casual games has become easier than ever as a result of the advancement of development tools. With the resulting fierce competition, now both acquisition and retention of users are the prime concerns in the field. In this study, we focus on churn prediction of mobile and online casual games. While churn prediction and analysis can provide important insights and action cues on retention, its application using play log data has been primitive or very limited in the casual game area. Most of the existing methods cannot be applied to casual games because casual game players tend to churn very quickly and they do not pay periodic subscription fees. Therefore, we focus on the new players and formally define churn using observation period (OP) and churn prediction period (CP). Using the definition, we develop a standard churn analysis process for casual games. We cover essential topics such as pre-processing of raw data, feature engineering including feature analysis, churn prediction modeling using traditional machine learning algorithms (logistic regression, gradient boosting, and random forests) and two deep learning algorithms (CNN and LSTM), and sensitivity analysis for OP and CP. Play log data of three different casual games are considered by analyzing a total of 193,443 unique player records and 10,874,958 play log records. While the analysis results provide useful insights, the overall results indicate that a small number of well-chosen features used as performance metrics might be sufficient for making important action decisions and that OP and CP should be properly chosen depending on the analysis goal.
Churn prediction of mobile and online casual games using play log data
Kim, Seungwook; Choi, Daeyoung; Lee, Eunjung
2017-01-01
Internet-connected devices, especially mobile devices such as smartphones, have become widely accessible in the past decade. Interaction with such devices has evolved into frequent and short-duration usage, and this phenomenon has resulted in a pervasive popularity of casual games in the game sector. On the other hand, development of casual games has become easier than ever as a result of the advancement of development tools. With the resulting fierce competition, now both acquisition and retention of users are the prime concerns in the field. In this study, we focus on churn prediction of mobile and online casual games. While churn prediction and analysis can provide important insights and action cues on retention, its application using play log data has been primitive or very limited in the casual game area. Most of the existing methods cannot be applied to casual games because casual game players tend to churn very quickly and they do not pay periodic subscription fees. Therefore, we focus on the new players and formally define churn using observation period (OP) and churn prediction period (CP). Using the definition, we develop a standard churn analysis process for casual games. We cover essential topics such as pre-processing of raw data, feature engineering including feature analysis, churn prediction modeling using traditional machine learning algorithms (logistic regression, gradient boosting, and random forests) and two deep learning algorithms (CNN and LSTM), and sensitivity analysis for OP and CP. Play log data of three different casual games are considered by analyzing a total of 193,443 unique player records and 10,874,958 play log records. While the analysis results provide useful insights, the overall results indicate that a small number of well-chosen features used as performance metrics might be sufficient for making important action decisions and that OP and CP should be properly chosen depending on the analysis goal. PMID:28678880
NASA Astrophysics Data System (ADS)
Hossler, T. H. H. H.; Caers, J.; Lakshmi, V.; Harris, J. M.
2016-12-01
Changing weather patterns, such as shorter duration of rainfall have made water sourcesunreliable for local farmers in the Nagbo basin located in Northern Ghana. Farmers are thereforestarting to use groundwater as a secondary source (and sometimes primary source) of water fortheir needs. Groundwater will therefore be most likely subject to considerable stress in the nearfuture with longer dry spells and increasing water demand from users with different interests.Strategies must be adopted to optimally allocate water between the various stakeholders in anuncertain environment. Game Theory (GT) provides a framework for analyzing watermanagement in the Nagobo Basin. GT has recently gained attention in analyzing the impact androle of stakeholders in water resources management but the hydrological and hydrogeologicalmodels fail to account for the numerous data sources and leading uncertainties of thehydrogeological cycle. In this work, we describe by means of a synthetic model a situation in theNagobo basin with a 2-players game, considering both cooperation and non-cooperation. Ahydrological model of the basin is built using the different data available (surface and subsurface).We are interested in quantifying the impact of the uncertainty of the model parameters on thegame, affecting both player's strategies and the equilibrium. In particular, the stochastic nature insupply (recharge of the aquifer) and the uncertain nature of the subsurface (externalities) are areaof focus. A sensitivity analysis has been carried out and these results will be presented as well asthe outcome of the different games.
Video-Game-Like Engine for Depicting Spacecraft Trajectories
NASA Technical Reports Server (NTRS)
Upchurch, Paul R.
2009-01-01
GoView is a video-game-like software engine, written in the C and C++ computing languages, that enables real-time, three-dimensional (3D)-appearing visual representation of spacecraft and trajectories (1) from any perspective; (2) at any spatial scale from spacecraft to Solar-system dimensions; (3) in user-selectable time scales; (4) in the past, present, and/or future; (5) with varying speeds; and (6) forward or backward in time. GoView constructs an interactive 3D world by use of spacecraft-mission data from pre-existing engineering software tools. GoView can also be used to produce distributable application programs for depicting NASA orbital missions on personal computers running the Windows XP, Mac OsX, and Linux operating systems. GoView enables seamless rendering of Cartesian coordinate spaces with programmable graphics hardware, whereas prior programs for depicting spacecraft trajectories variously require non-Cartesian coordinates and/or are not compatible with programmable hardware. GoView incorporates an algorithm for nonlinear interpolation between arbitrary reference frames, whereas the prior programs are restricted to special classes of inertial and non-inertial reference frames. Finally, whereas the prior programs present complex user interfaces requiring hours of training, the GoView interface provides guidance, enabling use without any training.
Making objective decisions in mechanical engineering problems
NASA Astrophysics Data System (ADS)
Raicu, A.; Oanta, E.; Sabau, A.
2017-08-01
Decision making process has a great influence in the development of a given project, the goal being to select an optimal choice in a given context. Because of its great importance, the decision making was studied using various science methods, finally being conceived the game theory that is considered the background for the science of logical decision making in various fields. The paper presents some basic ideas regarding the game theory in order to offer the necessary information to understand the multiple-criteria decision making (MCDM) problems in engineering. The solution is to transform the multiple-criteria problem in a one-criterion decision problem, using the notion of utility, together with the weighting sum model or the weighting product model. The weighted importance of the criteria is computed using the so-called Step method applied to a relation of preferences between the criteria. Two relevant examples from engineering are also presented. The future directions of research consist of the use of other types of criteria, the development of computer based instruments for decision making general problems and to conceive a software module based on expert system principles to be included in the Wiki software applications for polymeric materials that are already operational.
Self-Affirmation Theory and Performance Feedback: When Scoring High Makes You Feel Low.
Velez, John A; Hanus, Michael D
2016-12-01
Video games have a wide variety of benefits for players. The current study examines how video games can also increase players' willingness to internalize important but threatening self-information. Research suggests that negative information regarding a valued self-image evokes defensive strategies aimed at dismissing or discrediting the source of information. Self-Affirmation Theory proposes that affirming or bolstering an important self-image unrelated to the previous threat can be an effective strategy for reducing defensiveness. Participants in the current study completed a fictitious intelligence test and received negative or no feedback, followed by 15 minutes of video game play that resulted in positive or no feedback. Results suggest that participants who valued video game success as part of their identity exhibited less defensive strategies in the form of increased test credibility ratings and lower self-perceptions of intelligence. This suggests that performing well on a video game is an affirmational resource for players whose identities are contingent upon such success. However, results also indicate that players who did not value video game success but received positive video game feedback exhibited more defensive reactions to the negative intelligence test feedback. This suggests that while players who value video game success as part of their identity may reap benefits from video game play after a self-threat, those who do not value such success may experience more harmful effects.
Kinoshita, T; Nakamura, T; Umemoto, Y; Kojima, D; Moriki, T; Mitsui, T; Goto, M; Ishida, Y; Tajima, F
2013-06-01
Case series. To investigate the effects of wheelchair basketball game on plasma interleukin-6 (IL-6), tumor necrosis factor-α (TNF-α), C-reactive protein (CRP) and blood cell counts in persons with spinal cord injury (SCI). The 2009 Mei-shin League of Wheelchair Basketball Games held at Wakayama, Japan. Five wheelchair basketball players with SCI voluntarily participated in this study. Blood samples were taken approximately 1 h before the player warm-up for the game and immediately after the game. IL-6, TNF-α, CRP and blood cell count were measured. Plasma IL-6 level and number of monocytes were significantly increased after the game, compared with pre-game measurements (P<0.05). No changes were observed in other measurements. There was a significant relationship between increased IL-6 levels and accumulated play duration. The lack of change in TNF-α and CRP levels suggested that the exercise-induced rise in IL-6 was not related to exercise-induced inflammatory response. Furthermore, the associated increase in the number of monocytes did not correlate with exercise-induced IL-6 changes, negating monocytes as the source of IL-6.
Building worlds and learning astronomy on Facebook
NASA Astrophysics Data System (ADS)
Harold, J. B.; Hines, D. C.
2013-12-01
James Harold (SSI), Dean Hines (STScI/SSI) and a team at the National Center for Interactive Learning at the Space Science Institute are developing an end-to-end stellar and planetary evolution game for the Facebook platform. Supported by NSF and NASA, and based in part on a prototype funded by STScI several years ago ('MyStar'), the game uses the 'sporadic play' model of games such as Farmville, where players might only take actions a few times a day, but continue playing for months. This framework is an excellent fit for teaching about the evolution of stars and planets. Players will select regions of the galaxy to build their stars and planets, and watch as the systems evolve in scaled real time (a million years to the minute). Massive stars will supernova within minutes, while lower mass stars like our sun will live for weeks, possibly evolving life before passing through a red giant stage and ending their lives as white dwarfs. In addition to allowing players to explore a variety of astronomy concepts (stellar lifecycles, habitable zones, the roles of giant worlds in creating habitable solar systems), the game also allows us to address specific misconceptions. For instance, the game's solar system visualization engine is being designed to confront common issues concerning orbital shapes and scales. 'Mini games' will also let players unlock advanced functionality, while allowing us to create activities focused on specific learning goals. This presentation will focus on the current state of the project as well as its overall goals, which include reaching a broad audience with basic astronomy concepts as well as current science results; exploring the potential of social, 'sporadic play' games in education; and determining if platforms such as Facebook allow us to reach significantly different demographics than are generally targeted by educational games.
Tsuji, L J S; Wainman, B C; Jayasinghe, R K; VanSpronsen, E P; Liberda, E N
2009-04-01
Recently, the use of lead isotope ratios has definitively identified lead ammunition as a source of lead exposure for First Nations people, but the isotope ratios for lead pellets and bullets were indistinguishable. Thus, lead-contaminated meat from game harvested with lead bullets may also be contributing to the lead body burden; however, few studies have determined if lead bullet fragments are present in big game carcasses. We found elevated tissue-lead concentrations (up to 5,726.0 microg/g ww) in liver (5/9) and muscle (6/7) samples of big game harvested with lead bullets and radiographic evidence of lead fragments. Thus, we would advise that the tissue surrounding the wound channel be removed and discarded, as this tissue may be contaminated by lead bullet fragments.
The kids got game: Computer/video games, gender and learning outcomes in science classrooms
NASA Astrophysics Data System (ADS)
Anderson, Janice Lyn
In recent years educators have begun to explore how to purposively design computer/video games to support student learning. This interest in video games has arisen in part because educational video games appear to have the potential to improve student motivation and interest in technology, and engage students in learning through the use of a familiar medium (Squire, 2005; Shaffer, 2006; Gee, 2005). The purpose of this dissertation research is to specifically address the issue of student learning through the use of educational computer/video games. Using the Quest Atlantis computer game, this study involved a mixed model research strategy that allowed for both broad understandings of classroom practices and specific analysis of outcomes through the themes that emerged from the case studies of the gendered groups using the game. Specifically, this study examined how fifth-grade students learning about science concepts, such as water quality and ecosystems, unfolds over time as they participate in the Quest Atlantis computer game. Data sources included classroom observations and video, pre- and post-written assessments, pre- and post- student content interviews, student field notebooks, field reports and the field notes of the researcher. To make sense of how students learning unfolded, video was analyzed using a framework of interaction analysis and small group interactions (Jordan & Henderson, 1995; Webb, 1995). These coded units were then examined with respect to student artifacts and assessments and patterns of learning trajectories analyzed. The analysis revealed that overall, student learning outcomes improved from pre- to post-assessments for all students. While there were no observable gendered differences with respect to the test scores and content interviews, there were gendered differences with respect to game play. Implications for game design, use of external scaffolds, games as tools for learning and gendered findings are discussed.
Variation of ambient non-methane hydrocarbons in Beijing city in summer 2008
NASA Astrophysics Data System (ADS)
Wang, B.; Shao, M.; Lu, S. H.; Yuan, B.; Zhao, Y.; Wang, M.; Zhang, S. Q.; Wu, D.
2010-02-01
In conjunction with hosting the 2008 Beijing Olympics, the municipal government implemented a series of stringent air quality control measures. To assess the impacts on variation of ambient non-methane hydrocarbons (NMHCs), the whole air was sampled by canisters at one urban site and two suburban sites in Beijing, and 55 NMHC species were quantified by gas chromatography equipped with a quadrupole mass spectrometer and a flame ionization detector (GC/MSD/FID) as parts of the field Campaign for the Beijing Olympic Games Air Quality program (CareBeijing). According to the control measures, the data were presented according to four periods: 18-30 June, 8-19 July, 15-24 August (during the Olympic Games), and 6-15 September (during the Paralympic Games). Compared with the levels in June, the mixing ratios of NMHCs obtained in the Olympic and Paralympic Games periods were reduced by 35% and 25%, respectively. Source contributions were calculated using a chemical mass balance model (CMB 8.2). After implementing the control measures, emissions from target sources were obviously reduced, and reductions in vehicle exhaust could explain 48-82% of the reductions of ambient NMHCs. Reductions in emissions from gasoline evaporation, paint and solvent use, and the chemical industry contributed 9-40%, 3-24%, and 1-5%, respectively, to reductions of ambient NMHCs. Sources of liquefied petroleum gas (LPG) and biogenic emissions were not controlled, and contributions from these sources from July to September were stable or even higher than in June. Ozone formation potentials (OFPs) were calculated for the measured NMHCs. The total OFPs during the Olympic and Paralympic Games were reduced by 48% and 32%, respectively, compared with values in June. Reductions in the OFPs of alkenes and aromatics explained 77-92% of total OFP reductions. The alkenes and aromatics were mainly from vehicle exhausts, and reductions of vehicle exhaust gases explained 67-87% of reductions in alkenes and 38-80% of reductions in aromatics. These findings demonstrate the effectiveness of the air quality control measures enacted for the 2008 Olympics and indicate that controlling vehicular emissions could be the most important measure to improve air quality in Beijing.
Variation of ambient non-methane hydrocarbons in Beijing city in summer 2008
NASA Astrophysics Data System (ADS)
Wang, B.; Shao, M.; Lu, S. H.; Yuan, B.; Zhao, Y.; Wang, M.; Zhang, S. Q.; Wu, D.
2010-07-01
In conjunction with hosting the 2008 Beijing Olympics, the municipal government implemented a series of stringent air quality control measures. To assess the impacts on variation of ambient non-methane hydrocarbons (NMHCs), the whole air was sampled by canisters at one urban site and two suburban sites in Beijing, and 55 NMHC species were quantified by gas chromatography equipped with a quadrupole mass spectrometer and a flame ionization detector (GC/MSD/FID) as parts of the field Campaign for the Beijing Olympic Games Air Quality program (CareBeijing). According to the control measures, the data were presented according to four periods: 18-30 June, 8-19 July, 15-24 August (during the Olympic Games), and 6-15 September (during the Paralympic Games). Compared with the levels in June, the mixing ratios of NMHCs obtained in the Olympic and Paralympic Games periods were reduced by 35% and 25%, respectively. Source contributions were calculated using a chemical mass balance model (CMB 8.2). After implementing the control measures, emissions from target sources were obviously reduced, and reductions in vehicle exhaust could explain 48-82% of the reductions of ambient NMHCs. Reductions in emissions from gasoline evaporation, paint and solvent use, and the chemical industry contributed 9-40%, 3-24%, and 1-5%, respectively, to reductions of ambient NMHCs. Sources of liquefied petroleum gas (LPG) and biogenic emissions were not controlled, and contributions from these sources from July to September were stable or even higher than in June. Ozone formation potentials (OFPs) were calculated for the measured NMHCs. The total OFPs during the Olympic and Paralympic Games were reduced by 48% and 32%, respectively, compared with values in June. Reductions in the OFPs of alkenes and aromatics explained 77-92% of total OFP reductions. The alkenes and aromatics were mainly from vehicle exhausts, and reductions of vehicle exhaust gases explained 67-87% of reductions in alkenes and 38-80% of reductions in aromatics. These findings demonstrate the effectiveness of the air quality control measures enacted for the 2008 Olympics and indicate that controlling vehicular emissions could be the most important measure to improve air quality in Beijing.
ERIC Educational Resources Information Center
von Feilitzen, Cecilia, Ed.; Carlsson, Ulla, Ed.
This document consists of three sources which compile research on the influence of media sex and violence on children's development. The first is a collection of articles on children and the media; the remaining two are bibliographies of research--one on pornography and sex in the media, the other on video and computer games. The articles in the…
ERIC Educational Resources Information Center
Centurion, Henry
Techniques for using children's rhymes, games, tongue twisters, and fables in Spanish to teach bilingual education classes are described. It is argued that these abundant materials serve as natural sources for authentic Spanish from a variety of Hispanic cultures. With the appeal of rhythm, rhyme, and game-like feeling, they can be used to teach…
Pebble Puzzles. A Source Book of Simple Puzzles and Problems.
ERIC Educational Resources Information Center
Gibbs, William M.
This booklet is a collection of puzzles, games, and investigations. All that children need are some stones or shells, on some of which they must write numerals. For playing with the whole class, the game or puzzles may be marked out on the floor or in sand; in that case, larger objects such as small rocks and empty tins may be used. Children are…
[Interpersonal games as a method for doctors' occupational stress].
Samborska-Sablik, Anna; Sablik, Zbigniew; Gaszyński, Tomasz; Drożdż, Jarosław
2015-03-01
Doctors are frequently expose to stress during their occupational work. It is mainly the result of burdens caused by taking care of patients, dysfunctional arrangements of the health care system and difficult relationships in their workplace. Chronic stress brings negative emotions and they need to cope with them . Doctors, willing to achieve it, may initiate interpersonal games with the hidden motive of restoring their internal balance. Based on transactional analysis, the authors describe some of the games which may be found in doctors' environment: "How to get out of there", "Mine is better than yours", "Scapegoat", "Fault" and "double bind". The outcome of the games may be receiving a support, proving a benefit derived from stress, getting the feeling of being not guilty, justification, or releasing emotions in apparently unintended way. Interpersonal games may help stressed doctors to get rid of internal tension but at the same time they may be a source of stress for other participants in the games. The way to limit their destructive impact is to create such administrative and organizational solutions which allow to make working conditions more friendly. © 2015 MEDPRESS.
Zhao, Kun; Smillie, Luke D
2015-08-01
Economic games are well-established experimental paradigms for modeling social decision making. A large body of literature has pointed to the heterogeneity of behavior within many of these games, which might be partly explained by broad interpersonal trait dispositions. Using the Big Five and HEXACO (Honesty-Humility, Emotionality, eXtraversion, Agreeableness, Conscientiousness, Openness to Experience) personality frameworks, we review the role of personality in two main classes of economic games: social dilemmas and bargaining games. This reveals an emerging role for Big Five agreeableness in promoting cooperative, egalitarian, and altruistic behaviors across several games, consistent with its core characteristic of maintaining harmonious interpersonal relations. The role for extraversion is less clear, which may reflect the divergent effects of its underlying agentic and affiliative motivational components. In addition, HEXACO honesty-humility and agreeableness may capture distinct aspects of prosocial behavior outside the bounds of the Five-Factor Model. Important considerations and directions for future studies are discussed within the emerging personality-economics interface. © 2014 by the Society for Personality and Social Psychology, Inc.
A Game-Theoretic Response Strategy for Coordinator Attack in Wireless Sensor Networks
Liu, Jianhua; Yue, Guangxue; Shang, Huiliang; Li, Hongjie
2014-01-01
The coordinator is a specific node that controls the whole network and has a significant impact on the performance in cooperative multihop ZigBee wireless sensor networks (ZWSNs). However, the malicious node attacks coordinator nodes in an effort to waste the resources and disrupt the operation of the network. Attacking leads to a failure of one round of communication between the source nodes and destination nodes. Coordinator selection is a technique that can considerably defend against attack and reduce the data delivery delay, and increase network performance of cooperative communications. In this paper, we propose an adaptive coordinator selection algorithm using game and fuzzy logic aiming at both minimizing the average number of hops and maximizing network lifetime. The proposed game model consists of two interrelated formulations: a stochastic game for dynamic defense and a best response policy using evolutionary game formulation for coordinator selection. The stable equilibrium best policy to response defense is obtained from this game model. It is shown that the proposed scheme can improve reliability and save energy during the network lifetime with respect to security. PMID:25105171
Video game addiction test: validity and psychometric characteristics.
van Rooij, Antonius J; Schoenmakers, Tim M; van den Eijnden, Regina J J M; Vermulst, Ad A; van de Mheen, Dike
2012-09-01
The study explores the reliability, validity, and measurement invariance of the Video game Addiction Test (VAT). Game-addiction problems are often linked to Internet enabled online games; the VAT has the unique benefit that it is theoretically and empirically linked to Internet addiction. The study used data (n=2,894) from a large-sample paper-and-pencil questionnaire study, conducted in 2009 on secondary schools in Netherlands. Thus, the main source of data was a large sample of schoolchildren (aged 13-16 years). Measurements included the proposed VAT, the Compulsive Internet Use Scale, weekly hours spent on various game types, and several psychosocial variables. The VAT demonstrated excellent reliability, excellent construct validity, a one-factor model fit, and a high degree of measurement invariance across gender, ethnicity, and learning year, indicating that the scale outcomes can be compared across different subgroups with little bias. In summary, the VAT can be helpful in the further study of video game addiction, and it contributes to the debate on possible inclusion of behavioral addictions in the upcoming DSM-V.
Fermented meat sausages from game and venison: what are the opportunities and limitations?
Chakanya, Chido; Arnaud, Elodie; Muchenje, Voster; Hoffman, Louwrens C
2018-04-10
An increase in the acceptance, demand and production of game meat and venison has been experienced globally. Game meat and venison fit into consumers' ideology of healthy and environmentally friendly meat when compared to domesticated animals. Opportunities exist to explore the use of these meat sources in developing new products, particularly as game meat and venison in their fresh state are sometimes perceived as being tough. Consumers have shown a trend for trying exciting new products with different organoleptic qualities, and fermented sausages occupy a special niche in the gastro-economic trade. In this review, the production potential of game meat and venison and its prospective use in the development of fermented sausages are discussed. Emphasis is placed on the importance of meat characteristics in textural and sensorial development as well as the safety of fermented sausages. Additionally, consumers' perception of venison and game meat is discussed. Possible areas of research and knowledge gaps are highlighted, particularly the potential use of meat with high pH and microbial load. © 2018 Society of Chemical Industry. © 2018 Society of Chemical Industry.
A game-theoretic response strategy for coordinator attack in wireless sensor networks.
Liu, Jianhua; Yue, Guangxue; Shen, Shigen; Shang, Huiliang; Li, Hongjie
2014-01-01
The coordinator is a specific node that controls the whole network and has a significant impact on the performance in cooperative multihop ZigBee wireless sensor networks (ZWSNs). However, the malicious node attacks coordinator nodes in an effort to waste the resources and disrupt the operation of the network. Attacking leads to a failure of one round of communication between the source nodes and destination nodes. Coordinator selection is a technique that can considerably defend against attack and reduce the data delivery delay, and increase network performance of cooperative communications. In this paper, we propose an adaptive coordinator selection algorithm using game and fuzzy logic aiming at both minimizing the average number of hops and maximizing network lifetime. The proposed game model consists of two interrelated formulations: a stochastic game for dynamic defense and a best response policy using evolutionary game formulation for coordinator selection. The stable equilibrium best policy to response defense is obtained from this game model. It is shown that the proposed scheme can improve reliability and save energy during the network lifetime with respect to security.
Igl, Wilmar; Kamal-Eldin, Afaf; Johansson, Asa; Liebisch, Gerhard; Gnewuch, Carsten; Schmitz, Gerd; Gyllensten, Ulf
2013-01-01
The high intake of game meat in populations with a subsistence-based diet may affect their blood lipids and health status. To examine the association between diet and circulating levels of blood lipid levels in a northern Swedish population. We compared a group with traditional lifestyle (TLS) based on reindeer herding (TLS group) with those from the same area with a non-traditional lifestyle (NTLS) typical of more industrialized regions of Sweden (NTLS group). The analysis was based on self-reported intake of animal source food (i.e. non-game meat, game meat, fish, dairy products and eggs) and the serum blood level of a number of lipids [total cholesterol (TC), low-density lipoprotein cholesterol (LDL), high-density lipoprotein cholesterol (HDL), triglycerides (TG), glycerophospholipids and sphingolipids]. The TLS group had higher cholesterol, LDL and HDL levels than the reference group. Of the TLS group, 65% had cholesterol levels above the threshold for increased risk of coronary heart disease (≥ 240 mg/dl), as compared to 38% of the NTLS group. Self-reported consumption of game meat was positively associated with TC and LDL. The high game meat consumption of the TLS group is associated with increased cholesterol levels. High intake of animal protein and fat and low fibre is known to increase the risk of cardiovascular disease, but other studies of the TLS in northern Sweden have shown comparable incidences of cardiovascular disease to the reference (NTLS) group from the same geographical area. This indicates that factors other than TC influence disease risk. One such possible factor is dietary phospholipids, which are also found in high amounts specifically in game meat and have been shown to inhibit cholesterol absorption.
A game based virtual campus tour
NASA Astrophysics Data System (ADS)
Razia Sulthana, A.; Arokiaraj Jovith, A.; Saveetha, D.; Jaithunbi, A. K.
2018-04-01
The aim of the application is to create a virtual reality game, whose purpose is to showcase the facilities of SRM University, while doing so in an entertaining manner. The virtual prototype of the institution is deployed in a game engine which eases the students to look over the infrastructure, thereby reducing the resources utilization. Time and money are the resources in concern today. The virtual campus application assists the end user even from a remote location. The virtual world simulates the exact location and hence the effect is created. Thus, it virtually transports the user to the university, with the help of a VR Headset. This is a dynamic application wherein the user can move in any direction. The VR headset provides an interface to get gyro input and this is used to start and stop the movement. Virtual Campus is size efficient and occupies minimal space. It is scalable against mobile gadgets. This gaming application helps the end user to explore the campus, while having fun too. It is a user friendly application that supports users worldwide.
User Statistics for an Online Health Game Targeted at Children.
Alblas, Eva E; Folkvord, Frans; Anschütz, Doeschka J; Ketelaar, Paul E; Granic, Isabela; Mensink, Fréderike; Buijzen, Moniek; van 't Riet, Jonathan P
2017-10-01
Given that many households in western countries nowadays have home access to the Internet, developing health-promoting online interventions has the potential to reach large audiences. Studies assessing usage data of online health interventions are important and relevant but, as of yet, scarce. The present study reviewed usage data from Monkey Do, an existing online health game developed specifically for children from 4 to 8 years old. In addition, the effect of advertising on usage was examined. In an observational study, a web-based analysis program was used to examine usage data of all visits to the online health game for the first 31 months following the launch. We reported descriptives for usage data. We analyzed the relationship between advertising and usage with a Mann-Whitney U test, and used a Pearson's chi-square test to investigate the association between advertising and the number of first-time visitors. In the period of data analysis, there were 224,859 sessions. Around 34% of the visitors played the game more than once. Compared with first-time visitors, the average session time of returning visitors was doubled. The game was most frequently accessed via search engine query, on a desktop computer (compared to mobile devices). Advertising was found to be positively related to the number of sessions and the number of first-time visitors. Placing a game online can reach a large audience, but it is important to also consider how to stimulate retention. Furthermore, repeated advertisement for an online game appears to be necessary to maintain visitors over time.
2013-05-01
environmental objects are used to immerse the user in a 3D visualisation of the simulated war game. ADFStealthViewer has several ADF produced 3D models...OpenGL, audio , and networking devices. Some advanced functionality of the engine relies on modern graphics pixel and vertex shaders. These advanced
NASA Astrophysics Data System (ADS)
Murphy, M.; Corns, A.; Cahill, J.; Eliashvili, K.; Chenau, A.; Pybus, C.; Shaw, R.; Devlin, G.; Deevy, A.; Truong-Hong, L.
2017-08-01
Cultural heritage researchers have recently begun applying Building Information Modelling (BIM) to historic buildings. The model is comprised of intelligent objects with semantic attributes which represent the elements of a building structure and are organised within a 3D virtual environment. Case studies in Ireland are used to test and develop the suitable systems for (a) data capture/digital surveying/processing (b) developing library of architectural components and (c) mapping these architectural components onto the laser scan or digital survey to relate the intelligent virtual representation of a historic structure (HBIM). While BIM platforms have the potential to create a virtual and intelligent representation of a building, its full exploitation and use is restricted to narrow set of expert users with access to costly hardware, software and skills. The testing of open BIM approaches in particular IFCs and the use of game engine platforms is a fundamental component for developing much wider dissemination. The semantically enriched model can be transferred into a WEB based game engine platform.
Unreal Interactive Puppet Game Development Using Leap Motion
NASA Astrophysics Data System (ADS)
Huang, An-Pin; Huang, Fay; Jhu, Jing-Siang
2018-04-01
This paper proposed a novel puppet play method utilizing recent technology. An interactive puppet game has been developed based on the theme of a famous Chinese classical novel. This project was implemented using Unreal Engine, which is a leading software of integrated tools for developers to design and build games. On the other hand, Leap Motion Controller is a sensor device for recognizing hand movements and gestures. It is commonly used in systems which require close-range finger-based user interaction. In order to manipulate puppets’ movements, the developed program employs the Leap Motion SDK, which provides a friendly way to add motion-controlled 3D hands to an Unreal game. The novelty of our project is to replace 3D model of rigged hands by two 3D humanoid rigged characters. The challenges of this task are two folds. First, the skeleton structure of a human hand and a humanoid character (i.e., puppets) are totally different. Making the puppets to follow the hand poses of the user and yet ensuring reasonable puppets’ movements has not been discussed in the literatures nor in the developer forums. Second, there are only a limited number of built-in recognizable hand gestures. More recognizable hand gestures need to be created for the interactive game. This paper reports the proposed solutions to these challenges.
An Open Source Tool for Game Theoretic Health Data De-Identification.
Prasser, Fabian; Gaupp, James; Wan, Zhiyu; Xia, Weiyi; Vorobeychik, Yevgeniy; Kantarcioglu, Murat; Kuhn, Klaus; Malin, Brad
2017-01-01
Biomedical data continues to grow in quantity and quality, creating new opportunities for research and data-driven applications. To realize these activities at scale, data must be shared beyond its initial point of collection. To maintain privacy, healthcare organizations often de-identify data, but they assume worst-case adversaries, inducing high levels of data corruption. Recently, game theory has been proposed to account for the incentives of data publishers and recipients (who attempt to re-identify patients), but this perspective has been more hypothetical than practical. In this paper, we report on a new game theoretic data publication strategy and its integration into the open source software ARX. We evaluate our implementation with an analysis on the relationship between data transformation, utility, and efficiency for over 30,000 demographic records drawn from the U.S. Census Bureau. The results indicate that our implementation is scalable and can be combined with various data privacy risk and quality measures.
Efficient and Effective Change Principles in Active Videogames
Fenner, Ashley A.; Howie, Erin K.; Feltz, Deborah L.; Gray, Cindy M.; Lu, Amy Shirong; Mueller, Florian “Floyd”; Simons, Monique; Barnett, Lisa M.
2015-01-01
Abstract Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline areas, including behavioral sciences (health behavior change, motor learning, and serious games), business production (marketing and sales), and technology engineering and design (human–computer interaction/ergonomics and flow). Both direct and indirect pathways to impact on population levels of habitual physical activity are proposed, along with the concept of a game use lifecycle. Examples of current active and sedentary electronic games are used to understand how such principles may be applied. Furthermore, limitations of the current usage of theoretical principles are discussed. A suggested list of principles for best practice in active videogame design is proposed along with suggested research ideas to inform practice to enhance physical activity. PMID:26181680
Efficient and Effective Change Principles in Active Videogames.
Straker, Leon M; Fenner, Ashley A; Howie, Erin K; Feltz, Deborah L; Gray, Cindy M; Lu, Amy Shirong; Mueller, Florian Floyd; Simons, Monique; Barnett, Lisa M
2015-02-01
Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline areas, including behavioral sciences (health behavior change, motor learning, and serious games), business production (marketing and sales), and technology engineering and design (human-computer interaction/ergonomics and flow). Both direct and indirect pathways to impact on population levels of habitual physical activity are proposed, along with the concept of a game use lifecycle. Examples of current active and sedentary electronic games are used to understand how such principles may be applied. Furthermore, limitations of the current usage of theoretical principles are discussed. A suggested list of principles for best practice in active videogame design is proposed along with suggested research ideas to inform practice to enhance physical activity.
Game Theory for Wireless Sensor Networks: A Survey
Shi, Hai-Yan; Wang, Wan-Liang; Kwok, Ngai-Ming; Chen, Sheng-Yong
2012-01-01
Game theory (GT) is a mathematical method that describes the phenomenon of conflict and cooperation between intelligent rational decision-makers. In particular, the theory has been proven very useful in the design of wireless sensor networks (WSNs). This article surveys the recent developments and findings of GT, its applications in WSNs, and provides the community a general view of this vibrant research area. We first introduce the typical formulation of GT in the WSN application domain. The roles of GT are described that include routing protocol design, topology control, power control and energy saving, packet forwarding, data collection, spectrum allocation, bandwidth allocation, quality of service control, coverage optimization, WSN security, and other sensor management tasks. Then, three variations of game theory are described, namely, the cooperative, non-cooperative, and repeated schemes. Finally, existing problems and future trends are identified for researchers and engineers in the field. PMID:23012533
Assessing problem-solving skills in construction education with the virtual construction simulator
NASA Astrophysics Data System (ADS)
Castronovo, Fadi
The ability to solve complex problems is an essential skill that a construction and project manager must possess when entering the architectural, engineering, and construction industry. Such ability requires a mixture of problem-solving skills, ranging from lower to higher order thinking skills, composed of cognitive and metacognitive processes. These skills include the ability to develop and evaluate construction plans and manage the execution of such plans. However, in a typical construction program, introducing students to such complex problems can be a challenge, and most commonly the learner is presented with only part of a complex problem. To support this challenge, the traditional methodology of delivering design, engineering, and construction instruction has been going through a technological revolution, due to the rise of computer-based technology. For example, in construction classrooms, and other disciplines, simulations and educational games are being utilized to support the development of problem-solving skills. Previous engineering education research has illustrated the high potential that simulations and educational games have in engaging in lower and higher order thinking skills. Such research illustrated their capacity to support the development of problem-solving skills. This research presents evidence supporting the theory that educational simulation games can help with the learning and retention of transferable problem-solving skills, which are necessary to solve complex construction problems. The educational simulation game employed in this study is the Virtual Construction Simulator (VCS). The VCS is a game developed to provide students in an engaging learning activity that simulates the planning and managing phases of a construction project. Assessment of the third iteration of the VCS(3) game has shown pedagogical value in promoting students' motivation and a basic understanding of construction concepts. To further evaluate the benefits on problem-solving skills, a new version of the VCS(4) was developed, with new building modules and assessment framework. The design and development of the VCS4 leveraged research in educational psychology, multimedia learning, human-computer interaction, and Building Information Modeling. In this dissertation the researcher aimed to evaluate the pedagogical value of the VCS4 in fostering problem-solving skills. To answer the research questions, a crossover repeated measures quasi-experiment was designed to assess the educational gains that the VCS can provide to construction education. A group of 34 students, attending a fourth-year construction course at a university in the United States was chosen to participate in the experiment. The three learning modules of the VCS were used, which challenged the students to plan and manage the construction process of a wooden pavilion, the steel erection of a dormitory, and the concrete placement of the same dormitory. Based on the results the researcher was able to provide evidence supporting the hypothesis that the chosen sample of construction students were able to gain and retain problem-solving skills necessary to solve complex construction simulation problems, no matter what the sequence with which these modules were played. In conclusion, the presented results provide evidence supporting the theory that educational simulation games can help the learning and retention of transferable problem-solving skills, which are necessary to solve complex construction problems.
Popova, A Yu; Kuzkin, B P; Demina, Yu V; Dubyansky, V M; Kulichenko, A N; Maletskaya, O V; Shayakhmetov, O Kh; Semenko, O V; Nazarenko, Yu V; Agapitov, D S; Mezentsev, V M; Kharchenko, T V; Efremenko, D V; Oroby, V G; Klindukhov, V P; Grechanaya, T V; Nikolaevich, P N; Tesheva, S Ch; Rafeenko, G K
2015-01-01
To improve the sanitary and epidemiological surveillance at the Olympic Games has developed a system of GIS for monitoring objects and situations in the region of Sochi. The system is based on software package ArcGIS, version 10.2 server, with Web-java.lang. Object, Web-server Apach, and software developed in language java. During th execution of the tasks are solved: the stratification of the region of the Olympic Games for the private and aggregate epidemiological risk OCI various eti- ologies, ranking epidemiologically important facilities for the sanitary and hygienic conditions, monitoring of infectious diseases (in real time according to the preliminary diagnosis). GIS monitoring has shown its effectiveness: Information received from various sources, but focused on one portal. Information was available in real time all the specialists involved in ensuring epidemiological well-being and use at work during the Olympic Games in Sochi.
On Location Learning: Authentic Applied Science with Networked Augmented Realities
NASA Astrophysics Data System (ADS)
Rosenbaum, Eric; Klopfer, Eric; Perry, Judy
2007-02-01
The learning of science can be made more like the practice of science through authentic simulated experiences. We have created a networked handheld Augmented Reality environment that combines the authentic role-playing of Augmented Realities and the underlying models of Participatory Simulations. This game, known as Outbreak @ The Institute, is played across a university campus where players take on the roles of doctors, medical technicians, and public health experts to contain a disease outbreak. Players can interact with virtual characters and employ virtual diagnostic tests and medicines. They are challenged to identify the source and prevent the spread of an infectious disease that can spread among real and/or virtual characters according to an underlying model. In this paper, we report on data from three high school classes who played the game. We investigate students' perception of the authenticity of the game in terms of their personal embodiment in the game, their experience playing different roles, and their understanding of the dynamic model underlying the game.
Burghardt, Kyle J; Bowman, Margo R; Hibino, Maho; Opong-Owusu, Barima K; Pokora, Tiffany D; Reeves, Katherine; Vile, Kellie M
2013-01-01
Low health literacy affects 80-90 million Americans with low-income, minority populations being more vulnerable to this condition. One method of addressing limited literacy that may be particularly well accepted within vulnerable populations is the use of educational board games in order to emphasize seeking health information from reliable sources such as pharmacists. The research objective was to determine if the use of educational board games could impact community pharmacy patron intentions to seek pharmacist advice in an urban, minority, economically-disadvantaged population. Four medication-related educational games were played at an urban community pharmacy under the leadership of pharmacy students in the setting of a health party. Game messages, design, and evaluation processes were uniquely guided by community members' input. A verbally administered questionnaire measured game impact via knowledge and perception questions with responses compared between a non-randomly allocated intervention group and a control group. Ninety-nine adults were included in the intervention (or game) group and 94 adults were in the control group. Game participants were significantly more likely than the control group to indicate they would seek pharmacist medication advice in the future. Educational board games played in the setting of a health party can be a fun and effective way to convey selected health messages within an urban, minority, economically disadvantaged population. Community input into game development and layering multiple strategies for overcoming health literacy barriers were essential components of this initiative. Published by Elsevier Inc.
Public health surveillance for the Toronto 2015 Pan/Parapan American Games.
Chan, E; Hohenadel, K; Lee, B; Helferty, M; Harris, J R; Macdonald, L; Badiani, T
2017-07-06
Public health surveillance for previous Olympic and Paralympic Games have been described in the literature, but surveillance for regional, multisport events on a smaller scale have rarely been explored. To describe the public health surveillance planning, implementation, results, and lessons learned from the 2015 Pan/Parapan American Games in Toronto, Ontario, Canada. Public health surveillance planning for the Games began two years in advance and involved local, provincial and federal partners, primarily focusing on infectious disease. From June to August, 2015, enhanced public health surveillance was conducted to support situational awareness and to facilitate the detection of infectious diseases and outbreaks, environmental health hazards and impacts and other major health events. No major public health incidents occurred that were associated with or a result of hosting the Games. There were two cases of reportable infectious diseases associated with the Games, and 18 public health investigations involving Games-accredited individuals (six related to vaccine-preventable diseases and 12 related to gastrointestinal illnesses or food/water safety violations). Enhanced communication mechanisms, rather than routine and syndromic surveillance systems, were the primary sources of initial notification to surveillance partners on investigations. Working with its partners, Ontario created a robust public health surveillance system for the 2015 Pan/Parapan American Games. Lessons learned, as well as the relationships and capacity developed through this experience, will be applied towards public health surveillance planning for future events.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Nasseh, Bizhan
Ball State University (BSU) was the recipient of a U.S. Department of Energy award to develop educational games teaching science and math. The Science Media Program will merge Ball State University’s nationally recognized capabilities in education, technology, and communication to develop new, interactive, game-based media for the teaching and learning of science and scientific principles for K-12 students. BSU established a team of educators, researchers, scientists, animators, designers, technology specialists, and hired a professional media developer company (Outside Source Design) from Indianapolis. After six months discussions and assessments the project team selected the following 8 games in Math, Physics, Chemistry,more » and Biology, 2 from each discipline. The assembled teams were innovative and unique. This new model of development and production included a process that integrated all needed knowledge and expertise for the development of high quality science and math games for K-12 students. This new model has potential to be used by others for the development of the educational games. The uniqueness of the model is to integrate domain experts’ knowledge with researchers/quality control group, and combine a professional development team from the game development company with the academic game development team from Computer Science and Art departments at Ball State University. The developed games went through feasibility tests with selected students for improvement before use in the research activities.« less
Tucak, Zvonimir; Beuk, Darko; Jumić, Vlado; Tusek, Tatjana; Vladimir-Knezević, Sanda; Tolusić, Zdravko; Skrivanko, Mario; Konjarović, Anastazija; Aladić, Krunoslav; Cupurdija, Edita
2009-12-01
In addition to the process of photosynthesis, the bee community is the main source of energy in food production, honey-plants used by game and people in the hunting grounds ecosystem. It is a well-known fact that thousands of plant species depend on the presence of bee communities (pollination, fertilization). In this paper we studied the presence of the bee community in the hunting grounds of Croatian Forests, and their influence on the number of game (wild pigs), as well as the quality of honey, honey plants in the hunting grounds used by people and game. We established the total number of game (wild boars). The honey quality parameters were determined using the Harmonised methods of the European Honey (Bogdanov et al., 1997) and the pollen analysis by were conducted according to Harmonised methods of melissopalynology (Von der Ohe et al., 2004). Research results indicate that the presence of the bee community influences the number of wild boars from 3-18%, and the quality of honey is in line with the European and world standards. The SAS/STAT package was used for the statistical analysis (SAS Institute Inc., 2000). The significance of the differences among the groups was determined by Duncan test.
The effect of social support derived from World of Warcraft on negative psychological symptoms.
Longman, Huon; O'Connor, Erin; Obst, Patricia
2009-10-01
Previous research examining players of massively multiplayer online games (MMOGs) suggests that players form meaningful relationships with each other. Other research indicates that people may derive social support from online sources, and this social support has been associated with greater well-being. This study used an online survey of players (N = 206) of the MMOG World of Warcraft (WoW) to examine if social support can be derived from MMOGs and to examine its relationship with negative psychological symptoms. Players of WoW were found to derive social support from playing and a positive relationship was found between game engagement and levels of in-game social support. Higher levels of in-game social support were associated with fewer negative psychological symptoms, although this effect was not maintained after accounting for social support derived from the offline sources. Additionally, a small subsample of players (n = 21) who played for 44 to 82 hours per week (M = 63.33) was identified. These players had significantly lower levels of offline social support and higher levels of negative symptoms compared to the rest of the sample. This study provides evidence that social support can be derived from MMOGs and the associated potential to promote well-being but also highlights the potential harm from spending excessive hours playing.
Virus engineering: Fighting HIV at its own game
NASA Astrophysics Data System (ADS)
Lin, Shixian; Chen, Peng R.
2014-07-01
Live-attenuated viruses used in vaccines can regain their virulence, which for deadly viruses such as HIV is an unacceptable risk. Now, attenuated HIV-1 viruses, which include mutations that genetically encode unnatural amino acids and prevent them from replicating in normal cells, have been constructed.
Nanomaterial Categorization for Assessing Risk Potential to Faciliate Regulatory Decision-Making
For nanotechnology to meet its potential as a game-changing and sustainable technology, it is important to ensure that the engineered nanomaterials (ENMs) and nano-enabled products that gain entry to the marketplace are safe and effective. Tools and methods are needed for regul...
Dodging Marshmallows: Simulations to Teach Ethics
ERIC Educational Resources Information Center
Weidman, Justin; Coombs, Dawan
2016-01-01
Students had just participated in an experiential learning exercise where they played dodgeball using marshmallows, but the unique context of the game introduced ethical dilemmas that integrated ethics education into a technical education classroom setting. Research shows that "Engineering curriculum and activities at the K-12 level should be…
Nintendo related injuries and other problems: review
Heineman, Erik; Pierie, Jean-Pierre E N; ten Cate Hoedemaker, Henk O
2014-01-01
Objective To identify all reported cases of injury and other problems caused by using a Nintendo video gaming system. Design Review. Data sources and review methods Search of PubMed and Embase in June 2014 for reports on injuries and other problems caused by using a Nintendo gaming system. Results Most of the 38 articles identified were case reports or case series. Injuries and problems ranged from neurological and psychological to surgical. Traditional controllers with buttons were associated with tendinitis of the extensor of the thumb. The joystick on the Nintendo 64 controller was linked to palmar ulceration. The motion sensitive Wii remote was associated with musculoskeletal problems and various traumas. Conclusions Most problems are mild and prevalence is low. The described injuries were related to the way the games are controlled, which varies according to the video game console. PMID:25515525
NASA Astrophysics Data System (ADS)
Baytak, Ahmet
Among educational researchers and practitioners, there is a growing interest in employing computer games for pedagogical purposes. The present research integrated a technology education class and a science class where 5 th graders learned about environmental issues by designing games that involved environmental concepts. The purposes of this study were to investigate how designing computer games affected the development of students' environmental knowledge, programming knowledge, environmental awareness and interest in computers. It also explored the nature of the artifacts developed and the types of knowledge represented therein. A case study (Yin, 2003) was employed within the context of a 5 th grade elementary science classroom. Fifth graders designed computer games about environmental issues to present to 2nd graders by using Scratch software. The analysis of this study was based on multiple data sources: students' pre- and post-test scores on environmental awareness, their environmental knowledge, their interest in computer science, and their game design. Included in the analyses were also data from students' computer games, participant observations, and structured interviews. The results of the study showed that students were able to successfully design functional games that represented their understanding of environment, even though the gain between pre- and post-environmental knowledge test and environmental awareness survey were minimal. The findings indicate that all students were able to use various game characteristics and programming concepts, but their prior experience with the design software affected their representations. The analyses of the interview transcriptions and games show that students improved their programming skills and that they wanted to do similar projects for other subject areas in the future. Observations showed that game design appeared to lead to knowledge-building, interaction and collaboration among students. This, in turn, encouraged students to test and improve their designs. Sharing the games, it was found, has both positive and negative effects on the students' game design process and the representation of students' understandings of the domain subject.
Efficient Geometric Sound Propagation Using Visibility Culling
NASA Astrophysics Data System (ADS)
Chandak, Anish
2011-07-01
Simulating propagation of sound can improve the sense of realism in interactive applications such as video games and can lead to better designs in engineering applications such as architectural acoustics. In this thesis, we present geometric sound propagation techniques which are faster than prior methods and map well to upcoming parallel multi-core CPUs. We model specular reflections by using the image-source method and model finite-edge diffraction by using the well-known Biot-Tolstoy-Medwin (BTM) model. We accelerate the computation of specular reflections by applying novel visibility algorithms, FastV and AD-Frustum, which compute visibility from a point. We accelerate finite-edge diffraction modeling by applying a novel visibility algorithm which computes visibility from a region. Our visibility algorithms are based on frustum tracing and exploit recent advances in fast ray-hierarchy intersections, data-parallel computations, and scalable, multi-core algorithms. The AD-Frustum algorithm adapts its computation to the scene complexity and allows small errors in computing specular reflection paths for higher computational efficiency. FastV and our visibility algorithm from a region are general, object-space, conservative visibility algorithms that together significantly reduce the number of image sources compared to other techniques while preserving the same accuracy. Our geometric propagation algorithms are an order of magnitude faster than prior approaches for modeling specular reflections and two to ten times faster for modeling finite-edge diffraction. Our algorithms are interactive, scale almost linearly on multi-core CPUs, and can handle large, complex, and dynamic scenes. We also compare the accuracy of our sound propagation algorithms with other methods. Once sound propagation is performed, it is desirable to listen to the propagated sound in interactive and engineering applications. We can generate smooth, artifact-free output audio signals by applying efficient audio-processing algorithms. We also present the first efficient audio-processing algorithm for scenarios with simultaneously moving source and moving receiver (MS-MR) which incurs less than 25% overhead compared to static source and moving receiver (SS-MR) or moving source and static receiver (MS-SR) scenario.
Doron, J; Bourbousson, J
2017-12-01
Little is known about how team sport athletes individually and collectively experience sources of stress during competitive sport encounters. This study aimed to examine the nature of the stressors team sport athletes appraised during games at individual and team levels, as well as their degree of synchronization during an unfolding game. Through individual self-confrontation interviews, the activities of nine basketball players of the same team were examined in detail. The results revealed that 12 categories of stressors were reported, and categorized into two larger units reflecting stressors perceived as affecting (a) "the team functioning as a whole" and (b) "a player's own functioning". Thus, the nature and degree of similarity of the game-specific stressors experienced by basketball players within a single team were identified during a game. In addition, the findings showed six different patterns of synchronizations of team members' stressors, as well as their changes over the course of the game. They provided support for the synchronized appraisal and experience of stressors within a team during a game. By adopting an interpersonal perspective and examining the temporal interplay in team members' activities, this study shed light on stress within teams. © 2016 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
Open Source Virtual Worlds and Low Cost Sensors for Physical Rehab of Patients with Chronic Diseases
NASA Astrophysics Data System (ADS)
Romero, Salvador J.; Fernandez-Luque, Luis; Sevillano, José L.; Vognild, Lars
For patients with chronic diseases, exercise is a key part of rehab to deal better with their illness. Some of them do rehabilitation at home with telemedicine systems. However, keeping to their exercising program is challenging and many abandon the rehabilitation. We postulate that information technologies for socializing and serious games can encourage patients to keep doing physical exercise and rehab. In this paper we present Virtual Valley, a low cost telemedicine system for home exercising, based on open source virtual worlds and utilizing popular low cost motion controllers (e.g. Wii Remote) and medical sensors. Virtual Valley allows patient to socialize, learn, and play group based serious games while exercising.
IT Tools for Teachers and Scientists, Created by Undergraduate Researchers
NASA Astrophysics Data System (ADS)
Millar, A. Z.; Perry, S.
2007-12-01
Interns in the Southern California Earthquake Center/Undergraduate Studies in Earthquake Information Technology (SCEC/UseIT) program conduct computer science research for the benefit of earthquake scientists and have created products in growing use within the SCEC education and research communities. SCEC/UseIT comprises some twenty undergraduates who combine their varied talents and academic backgrounds to achieve a Grand Challenge that is formulated around needs of SCEC scientists and educators and that reflects the value SCEC places on the integration of computer science and the geosciences. In meeting the challenge, students learn to work on multidisciplinary teams and to tackle complex problems with no guaranteed solutions. Meantime, their efforts bring fresh perspectives and insight to the professionals with whom they collaborate, and consistently produces innovative, useful tools for research and education. The 2007 Grand Challenge was to design and prototype serious games to communicate important earthquake science concepts. Interns broke themselves into four game teams, the Educational Game, the Training Game, the Mitigation Game and the Decision-Making Game, and created four diverse games with topics from elementary plate tectonics to earthquake risk mitigation, with intended players ranging from elementary students to city planners. The games were designed to be versatile, to accommodate variation in the knowledge base of the player; and extensible, to accommodate future additions. The games are played on a web browser or from within SCEC-VDO (Virtual Display of Objects). SCEC-VDO, also engineered by UseIT interns, is a 4D, interactive, visualization software that enables integration and exploration of datasets and models such as faults, earthquake hypocenters and ruptures, digital elevation models, satellite imagery, global isochrons, and earthquake prediction schemes. SCEC-VDO enables the user to create animated movies during a session, and is now part of a multi-media, general education curriculum at University of Southern California. Throughout this meeting, at the SCEC booth, UseIT interns will be demonstrating both the serious games and SCEC-VDO. SCEC/UseIT is a National Science Foundation Research Experience for Undergraduates site.
A pilot study of a portable wood chipper
R. H. Fenton; H. A. McKusick
1950-01-01
A cooperative investigation carried on by the Connecticut State Park and Forest Commission and the Northeastern Forest Experiment Station in collaboration with the Northeastern Wood Utilization Council, Inc., the Fitchburg Engineering Company, the Connecticut Highway Department, and the Connecticut Board of Fisheries and Game. The authors acknowledge the generous...
Experimenting "Learn by Doing" and "Learn by Failing"
ERIC Educational Resources Information Center
Pozzi, Rossella; Noè, Carlo; Rossi, Tommaso
2015-01-01
According to the literature, in recent years, developing experiential learning has fulfilled the requirement of a deep understanding of lean philosophy by engineering students, demonstrating the advantages and disadvantages of some of the key principles of lean manufacturing. On the other hand, the literature evidences how some kinds of game-based…
The People Unite: Learning Meaningful Civics Online
ERIC Educational Resources Information Center
Pitts, Annette Boyd; Dziuban, Charles; Cornett, Jeffrey W.
2011-01-01
Throughout the world, today's students are being characterized as digital natives, the "net generation." This twenty-first-century student cohort is adept at multi-tasking and at using a variety of tools and resources including electronic search engines, blogs, wikis, visual images, videos, gaming platforms, and social networking.…
Linking Capabilities to Functionings: Adapting Narrative Forms from Role-Playing Games to Education
ERIC Educational Resources Information Center
Cheville, R. Alan
2016-01-01
This paper explores science, technology, engineering, and mathematics education in the context of inequality of opportunity by examining educational systems through two lenses: curricular mode and system scale. Curricular mode classifies learning experiences as addressing knowing, acting, or being, while system scale captures how learning…
On Discrete-Time Pursuit-Evasion Games with Sensing Limitations
2008-01-01
observations in the biology literature by Caraco and Wolf [24] that have reported higher group size in foraging lions during the wet season (prey...H. Myers, and S. L. Myers, Probability and Statistics for Engineers and Scientists, 6th ed. New Jersey, USA: Prentice Hall, 1998. [24] T. Caraco and
ERIC Educational Resources Information Center
Matthews, Frank L.
2006-01-01
The Georgia Institute of Technology: 117. North Carolina A&T State University: 145. These numbers do not represent the outcome of a high-scoring basketball game, but rather the number of bachelor's degrees awarded to Black engineers at each school in the 2004-2005 academic year, according to Diverse's Top 100 bachelor's degree producers…
Building Cognition: The Construction of Computational Representations for Scientific Discovery
ERIC Educational Resources Information Center
Chandrasekharan, Sanjay; Nersessian, Nancy J.
2015-01-01
Novel computational representations, such as simulation models of complex systems and video games for scientific discovery (Foldit, EteRNA etc.), are dramatically changing the way discoveries emerge in science and engineering. The cognitive roles played by such computational representations in discovery are not well understood. We present a…
Motion Rehab AVE 3D: A VR-based exergame for post-stroke rehabilitation.
Trombetta, Mateus; Bazzanello Henrique, Patrícia Paula; Brum, Manoela Rogofski; Colussi, Eliane Lucia; De Marchi, Ana Carolina Bertoletti; Rieder, Rafael
2017-11-01
Recent researches about games for post-stroke rehabilitation have been increasing, focusing in upper limb, lower limb and balance situations, and showing good experiences and results. With this in mind, this paper presents Motion Rehab AVE 3D, a serious game for post-stroke rehabilitation of patients with mild stroke. The aim is offer a new technology in order to assist the traditional therapy and motivate the patient to execute his/her rehabilitation program, under health professional supervision. The game was developed with Unity game engine, supporting Kinect motion sensing input device and display devices like Smart TV 3D and Oculus Rift. It contemplates six activities considering exercises in a tridimensional space: flexion, abduction, shoulder adduction, horizontal shoulder adduction and abduction, elbow extension, wrist extension, knee flexion, and hip flexion and abduction. Motion Rehab AVE 3D also report about hits and errors to the physiotherapist evaluate the patient's progress. A pilot study with 10 healthy participants (61-75 years old) tested one of the game levels. They experienced the 3D user interface in third-person. Our initial goal was to map a basic and comfortable setup of equipment in order to adopt later. All the participants (100%) classified the interaction process as interesting and amazing for the age, presenting a good acceptance. Our evaluation showed that the game could be used as a useful tool to motivate the patients during rehabilitation sessions. Next step is to evaluate its effectiveness for stroke patients, in order to verify if the interface and game exercises contribute into the motor rehabilitation treatment progress. Copyright © 2017 Elsevier B.V. All rights reserved.
TeachEnG: a Teaching Engine for Genomics.
Kim, Minji; Kim, Yeonsung; Qian, Lei; Song, Jun S
2017-10-15
Bioinformatics is a rapidly growing field that has emerged from the synergy of computer science, statistics and biology. Given the interdisciplinary nature of bioinformatics, many students from diverse fields struggle with grasping bioinformatic concepts only from classroom lectures. Interactive tools for helping students reinforce their learning would be thus desirable. Here, we present an interactive online educational tool called TeachEnG (acronym for Teaching Engine for Genomics) for reinforcing key concepts in sequence alignment and phylogenetic tree reconstruction. Our instructional games allow students to align sequences by hand, fill out the dynamic programming matrix in the Needleman-Wunsch global sequence alignment algorithm, and reconstruct phylogenetic trees via the maximum parsimony, Unweighted Pair Group Method with Arithmetic mean (UPGMA) and Neighbor-Joining algorithms. With an easily accessible interface and instant visual feedback, TeachEnG will help promote active learning in bioinformatics. TeachEnG is freely available at http://teacheng.illinois.edu. The source code is available from https://github.com/KnowEnG/TeachEnG under the Artistic License 2.0. It is written in JavaScript and compatible with Firefox, Safari, Chrome and Microsoft Edge. songj@illinois.edu. © The Author 2017. Published by Oxford University Press. All rights reserved. For Permissions, please e-mail: journals.permissions@oup.com
Striatal volume predicts level of video game skill acquisition.
Erickson, Kirk I; Boot, Walter R; Basak, Chandramallika; Neider, Mark B; Prakash, Ruchika S; Voss, Michelle W; Graybiel, Ann M; Simons, Daniel J; Fabiani, Monica; Gratton, Gabriele; Kramer, Arthur F
2010-11-01
Video game skills transfer to other tasks, but individual differences in performance and in learning and transfer rates make it difficult to identify the source of transfer benefits. We asked whether variability in initial acquisition and of improvement in performance on a demanding video game, the Space Fortress game, could be predicted by variations in the pretraining volume of either of 2 key brain regions implicated in learning and memory: the striatum, implicated in procedural learning and cognitive flexibility, and the hippocampus, implicated in declarative memory. We found that hippocampal volumes did not predict learning improvement but that striatal volumes did. Moreover, for the striatum, the volumes of the dorsal striatum predicted improvement in performance but the volumes of the ventral striatum did not. Both ventral and dorsal striatal volumes predicted early acquisition rates. Furthermore, this early-stage correlation between striatal volumes and learning held regardless of the cognitive flexibility demands of the game versions, whereas the predictive power of the dorsal striatal volumes held selectively for performance improvements in a game version emphasizing cognitive flexibility. These findings suggest a neuroanatomical basis for the superiority of training strategies that promote cognitive flexibility and transfer to untrained tasks.
Kollander, Barbro; Widemo, Fredrik; Ågren, Erik; Larsen, Erik H; Loeschner, Katrin
2017-03-01
This study investigated whether game meat may contain nanoparticles of lead from ammunition. Lead nanoparticles in the range 40 to 750 nm were detected by ICP-MS in single particle mode in game shot with lead-containing bullets. The median diameter of the detected nanoparticles was around 60 nm. The particle mass concentration ranged from 290 to 340 ng/g meat and the particle number concentrations from 27 to 50 million particles/g meat. The size limit of detection strongly depended on the level of dissolved lead and was in the range of 40 to 80 nm. In game meat sampled more than 10 cm away from the wound channel, no lead particles with a diameter larger than 40 nm were detected. In addition to dissolved lead in meat that originated from particulates, the presence of lead nano particles in game meat represents a hitherto unattended source of lead with a largely unknown toxicological impact to humans. Graphical Abstract Detection of lead nanoparticles in game meat by single particle ICP-MS following use of leadcontaining bullets.
2015-05-01
decisions on the fly in an online retail environment. Tech. rep., Working Paper, Massachusetts Institute of Technology, Boston, MA. Arneson, Broderick , Ryan...Hayward, Philip Henderson. 2009. MoHex wins Hex tournament. International Computer Games Association Journal 32 114–116. Arneson, Broderick , Ryan B...Combina- torial Search. Enzenberger, Markus, Martin Muller, Broderick Arneson, Richard Segal. 2010. Fuego—an open-source framework for board games and
Secure relay selection based on learning with negative externality in wireless networks
NASA Astrophysics Data System (ADS)
Zhao, Caidan; Xiao, Liang; Kang, Shan; Chen, Guiquan; Li, Yunzhou; Huang, Lianfen
2013-12-01
In this paper, we formulate relay selection into a Chinese restaurant game. A secure relay selection strategy is proposed for a wireless network, where multiple source nodes send messages to their destination nodes via several relay nodes, which have different processing and transmission capabilities as well as security properties. The relay selection utilizes a learning-based algorithm for the source nodes to reach their best responses in the Chinese restaurant game. In particular, the relay selection takes into account the negative externality of relay sharing among the source nodes, which learn the capabilities and security properties of relay nodes according to the current signals and the signal history. Simulation results show that this strategy improves the user utility and the overall security performance in wireless networks. In addition, the relay strategy is robust against the signal errors and deviations of some user from the desired actions.
Atimia: A New Paradigm for Investigating How Individuals Feel When Ostracizing Others.
Wirth, James H; Bernstein, Michael J; LeRoy, Angie S
2015-01-01
To date, researchers studying ostracism (being excluded and ignored) focused on examining the consequences of ostracism. However, researchers have not yet systematically investigated why individuals ostracize others. One impediment to this research is lacking multiple means to successfully induce individuals to be sources, those who ostracize others. Using Cyberball, researchers found participants ostracized a player delaying the game. To aid in systematic research on sources, we developed the game Atimia. In Atimia, players took turns solving remote associate word items and we varied the performance of a computer-controlled player to perform equal to or significantly worse than the group. Without prompting, participants ostracized a poor- versus equal-performing player more and found the poor-performing player burdensome, less likable, and less desirable to work with on a future task. Study outcomes suggest Atimia is a viable paradigm for investigating sources of ostracism.
Games and Simulations for Climate, Weather and Earth Science Education
NASA Astrophysics Data System (ADS)
Russell, R. M.
2013-12-01
We will demonstrate several interactive, computer-based simulations, games, and other interactive multimedia. These resources were developed for weather, climate, atmospheric science, and related Earth system science education. The materials were created by education groups at NCAR/UCAR in Boulder, primarily Spark and the COMET Program. These materials have been disseminated via Spark's web site (spark.ucar.edu), webinars, online courses, teacher workshops, and large touchscreen displays in weather and Sun-Earth connections exhibits in NCAR's Mesa Lab facility. Spark has also assembled a web-based list of similar resources, especially simulations and games, from other sources that touch upon weather, climate, and atmospheric science topics. We'll briefly demonstrate this directory.
Games and Simulations for Climate, Weather and Earth Science Education
NASA Astrophysics Data System (ADS)
Russell, R. M.; Clark, S.
2015-12-01
We will demonstrate several interactive, computer-based simulations, games, and other interactive multimedia. These resources were developed for weather, climate, atmospheric science, and related Earth system science education. The materials were created by the UCAR Center for Science Education. These materials have been disseminated via our web site (SciEd.ucar.edu), webinars, online courses, teacher workshops, and large touchscreen displays in weather and Sun-Earth connections exhibits in NCAR's Mesa Lab facility in Boulder, Colorado. Our group has also assembled a web-based list of similar resources, especially simulations and games, from other sources that touch upon weather, climate, and atmospheric science topics. We'll briefly demonstrate this directory.
NASA Astrophysics Data System (ADS)
Noor, Ahmed K.
2013-12-01
Some of the recent attempts for improving and transforming engineering education are reviewed. The attempts aim at providing the entry level engineers with the skills needed to address the challenges of future large-scale complex systems and projects. Some of the frontier sectors and future challenges for engineers are outlined. The major characteristics of the coming intelligence convergence era (the post-information age) are identified. These include the prevalence of smart devices and environments, the widespread applications of anticipatory computing and predictive / prescriptive analytics, as well as a symbiotic relationship between humans and machines. Devices and machines will be able to learn from, and with, humans in a natural collaborative way. The recent game changers in learnscapes (learning paradigms, technologies, platforms, spaces, and environments) that can significantly impact engineering education in the coming era are identified. Among these are open educational resources, knowledge-rich classrooms, immersive interactive 3D learning, augmented reality, reverse instruction / flipped classroom, gamification, robots in the classroom, and adaptive personalized learning. Significant transformative changes in, and mass customization of, learning are envisioned to emerge from the synergistic combination of the game changers and other technologies. The realization of the aforementioned vision requires the development of a new multidisciplinary framework of emergent engineering for relating innovation, complexity and cybernetics, within the future learning environments. The framework can be used to treat engineering education as a complex adaptive system, with dynamically interacting and communicating components (instructors, individual, small, and large groups of learners). The emergent behavior resulting from the interactions can produce progressively better, and continuously improving, learning environment. As a first step towards the realization of the vision, intelligent adaptive cyber-physical ecosystems need to be developed to facilitate collaboration between the various stakeholders of engineering education, and to accelerate the development of a skilled engineering workforce. The major components of the ecosystems include integrated knowledge discovery and exploitation facilities, blended learning and research spaces, novel ultra-intelligent software agents, multimodal and autonomous interfaces, and networked cognitive and tele-presence robots.
Add Interest to Your Social Studies Curriculum without Cost.
ERIC Educational Resources Information Center
Bloom, Marion G.; And Others
1992-01-01
Lists a sampling of free materials and their sources for use by social studies teachers. Includes videos, maps, pamphlets, booklets, games, posters, and travel brochures from Norway, Saudi Arabia, Germany, and Korea among others. Provides source addresses, turnaround times, and descriptions of the materials. (DK)
Public health surveillance for the Toronto 2015 Pan/Parapan American Games
Chan, E; Hohenadel, K; Lee, B; Helferty, M; Harris, JR; Macdonald, L; Badiani, T
2017-01-01
Background Public health surveillance for previous Olympic and Paralympic Games have been described in the literature, but surveillance for regional, multisport events on a smaller scale have rarely been explored. Objective To describe the public health surveillance planning, implementation, results, and lessons learned from the 2015 Pan/Parapan American Games in Toronto, Ontario, Canada. Intervention Public health surveillance planning for the Games began two years in advance and involved local, provincial and federal partners, primarily focusing on infectious disease. From June to August, 2015, enhanced public health surveillance was conducted to support situational awareness and to facilitate the detection of infectious diseases and outbreaks, environmental health hazards and impacts and other major health events. Outcomes No major public health incidents occurred that were associated with or a result of hosting the Games. There were two cases of reportable infectious diseases associated with the Games, and 18 public health investigations involving Games-accredited individuals (six related to vaccine-preventable diseases and 12 related to gastrointestinal illnesses or food/water safety violations). Enhanced communication mechanisms, rather than routine and syndromic surveillance systems, were the primary sources of initial notification to surveillance partners on investigations. Conclusion Working with its partners, Ontario created a robust public health surveillance system for the 2015 Pan/Parapan American Games. Lessons learned, as well as the relationships and capacity developed through this experience, will be applied towards public health surveillance planning for future events. PMID:29770080
Architecture for high performance stereoscopic game rendering on Android
NASA Astrophysics Data System (ADS)
Flack, Julien; Sanderson, Hugh; Shetty, Sampath
2014-03-01
Stereoscopic gaming is a popular source of content for consumer 3D display systems. There has been a significant shift in the gaming industry towards casual games for mobile devices running on the Android™ Operating System and driven by ARM™ and other low power processors. Such systems are now being integrated directly into the next generation of 3D TVs potentially removing the requirement for an external games console. Although native stereo support has been integrated into some high profile titles on established platforms like Windows PC and PS3 there is a lack of GPU independent 3D support for the emerging Android platform. We describe a framework for enabling stereoscopic 3D gaming on Android for applications on mobile devices, set top boxes and TVs. A core component of the architecture is a 3D game driver, which is integrated into the Android OpenGL™ ES graphics stack to convert existing 2D graphics applications into stereoscopic 3D in real-time. The architecture includes a method of analyzing 2D games and using rule based Artificial Intelligence (AI) to position separate objects in 3D space. We describe an innovative stereo 3D rendering technique to separate the views in the depth domain and render directly into the display buffer. The advantages of the stereo renderer are demonstrated by characterizing the performance in comparison to more traditional render techniques, including depth based image rendering, both in terms of frame rates and impact on battery consumption.
Advanced Engineering Methods in Design and Education
NASA Astrophysics Data System (ADS)
Kamenov, Krasimir; Dobreva, Antoaneta; Ronkova, Vyarka
2017-10-01
The paper presented deals with the challenges occurring during the education of the new digital generation of students in the area of engineering subjects. This new situation in teaching technologies imposes the obtaining of appropriate feedback from the students during the lectures and tutorials. The objective of the research is to investigate the impact of the application of video games, graphical presentations, animations, etc. The feedback received in such interactive way gives the opportunity to improve the teaching models and to increase the active participation of the students during the lectures and tutorials.
Active video games as an exercise tool for children with cystic fibrosis.
O'Donovan, Cuisle; Greally, Peter; Canny, Gerard; McNally, Paul; Hussey, Juliette
2014-05-01
Active video games are used in many hospitals as exercise tools for children with cystic fibrosis. However, the exercise intensity associated with playing these games has not been examined in this population. Children with cystic fibrosis [n=30, aged 12.3 (2.6) years, 17 boys, BMI 17.7 (2.8) kg/m(2)] were recruited from outpatient clinics in Dublin hospitals. Age and gender matched control children were recruited from local schools. Oxygen consumption, metabolic equivalents (METs) calculated from resting V˙O2, and heart rate were measured while playing Nintendo Wii™ (Nintendo Co. Ltd., Tokyo, Japan) Sports Boxing and Nintendo Wii Fit Free Jogging using a portable indirect calorimeter (Oxycon Mobile). Playing Wii Boxing resulted in light intensity activity (2.46METs) while playing Wii Fit Free Jogging resulted in moderate intensity physical activity (4.44METs). No significant difference was seen between groups in the energy cost of playing active video games. Active video games are a useful source of light to moderate intensity physical activity in children with cystic fibrosis. © 2013.
Requirements to Create a Persistent, Open Source, Mirror World for Military Applications
2007-12-01
environments. Games also have the power to heal . Games that require simple puzzles to be solved like Concentration or Mahjongg are used as therapy for...the initial America’s Army development can be reused again and again. An example of this expandability is the TALON robot trainer used to practice the...Machines Flux Player. Lastly, its use of metadata provides a “ self -awareness” that would be ideal for military use. Keeping hundreds of thousands
2003-10-01
supplement the existing food sources and nesting habitat for upland species . Cottonwood, Russian olive, green ash and willow trees , and chokecherry and...establishment of dense nesting cover, food plots, and trees for upland game species . Food plots of corn, milo, millet, sunflower, and cane and...habitat for upland and big game species . Development Needs. • Plant trees and shrubs to increase woody vegetation and to improve cover; and
The Beijing Olympics: Political Impact and Implications for Soft Power Politics
2008-12-01
success. Japan, South Korea, and the Soviet Union all used the Games as a way to celebrate their achievements. Each of these country’s Games, however...Ethiopia, and Nicaragua.4 Ideological differences between the Soviet Union and the United States were already a source of tension leading up to the...183. 5 American boycott was limited, as the Soviet Union did not change its policies or behavior. The boycott made a grand public statement
Parameter assessment for virtual Stackelberg game in aerodynamic shape optimization
NASA Astrophysics Data System (ADS)
Wang, Jing; Xie, Fangfang; Zheng, Yao; Zhang, Jifa
2018-05-01
In this paper, parametric studies of virtual Stackelberg game (VSG) are conducted to assess the impact of critical parameters on aerodynamic shape optimization, including design cycle, split of design variables and role assignment. Typical numerical cases, including the inverse design and drag reduction design of airfoil, have been carried out. The numerical results confirm the effectiveness and efficiency of VSG. Furthermore, the most significant parameters are identified, e.g. the increase of design cycle can improve the optimization results but it will also add computational burden. These studies will maximize the productivity of the effort in aerodynamic optimization for more complicated engineering problems, such as the multi-element airfoil and wing-body configurations.
Education Outreach at M.I.T. Plasma Science and Fusion Center
NASA Astrophysics Data System (ADS)
Rivenberg, P.; Censabella, V.
2000-10-01
At the MIT PSFC student and staff volunteers work together to increase the public's knowledge of fusion and plasma-related experiments. Seeking to generate excitement about science, engineering and mathematics, the PSFC holds a number of outreach activities throughout the year, including Middle and High School Outreach Days and the Mr. Magnet program. During the past year, in collaboration with the MIT Museum, the PSFC reprogrammed their C-Mod, Jr Video Game to be operated via the keyboard instead of joysticks. The game will eventually be available on the web and on disc. The PSFC maintains a Home Page on the World Wide Web, which can be reached at http://www.psfc.mit.edu.
Teaching Vectors Through an Interactive Game Based Laboratory
NASA Astrophysics Data System (ADS)
O'Brien, James; Sirokman, Gergely
2014-03-01
In recent years, science and particularly physics education has been furthered by the use of project based interactive learning [1]. There is a tremendous amount of evidence [2] that use of these techniques in a college learning environment leads to a deeper appreciation and understanding of fundamental concepts. Since vectors are the basis for any advancement in physics and engineering courses the cornerstone of any physics regimen is a concrete and comprehensive introduction to vectors. Here, we introduce a new turn based vector game that we have developed to help supplement traditional vector learning practices, which allows students to be creative, work together as a team, and accomplish a goal through the understanding of basic vector concepts.
Back to the Source, or It's A You-Bet-Your-Business Game!
ERIC Educational Resources Information Center
Galvin, Wayne W.
1987-01-01
Many administrators are signing contracts for software products that leave their institutions completely unprotected in the event of a default by the vendor. It is proper for a customer to include contractual provisions whereby they may gain legal access to the program source code. (MLW)
Encouraging Reading/Writing Literacy with Young Children in the Home.
ERIC Educational Resources Information Center
Valeri-Gold, Maria
1989-01-01
Lists 10 practical suggestions and literature sources for parents to use with their children, including creating a "reading and writing corner," playing word games such as "pictodictionary," taking children to the library, and using magazines and newspapers as sources of learning material. Lists newsletters, brochures, and…
NASA's Hybrid Reality Lab: One Giant Leap for Full Dive
NASA Technical Reports Server (NTRS)
Delgado, Francisco J.; Noyes, Matthew
2017-01-01
This presentation demonstrates how NASA is using consumer VR headsets, game engine technology and NVIDIA's GPUs to create highly immersive future training systems augmented with extremely realistic haptic feedback, sound, additional sensory information, and how these can be used to improve the engineering workflow. Include in this presentation is an environment simulation of the ISS, where users can interact with virtual objects, handrails, and tracked physical objects while inside VR, integration of consumer VR headsets with the Active Response Gravity Offload System, and a space habitat architectural evaluation tool. Attendees will learn how the best elements of real and virtual worlds can be combined into a hybrid reality environment with tangible engineering and scientific applications.
PandaEPL: a library for programming spatial navigation experiments.
Solway, Alec; Miller, Jonathan F; Kahana, Michael J
2013-12-01
Recent advances in neuroimaging and neural recording techniques have enabled researchers to make significant progress in understanding the neural mechanisms underlying human spatial navigation. Because these techniques generally require participants to remain stationary, computer-generated virtual environments are used. We introduce PandaEPL, a programming library for the Python language designed to simplify the creation of computer-controlled spatial-navigation experiments. PandaEPL is built on top of Panda3D, a modern open-source game engine. It allows users to construct three-dimensional environments that participants can navigate from a first-person perspective. Sound playback and recording and also joystick support are provided through the use of additional optional libraries. PandaEPL also handles many tasks common to all cognitive experiments, including managing configuration files, logging all internal and participant-generated events, and keeping track of the experiment state. We describe how PandaEPL compares with other software for building spatial-navigation experiments and walk the reader through the process of creating a fully functional experiment.
PandaEPL: A library for programming spatial navigation experiments
Solway, Alec; Miller, Jonathan F.
2013-01-01
Recent advances in neuroimaging and neural recording techniques have enabled researchers to make significant progress in understanding the neural mechanisms underlying human spatial navigation. Because these techniques generally require participants to remain stationary, computer-generated virtual environments are used. We introduce PandaEPL, a programming library for the Python language designed to simplify the creation of computer-controlled spatial-navigation experiments. PandaEPL is built on top of Panda3D, a modern open-source game engine. It allows users to construct three-dimensional environments that participants can navigate from a first-person perspective. Sound playback and recording and also joystick support are provided through the use of additional optional libraries. PandaEPL also handles many tasks common to all cognitive experiments, including managing configuration files, logging all internal and participant-generated events, and keeping track of the experiment state. We describe how PandaEPL compares with other software for building spatial-navigation experiments and walk the reader through the process of creating a fully functional experiment. PMID:23549683
ERIC Educational Resources Information Center
Bursztyn, Natalie; Pederson, Joel; Shelton, Brett; Walker, Andrew; Campbell, Todd
2015-01-01
Declining interest and low persistence is well documented among undergraduate students in Science, Technology, Engineering, and Math in the United States. For geoscience, field trips are important attractors to students, however with high enrollment courses and increasing costs they are becoming rare. We propose in this concept paper that the…
LaboREM--A Remote Laboratory for Game-Like Training in Electronics
ERIC Educational Resources Information Center
Luthon, Franck; Larroque, Benoît
2015-01-01
The advances in communication networks and web technologies, in conjunction with the improved connectivity of test and measurement devices make it possible to implement e-learning applications that encompass the whole learning process. In the field of electrical engineering, automation or mechatronics, it means not only lectures, tutorials, demos…
ERIC Educational Resources Information Center
Balan, Oana; Moldoveanu, Alin; Moldoveanu, Florica; Nagy, Hunor; Wersenyi, Gyorgy; Unnporsson, Runar
2017-01-01
Introduction: As the number of people with visual impairments (that is, those who are blind or have low vision) is continuously increasing, rehabilitation and engineering researchers have identified the need to design sensory-substitution devices that would offer assistance and guidance to these people for performing navigational tasks. Auditory…
TDmat--Mathematics Diagnosis Evaluation Test for Engineering Sciences Students
ERIC Educational Resources Information Center
Pinto, J. S.; Oliveira, M. P.; Anjo, A. B.; Pais, S. I. Vieira; Isidro, R. O.; Silva, M. H.
2007-01-01
Since 1989, the Mathematics Education Project (PmatE--Projecto Matematica Ensino) has developed several strategies to improve the success of students in Mathematics. The most important of these are mathematical games for all grades above primary school. The online evaluation of Mathematics subjects is one of PmatE's goals. The implementation of an…
Decoupling erasure coding from massive multiplayer online role-playing games in model checking
NASA Astrophysics Data System (ADS)
Liu, Linhui; Li, Wei
2009-07-01
SMPs must work. Given the current status of unstable configurations, systems engineers predictably desire the emulation of RAID. in order to surmount this problem, we verify not only that IPv7 and symmetric encryption can cooperate to overcome this problem, but that the same is true for web browsers.
Experimental Evaluation of a Serious Game for Teaching Software Process Modeling
ERIC Educational Resources Information Center
Chaves, Rafael Oliveira; von Wangenheim, Christiane Gresse; Furtado, Julio Cezar Costa; Oliveira, Sandro Ronaldo Bezerra; Santos, Alex; Favero, Eloi Luiz
2015-01-01
Software process modeling (SPM) is an important area of software engineering because it provides a basis for managing, automating, and supporting software process improvement (SPI). Teaching SPM is a challenging task, mainly because it lays great emphasis on theory and offers few practical exercises. Furthermore, as yet few teaching approaches…
Defense Horizons. Number 11, April 2002. Computer Games and the Military: Two Views
2002-04-01
environmental knowledge). As a design and engineering challenge, Star Wars Galaxies rivals the con- struction of a space station in its sheer scale and... Rangers . (Picture Mark Messier and Ken Belanger, running down the halls with automatic weapons, out for blood—it was only a matter of time.) 8 Clan
ERIC Educational Resources Information Center
Morrison, Ira L.
2017-01-01
This article describes the expansion of the main campus of the Sacred Heart University (SHU) (Connecticut), with the recent purchase of 66-acres of space (former G.E. headquarters site). SHU named this new space their West Campus and it will used to house their School of Computing, (computer engineering, computer gaming and cybersecurity) and new…
Physics Education in Virtual Reality: An Example
ERIC Educational Resources Information Center
Kaufmann, Hannes; Meyer, Bernd
2009-01-01
We present an immersive virtual reality (VR) application for physics education. It utilizes a recent physics engine developed for the PC gaming market to simulate physical experiments correctly and accurately. Students are enabled to actively build their own experiments and study them. A variety of tools are provided to analyze forces, mass, paths…
Wiebrands, Michael; Malajczuk, Chris J; Woods, Andrew J; Rohl, Andrew L; Mancera, Ricardo L
2018-06-21
Molecular graphics systems are visualization tools which, upon integration into a 3D immersive environment, provide a unique virtual reality experience for research and teaching of biomolecular structure, function and interactions. We have developed a molecular structure and dynamics application, the Molecular Dynamics Visualization tool, that uses the Unity game engine combined with large scale, multi-user, stereoscopic visualization systems to deliver an immersive display experience, particularly with a large cylindrical projection display. The application is structured to separate the biomolecular modeling and visualization systems. The biomolecular model loading and analysis system was developed as a stand-alone C# library and provides the foundation for the custom visualization system built in Unity. All visual models displayed within the tool are generated using Unity-based procedural mesh building routines. A 3D user interface was built to allow seamless dynamic interaction with the model while being viewed in 3D space. Biomolecular structure analysis and display capabilities are exemplified with a range of complex systems involving cell membranes, protein folding and lipid droplets.
D Modelling and Visualization Based on the Unity Game Engine - Advantages and Challenges
NASA Astrophysics Data System (ADS)
Buyuksalih, I.; Bayburt, S.; Buyuksalih, G.; Baskaraca, A. P.; Karim, H.; Rahman, A. A.
2017-11-01
3D City modelling is increasingly popular and becoming valuable tools in managing big cities. Urban and energy planning, landscape, noise-sewage modelling, underground mapping and navigation are among the applications/fields which really depend on 3D modelling for their effectiveness operations. Several research areas and implementation projects had been carried out to provide the most reliable 3D data format for sharing and functionalities as well as visualization platform and analysis. For instance, BIMTAS company has recently completed a project to estimate potential solar energy on 3D buildings for the whole Istanbul and now focussing on 3D utility underground mapping for a pilot case study. The research and implementation standard on 3D City Model domain (3D data sharing and visualization schema) is based on CityGML schema version 2.0. However, there are some limitations and issues in implementation phase for large dataset. Most of the limitations were due to the visualization, database integration and analysis platform (Unity3D game engine) as highlighted in this paper.
ERIC Educational Resources Information Center
Riley, Joseph P.
1983-01-01
Reviews "Earthquakes and Volcanoes" (grades 3-6), "Metric Football" (a game), and "Happy Metrics I and II" (grades 4-6). Includes format, nature of activities, source, price, and reviewer's comments. (JN)
BIM based virtual environment for fire emergency evacuation.
Wang, Bin; Li, Haijiang; Rezgui, Yacine; Bradley, Alex; Ong, Hoang N
2014-01-01
Recent building emergency management research has highlighted the need for the effective utilization of dynamically changing building information. BIM (building information modelling) can play a significant role in this process due to its comprehensive and standardized data format and integrated process. This paper introduces a BIM based virtual environment supported by virtual reality (VR) and a serious game engine to address several key issues for building emergency management, for example, timely two-way information updating and better emergency awareness training. The focus of this paper lies on how to utilize BIM as a comprehensive building information provider to work with virtual reality technologies to build an adaptable immersive serious game environment to provide real-time fire evacuation guidance. The innovation lies on the seamless integration between BIM and a serious game based virtual reality (VR) environment aiming at practical problem solving by leveraging state-of-the-art computing technologies. The system has been tested for its robustness and functionality against the development requirements, and the results showed promising potential to support more effective emergency management.
Hierarchy curriculum for practical skills training in optics and photonics
NASA Astrophysics Data System (ADS)
Zheng, XiaoDong; Wang, XiaoPing; Liu, Xu; Liu, XiangDong; Lin, YuanFang
2017-08-01
The employers in optical engineering fields hope to recruit students who are capable of applying optical principles to solve engineering problems and have strong laboratory skills. In Zhejiang University, a hierarchy curriculum for practical skill training has been constructed to satisfy this demand. This curriculum includes "Introductive practicum" for freshmen, "Opto-mechanical systems design", "Engineering training", "Electronic system design", "Student research training program (SRTP)", "National University Students' Optical-Science-Technology Competition game", and "Offcampus externship". Without cutting optical theory credit hours, this hierarchy curriculum provides a step-by-step solution to enhance students' practical skills. By following such a hierarchy curriculum, students can smoothly advance from a novice to a qualified professional expert in optics. They will be able to utilize optical engineering tools to design, build, analyze, improve, and test systems, and will be able to work effectively in teams to solve problems in engineering and design.
MO-DE-BRA-01: Enhancing Radiation Physics Instruction Through Gamification and E-Learning
DOE Office of Scientific and Technical Information (OSTI.GOV)
Driewer, J; Lei, Y; Morgan, B
Purpose: This project sought to “gamify” the instruction of radiation interaction physics concepts for technology students. Gamification applies game mechanics and user interactions in active learning contexts. In one part of this project, a self-guided eModule was developed for conceptual radiation interaction instruction. In a second part, a web-based game, Particle Launch (http://particle-launcher.ist.unomaha.edu), was created to challenge students to quickly apply radiation interaction concepts in a way that is stimulating and motivating. Methods: The eModule, focused on conceptual interaction physics, was designed in Adobe Captivate and incorporates animation, web videos, and assessment questions in order to generate student interest. Navigatingmore » the whole module takes 40 minutes for beginners. Assessments after three main sections are comprised of 3–4 questions randomly selected from a question pool. In collaboration with the University of Nebraska at Omaha’s College of Information Science and Technology, the Particle Launch game was created with the Unity gaming engine and designed with a game-play look and feel. The object of the game is to utilize different particles, energies, and directions to destroy a target given a limited number of resources and time to complete the task. A rewards system encourages accurate shots. Results: The eModule part of the project encourages a flipped classroom model in which class time is devoted to application of concepts rather than information-based lectures. Currently, eModule assessments are not tracked but this feature could be incorporated to encourage participation. Furthermore, in a class of five technology students, the game was found to be fun and engaging and had the effect of reinforcing basic concepts from the eModule. Conclusion: Gamification has significant potential to alter medical physics instruction. Game-play feedback is an important part of the learning process. Students found Particle Launch inviting and challenging and further research could help game design. This project was generously supported by the Office of the Vice-Chancellor for Academic Affairs and the University of Nebraska Medical Center.« less
Starchitect: Building Worlds and Learning Astronomy on Facebook and Beyond
NASA Astrophysics Data System (ADS)
Harold, J. B.; Hines, D. C.
2014-12-01
Our team at the National Center for Interactive Learning at the Space Science Institute has developed Starchitect, an end-to-end stellar and planetary evolution game available both on Facebook and externally. Supported by NSF and NASA, the game uses the "sporadic play" model of games such as Farmville, where players might only take actions a few times a day, but continue playing for months. This framework is an excellent fit for teaching about the evolution of stars and planets. Players select regions of the galaxy to build their systems, and watch as they evolve in scaled real time (a million years to the minute). Massive stars will supernova within minutes, while lower mass stars like our sun will live for weeks, possibly evolving life before passing through a red giant stage and ending their lives as white dwarfs. Starchitect provides a wide variety of opportunities for communicating astronomy concepts, targeting known misconceptions, and encouraging players to dig deeper through external sites. The game directly addresses stellar lifecycles, habitable zones, and the roles of giant worlds in creating habitable solar systems as part of its core design. Meanwhile minigames can focus on additional concepts. For instance, the game's solar system visualization engine allows players to "fake" planetary scales to create more attractive images of their systems (which can then be posted to their Facebook wall), but this ability must be unlocked through completion of a minigame that looks at the relative scales of planets, moons, and solar system distances. Starchitect also incorporates current science through links to external content, science "Factlets", all-sky maps generated by missions, and more. Finally, the game is heavily instrumented to allow us to analyze the resulting gameplay in conjunction with Facebook's demographic data. This presentation will focus on the release, evaluation, and ongoing refinement of the game as well as its overall goals, which include reaching a broad audience with basic astronomy concepts as well as current science results; exploring the potential of social, "sporadic play" games in education; and determining if platforms such as Facebook allow us to reach significantly different demographics than are generally targeted by educational games.
Efficient techniques for wave-based sound propagation in interactive applications
NASA Astrophysics Data System (ADS)
Mehra, Ravish
Sound propagation techniques model the effect of the environment on sound waves and predict their behavior from point of emission at the source to the final point of arrival at the listener. Sound is a pressure wave produced by mechanical vibration of a surface that propagates through a medium such as air or water, and the problem of sound propagation can be formulated mathematically as a second-order partial differential equation called the wave equation. Accurate techniques based on solving the wave equation, also called the wave-based techniques, are too expensive computationally and memory-wise. Therefore, these techniques face many challenges in terms of their applicability in interactive applications including sound propagation in large environments, time-varying source and listener directivity, and high simulation cost for mid-frequencies. In this dissertation, we propose a set of efficient wave-based sound propagation techniques that solve these three challenges and enable the use of wave-based sound propagation in interactive applications. Firstly, we propose a novel equivalent source technique for interactive wave-based sound propagation in large scenes spanning hundreds of meters. It is based on the equivalent source theory used for solving radiation and scattering problems in acoustics and electromagnetics. Instead of using a volumetric or surface-based approach, this technique takes an object-centric approach to sound propagation. The proposed equivalent source technique generates realistic acoustic effects and takes orders of magnitude less runtime memory compared to prior wave-based techniques. Secondly, we present an efficient framework for handling time-varying source and listener directivity for interactive wave-based sound propagation. The source directivity is represented as a linear combination of elementary spherical harmonic sources. This spherical harmonic-based representation of source directivity can support analytical, data-driven, rotating or time-varying directivity function at runtime. Unlike previous approaches, the listener directivity approach can be used to compute spatial audio (3D audio) for a moving, rotating listener at interactive rates. Lastly, we propose an efficient GPU-based time-domain solver for the wave equation that enables wave simulation up to the mid-frequency range in tens of minutes on a desktop computer. It is demonstrated that by carefully mapping all the components of the wave simulator to match the parallel processing capabilities of the graphics processors, significant improvement in performance can be achieved compared to the CPU-based simulators, while maintaining numerical accuracy. We validate these techniques with offline numerical simulations and measured data recorded in an outdoor scene. We present results of preliminary user evaluations conducted to study the impact of these techniques on user's immersion in virtual environment. We have integrated these techniques with the Half-Life 2 game engine, Oculus Rift head-mounted display, and Xbox game controller to enable users to experience high-quality acoustics effects and spatial audio in the virtual environment.
Smoke Rings: Towards a Comprehensive Tobacco Free Policy for the Olympic Games
Lee, Kelley; Fooks, Gary; Wander, Nathaniel; Fang, Jennifer
2015-01-01
Background The tobacco industry has long sought affiliation with major sporting events, including the Olympic Games, for marketing, advertising and promotion purposes. Since 1988, each Olympic Games has adopted a tobacco-free policy. Limited study of the effectiveness of the smoke-free policy has been undertaken to date, with none examining the tobacco industry’s involvement with the Olympics or use of the Olympic brand. Methods and Findings A comparison of the contents of Olympic tobacco-free policies from 1988 to 2014 was carried out by searching the websites of the IOC and host NOCs. The specific tobacco control measures adopted for each Games were compiled and compared with measures recommended by the WHO Tobacco Free Sports Initiative and Article 13 of the Framework Convention on Tobacco Control (FCTC). This was supported by semi-structured interviews of key informants involved with the adoption of tobacco-free policies for selected games. To understand the industry’s interests in the Olympics, the Legacy Tobacco Documents Library (http://legacy.library.ucsf.edu) was systematically searched between June 2013 and August 2014. Company websites, secondary sources and media reports were also searched to triangulate the above data sources. This paper finds that, while most direct associations between tobacco and the Olympics have been prohibited since 1988, a variety of indirect associations undermine the Olympic tobacco-free policy. This is due to variation in the scope of tobacco-free policies, limited jurisdiction and continued efforts by the industry to be associated with Olympic ideals. Conclusions The paper concludes that, compatible with the IOC’s commitment to promoting healthy lifestyles, a comprehensive tobacco-free policy with standardized and binding measures should be adopted by the International Olympic Committee and all national Olympic committees. PMID:26252397
Smoke Rings: Towards a Comprehensive Tobacco Free Policy for the Olympic Games.
Lee, Kelley; Fooks, Gary; Wander, Nathaniel; Fang, Jennifer
2015-01-01
The tobacco industry has long sought affiliation with major sporting events, including the Olympic Games, for marketing, advertising and promotion purposes. Since 1988, each Olympic Games has adopted a tobacco-free policy. Limited study of the effectiveness of the smoke-free policy has been undertaken to date, with none examining the tobacco industry's involvement with the Olympics or use of the Olympic brand. A comparison of the contents of Olympic tobacco-free policies from 1988 to 2014 was carried out by searching the websites of the IOC and host NOCs. The specific tobacco control measures adopted for each Games were compiled and compared with measures recommended by the WHO Tobacco Free Sports Initiative and Article 13 of the Framework Convention on Tobacco Control (FCTC). This was supported by semi-structured interviews of key informants involved with the adoption of tobacco-free policies for selected games. To understand the industry's interests in the Olympics, the Legacy Tobacco Documents Library (http://legacy.library.ucsf.edu) was systematically searched between June 2013 and August 2014. Company websites, secondary sources and media reports were also searched to triangulate the above data sources. This paper finds that, while most direct associations between tobacco and the Olympics have been prohibited since 1988, a variety of indirect associations undermine the Olympic tobacco-free policy. This is due to variation in the scope of tobacco-free policies, limited jurisdiction and continued efforts by the industry to be associated with Olympic ideals. The paper concludes that, compatible with the IOC's commitment to promoting healthy lifestyles, a comprehensive tobacco-free policy with standardized and binding measures should be adopted by the International Olympic Committee and all national Olympic committees.
Influence of Pokémon Go on Physical Activity: Study and Implications
White, Ryen W; Horvitz, Eric
2016-01-01
Background Physical activity helps people maintain a healthy weight and reduces the risk for several chronic diseases. Although this knowledge is widely recognized, adults and children in many countries around the world do not get recommended amounts of physical activity. Although many interventions are found to be ineffective at increasing physical activity or reaching inactive populations, there have been anecdotal reports of increased physical activity due to novel mobile games that embed game play in the physical world. The most recent and salient example of such a game is Pokémon Go, which has reportedly reached tens of millions of users in the United States and worldwide. Objective The objective of this study was to quantify the impact of Pokémon Go on physical activity. Methods We study the effect of Pokémon Go on physical activity through a combination of signals from large-scale corpora of wearable sensor data and search engine logs for 32,000 Microsoft Band users over a period of 3 months. Pokémon Go players are identified through search engine queries and physical activity is measured through accelerometers. Results We find that Pokémon Go leads to significant increases in physical activity over a period of 30 days, with particularly engaged users (ie, those making multiple search queries for details about game usage) increasing their activity by 1473 steps a day on average, a more than 25% increase compared with their prior activity level (P<.001). In the short time span of the study, we estimate that Pokémon Go has added a total of 144 billion steps to US physical activity. Furthermore, Pokémon Go has been able to increase physical activity across men and women of all ages, weight status, and prior activity levels showing this form of game leads to increases in physical activity with significant implications for public health. In particular, we find that Pokémon Go is able to reach low activity populations, whereas all 4 leading mobile health apps studied in this work largely draw from an already very active population. Conclusions Mobile apps combining game play with physical activity lead to substantial short-term activity increases and, in contrast to many existing interventions and mobile health apps, have the potential to reach activity-poor populations. Future studies are needed to investigate potential long-term effects of these applications. PMID:27923778
Influence of Pokémon Go on Physical Activity: Study and Implications.
Althoff, Tim; White, Ryen W; Horvitz, Eric
2016-12-06
Physical activity helps people maintain a healthy weight and reduces the risk for several chronic diseases. Although this knowledge is widely recognized, adults and children in many countries around the world do not get recommended amounts of physical activity. Although many interventions are found to be ineffective at increasing physical activity or reaching inactive populations, there have been anecdotal reports of increased physical activity due to novel mobile games that embed game play in the physical world. The most recent and salient example of such a game is Pokémon Go, which has reportedly reached tens of millions of users in the United States and worldwide. The objective of this study was to quantify the impact of Pokémon Go on physical activity. We study the effect of Pokémon Go on physical activity through a combination of signals from large-scale corpora of wearable sensor data and search engine logs for 32,000 Microsoft Band users over a period of 3 months. Pokémon Go players are identified through search engine queries and physical activity is measured through accelerometers. We find that Pokémon Go leads to significant increases in physical activity over a period of 30 days, with particularly engaged users (ie, those making multiple search queries for details about game usage) increasing their activity by 1473 steps a day on average, a more than 25% increase compared with their prior activity level (P<.001). In the short time span of the study, we estimate that Pokémon Go has added a total of 144 billion steps to US physical activity. Furthermore, Pokémon Go has been able to increase physical activity across men and women of all ages, weight status, and prior activity levels showing this form of game leads to increases in physical activity with significant implications for public health. In particular, we find that Pokémon Go is able to reach low activity populations, whereas all 4 leading mobile health apps studied in this work largely draw from an already very active population. Mobile apps combining game play with physical activity lead to substantial short-term activity increases and, in contrast to many existing interventions and mobile health apps, have the potential to reach activity-poor populations. Future studies are needed to investigate potential long-term effects of these applications. ©Tim Althoff, Ryen W White, Eric Horvitz. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 06.12.2016.
ERIC Educational Resources Information Center
Cain, Jim
This paper provides information sources and ideas for challenge and adventure activities. Main information sources are listed: libraries, ERIC, and several publishers and programs. Some useful publications are described that provide activities and ideas related to outdoor education, environmental issues, games, special populations, educational…
Bell, Raoul; Buchner, Axel; Musch, Jochen
2010-12-01
A popular assumption in evolutionary psychology is that the human mind comprises specialized cognitive modules for social exchange, including a module that serves to enhance memory for faces of cheaters. In the present study, participants played a trust game with computerized opponents, who either defected or cooperated. In a control condition, no interaction took place. In a surprise memory test, old-new recognition for faces and source memory for the associated cooperative or non-cooperative behavior were assessed. A multinomial model was used to measure old-new discrimination, source memory, and guessing biases separately. Inconsistent with the assumption of a memory mechanism that focuses exclusively on cheating, the present study showed enhanced old-new discrimination and source memory for both cooperators and defectors. Rarity of the behavior strategies within the experiment modulated source memory, but only when the differences in base rates were extreme. The findings can be attributed to a mechanism that focuses on exchange-relevant information and flexibly adapts to take into account the relative significance of this information in the encoding context, which may be more beneficial than focusing exclusively on cheaters. Copyright © 2010 Elsevier B.V. All rights reserved.
Learning game for training child bicyclists' situation awareness.
Lehtonen, Esko; Sahlberg, Heidi; Rovamo, Emilia; Summala, Heikki
2017-08-01
Encouraging more children to bicycle would produce both environmental and health benefits, but bicycling accidents are a major source of injuries and fatalities among children. One reason for this may be children's less developed hazard perception skills. We assume that children's situation awareness could be trained with a computer based learning game, which should also improve their hazard perception skills. In this paper, we present a prototype for such a game and pilot it with 8-9year old children. The game consisted of videos filmed from a bicyclist's perspective. Using a touchscreen, the player's task was to point out targets early enough to gain points. The targets were either overt (other visible road users on a potentially conflicting course) or covert (occlusions, i.e. locations where other road users could suddenly emerge). If a target was missed or identified too late, the video was paused and feedback was given. The game was tested with 49 children from the 2nd grade of primary school (aged 8-9). 31 young adults (aged 22-34) played the game for comparison. The effect of the game on situation awareness was assessed with situation awareness tests in a crossover design. Similar videos were used in the tests as in the game, but instead of pointing out the targets while watching, the video was suddenly masked and participants were asked to locate all targets which had been present just before the masking, choosing among several possible locations. Their performance was analyzed using Signal Detection Theory and answer latencies. The game decreased answer latency and marginally changed response bias in a less conservative direction for both children and adults, but it did not significantly increase sensitivity for targets. Adults performed better in the tests and in the game, and it was possible to satisfactorily predict group membership based on the scores. Children found it especially difficult to find covert targets. Overall, the described version of the learning game cannot be regarded as an effective tool for situation awareness/hazard perception training, but ways to improve the game are discussed. Copyright © 2016 Elsevier Ltd. All rights reserved.
Distinguishing between gaming and gambling activities in addiction research.
King, Daniel L; Gainsbury, Sally M; Delfabbro, Paul H; Hing, Nerilee; Abarbanel, Brett
2015-12-01
Gambling and gaming activities have become increasingly recognised as sharing many common features at a structural and aesthetic level. Both have also been implicated as contributing to harm through excessive involvement. Despite this, relatively little attention has been given to the fundamental characteristics that differentiate these two classes of activity, especially in situations where the boundaries between them may be particularly hard to distinguish. This is evident, for example, in digital games that incorporate free and paid virtual currencies or items, as well as the capacity for wagering. Such overlaps create problems for regulatory classifications, screening, diagnosis and treatment. Is the problem related to the gambling or gaming content? In this paper, we review the principal sources of overlap between the activity classes in terms of several dimensions: interactivity, monetisation, betting and wagering, types of outcomes, structural fidelity, context and centrality of content, and advertising. We argue that gaming is principally defined by its interactivity, skill-based play, and contextual indicators of progression and success. In contrast, gambling is defined by betting and wagering mechanics, predominantly chance-determined outcomes, and monetisation features that involve risk and payout to the player. A checklist measure is provided, with practical examples, to examine activities according to features of design and function, which may inform guidelines for policy makers, researchers and treatment providers. We suggest that, in some instances, using category-based nomenclature (e.g., "gambling-like game") may be too vague or cumbersome to adequately organise our understanding of new gaming/gambling hybrid activities.
Jia, Yuling; Stone, Dave; Wang, Wentao; Schrlau, Jill; Tao, Shu; Massey Simonich, Staci L.
2011-01-01
Background The 2008 Beijing Olympic Games provided a unique case study to investigate the effect of source control measures on the reduction in air pollution, and associated inhalation cancer risk, in a Chinese megacity. Objectives We measured 17 carcinogenic polycyclic aromatic hydrocarbons (PAHs) and estimated the lifetime excess inhalation cancer risk during different periods of the Beijing Olympic Games, to assess the effectiveness of source control measures in reducing PAH-induced inhalation cancer risks. Methods PAH concentrations were measured in samples of particulate matter ≤ 2.5 μm in aerodynamic diameter (PM2.5) collected during the Beijing Olympic Games, and the associated inhalation cancer risks were estimated using a point-estimate approach based on relative potency factors. Results We estimated the number of lifetime excess cancer cases due to exposure to the 17 carcinogenic PAHs [12 priority pollutant PAHs and five high-molecular-weight (302 Da) PAHs (MW 302 PAHs)] to range from 6.5 to 518 per million people for the source control period concentrations and from 12.2 to 964 per million people for the nonsource control period concentrations. This would correspond to a 46% reduction in estimated inhalation cancer risk due to source control measures, if these measures were sustained over time. Benzo[b]fluoranthene, dibenz[a,h]anthracene, benzo[a]pyrene, and dibenzo[a,l]pyrene were the most carcinogenic PAH species evaluated. Total excess inhalation cancer risk would be underestimated by 23% if we did not include the five MW 302 PAHs in the risk calculation. Conclusions Source control measures, such as those imposed during the 2008 Beijing Olympics, can significantly reduce the inhalation cancer risk associated with PAH exposure in Chinese megacities similar to Beijing. MW 302 PAHs are a significant contributor to the estimated overall inhalation cancer risk. PMID:21632310
A 3D Geometry Model Search Engine to Support Learning
ERIC Educational Resources Information Center
Tam, Gary K. L.; Lau, Rynson W. H.; Zhao, Jianmin
2009-01-01
Due to the popularity of 3D graphics in animation and games, usage of 3D geometry deformable models increases dramatically. Despite their growing importance, these models are difficult and time consuming to build. A distance learning system for the construction of these models could greatly facilitate students to learn and practice at different…
ERIC Educational Resources Information Center
Vahed, A.; McKenna, S.; Singh, S.
2016-01-01
This paper responds to Muller's notions of "knowing-that" and "knowing how". The paper addresses how educational interventions that are designed in line with targeted discipline-specific subjects can enhance the balance between professional practice and disciplinary knowledge in professionally accredited programmes at…
An Approach to Assess Knowledge and Skills in Risk Management through Project-Based Learning
ERIC Educational Resources Information Center
Galvao, Tulio Acacio Bandeira; Neto, Francisco Milton Mendes; Campos, Marcos Tullyo; Junior, Edson de Lima Cosme
2012-01-01
The increasing demand for Software Engineering professionals, particularly Project Managers, and popularization of the Web as a catalyst of human relations have made this platform interesting for training this type of professional. The authors have observed the widespread use of games as an attractive instrument in the process of teaching and…
Reimagining the Role of School Libraries in STEM Education: Creating Hybrid Spaces for Exploration
ERIC Educational Resources Information Center
Subramaniam, Mega M.; Ahn, June; Fleischmann, Kenneth R.; Druin, Allison
2012-01-01
In recent years, many technological interventions have surfaced, such as virtual worlds, games, and digital labs, that aspire to link young people's interest in media technology and social networks to learning about science, technology, engineering, and math (STEM) areas. Despite the tremendous interest surrounding young people and STEM education,…
2014-03-14
CAPE CANAVERAL, Fla. – Andrew Nick of Kennedy Space Center's Swamp Works shows off RASSOR, a robotic miner, at the Robot Rocket Rally. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett
Case Studies of a Robot-Based Game to Shape Interests and Hone Proportional Reasoning Skills
ERIC Educational Resources Information Center
Alfieri, Louis; Higashi, Ross; Shoop, Robin; Schunn, Christian D.
2015-01-01
Background: Robot-math is a term used to describe mathematics instruction centered on engineering, particularly robotics. This type of instruction seeks first to make the mathematics skills useful for robotics-centered challenges, and then to help students extend (transfer) those skills. A robot-math intervention was designed to target the…
O'Connor, Akira R; Barnier, Amanda J; Cox, Rochelle E
2008-10-01
This experiment aimed to create a laboratory analogue of déjà vu. During hypnosis, 1 group of high hypnotizables completed a puzzle game and then received a posthypnotic amnesia suggestion to forget the game (PHA condition). Another group of highs were not given the game but received a posthypnotic familiarity suggestion that it would feel familiar (PHF condition). After hypnosis, all participants were given the game and described their reactions to it. Whereas 83% of participants in both conditions passed their respective suggestions, more in the PHF condition felt a sense of déjà vu. An EAT inquiry revealed that they experienced sensory fascination and confusion about the source of familiarity, akin to everyday déjà vu. These findings highlight the value of using hypnosis as a laboratory analogue of déjà vu and provide a framework for investigating clinical manifestations of this phenomenon.
For Video Games, Bad News Is Good News: News Reporting of Violent Video Game Studies.
Copenhaver, Allen; Mitrofan, Oana; Ferguson, Christopher J
2017-12-01
News coverage of video game violence studies has been critiqued for focusing mainly on studies supporting negative effects and failing to report studies that did not find evidence for such effects. These concerns were tested in a sample of 68 published studies using child and adolescent samples. Contrary to our hypotheses, study effect size was not a predictor of either newspaper coverage or publication in journals with a high-impact factor. However, a relationship between poorer study quality and newspaper coverage approached significance. High-impact journals were not found to publish studies with higher quality. Poorer quality studies, which tended to highlight negative findings, also received more citations in scholarly sources. Our findings suggest that negative effects of violent video games exposure in children and adolescents, rather than large effect size or high methodological quality, increase the likelihood of a study being cited in other academic publications and subsequently receiving news media coverage.
Matava, Clyde T; Echaniz, Gaston; Parkes, William; Papsin, Blake C; Propst, Evan J; Cushing, Sharon L
2017-10-01
A 2-year-old child presented with an airplane game piece from the board game Monopoly lodged in her esophagus. The airplane's wings, engines, and winglets acted like fish hooks that entered the esophageal mucosa easily but were difficult to extract. Chest radiographs were used to estimate the airplane wingspan dimensions, and a Foley catheter was used to dilate the esophagus to allow foreign body extraction via rigid esophagoscopy with optical forceps. Deliberate deep placement of the endotracheal tube facilitated surgical manipulation. This case report highlights the importance of teamwork, communication, and the involvement of multiple disciplines, each with their unique experience and expertise, to formulate a plan of action for patients during unique surgical emergencies.
NASA Astrophysics Data System (ADS)
Tomesh, Trevor; Price, Colin
2011-03-01
Using the scripting language for the Unreal Tournament 2004 Engine, Unreal Script, demonstrations in the field of oscillations and waves were designed and developed. Variations on Euler's method and the Runge-Kutta method were used to numerically solve the equations of motion for seven different physical systems which were visually represented in the immersive environment of Unreal Tournament 2004. Data from each system was written to an output file, plotted and analyzed. The over-arching goal of this research is to successfully design and develop useful teaching tools for the k-12 and undergraduate classroom which, presented in the form of a video game, is immersive, engaging and educational.
Collaborative gaming and competition for CS-STEM education using SPHERES Zero Robotics
NASA Astrophysics Data System (ADS)
Nag, Sreeja; Katz, Jacob G.; Saenz-Otero, Alvar
2013-02-01
There is widespread investment of resources in the fields of Computer Science, Science, Technology, Engineering, Mathematics (CS-STEM) education to improve STEM interests and skills. This paper addresses the goal of revolutionizing student education using collaborative gaming and competition, both in virtual simulation environments and on real hardware in space. The concept is demonstrated using the SPHERES Zero Robotics (ZR) Program which is a robotics programming competition. The robots are miniature satellites called SPHERES—an experimental test bed developed by the MIT SSL on the International Space Station (ISS) to test navigation, formation flight and control algorithms in microgravity. The participants compete to win a technically challenging game by programming their strategies into the SPHERES satellites, completely from a web browser. The programs are demonstrated in simulation, on ground hardware and then in a final competition when an astronaut runs the student software aboard the ISS. ZR had a pilot event in 2009 with 10 High School (HS) students, a nationwide pilot tournament in 2010 with over 200 HS students from 19 US states, a summer tournament in 2010 with ˜150 middle school students and an open-registration tournament in 2011 with over 1000 HS students from USA and Europe. The influence of collaboration was investigated by (1) building new web infrastructure and an Integrated Development Environment where intensive inter-participant collaboration is possible, (2) designing and programming a game to solve a relevant formation flight problem, collaborative in nature—and (3) structuring a tournament such that inter-team collaboration is mandated. This paper introduces the ZR web tools, assesses the educational value delivered by the program using space and games and evaluates the utility of collaborative gaming within this framework. There were three types of collaborations as variables—within matches (to achieve game objectives), inter-team alliances and unstructured communication on online forums. Simulation competition scores, website usage statistics and post-competition surveys are used to evaluate educational impact and the effect of collaboration.
NASA Astrophysics Data System (ADS)
Gennett, Zachary Andrew
Millennial Generation students bring significant learning and teaching challenges to the classroom, because of their unique learning styles, breadth of interests related to social and environmental issues, and intimate experiences with technology. As a result, there has been an increased willingness at many universities to experiment with pedagogical strategies that depart from a traditional "learning by listening" model, and move toward more innovative methods involving active learning through computer games. In particular, current students typically express a strong interest in sustainability in which economic concerns must be weighed relative to environmental and social responsibilities. A game-based setting could prove very effective for fostering an operational understanding of these tradeoffs, and especially the social dimension which remains largely underdeveloped relative to the economic and environmental aspects. Through an examination of the educational potential of computer games, this study hypothesizes that to acquire the skills necessary to manage and understand the complexities of sustainability, Millennial Generation students must be engaged in active learning exercises that present dynamic problems and foster a high level of social interaction. This has led to the development of an educational computer game, entitled Shortfall, which simulates a business milieu for testing alternative paths regarding the principles of sustainability. This study examines the evolution of Shortfall from an educational board game that teaches the principles of environmentally benign manufacturing, to a completely networked computer game, entitled Shortfall Online that teaches the principles of sustainability. A capital-based theory of sustainability is adopted to more accurately convey the tradeoffs and opportunity costs among economic prosperity, environmental preservation, and societal responsibilities. While the economic and environmental aspects of sustainability have received considerable attention in traditional pedagogical approaches, specific focus is provided for the social dimension of sustainability, as it had remained largely underdeveloped. To measure social sustainability and provide students with an understanding of its significance, a prospective metric utilizing a social capital peer-evaluation survey, unique to Shortfall, is developed.
NASA Astrophysics Data System (ADS)
Mahmoudi, Reza; Hafezalkotob, Ashkan; Makui, Ahmad
2014-06-01
Pollution and environmental protection in the present century are extremely significant global problems. Power plants as the largest pollution emitting industry have been the cause of a great deal of scientific researches. The fuel or source type used to generate electricity by the power plants plays an important role in the amount of pollution produced. Governments should take visible actions to promote green fuel. These actions are often called the governmental financial interventions that include legislations such as green subsidiaries and taxes. In this paper, by considering the government role in the competition of two power plants, we propose a game theoretical model that will help the government to determine the optimal taxes and subsidies. The numerical examples demonstrate how government could intervene in a competitive market of electricity to achieve the environmental objectives and how power plants maximize their utilities in each energy source. The results also reveal that the government's taxes and subsidiaries effectively influence the selected fuel types of power plants in the competitive market.
Casino taxation in macao: an economic perspective.
Gu, Xinhua; Tam, Pui Sun
2011-12-01
Macao's gaming industry has experienced dramatic growth for 8 years, yet with certain social costs due to compulsive gambling. The government has come under pressure for tax cuts even though its gaming receipts are falling relatively to the casino retained revenue. The request for tax relief is triggered by a recent decline in net profit despite fast growing gross gaming revenue under favorable market conditions. This is very likely caused by a substantial hike in casino operating costs due to increased competition and might also signal the presence of the principal-agent problem. Given the regressivity of gaming tax with respect to net profit, it is no surprise that casinos with lower profitability are more prone to seek tax cuts. The source of Macao gaming profit hinges on three distinct factors: rising demand from China, monopoly location for casinos, and market structure of oligopoly. These factors provide economic justifications for the current tax regime of Macao with a strong ability to pass tax burdens on to massive visitors. The government relies on casino tax revenue to deal with gambling related problems and promote local diversified development. Pushing for tax variability may create policy instability, business uncertainty, and unpredictable prosperity in the long term.
Biosecurity and bird movement practices in upland game bird facilities in the United States.
Slota, Katharine E; Hill, Ashley E; Keefe, Thomas J; Bowen, Richard A; Pabilonia, Kristy L
2011-06-01
Since 1996, the emergence of Asian-origin highly pathogenic avian influenza subtype H5N1 has spurred great concern for the global poultry industry. In the United States, there is concern over the potential of a foreign avian disease incursion into the country. Noncommercial poultry operations, such as upland game bird facilities in the United States, may serve as a potential source of avian disease introduction to other bird populations including the commercial poultry industry, backyard flocks, or wildlife. In order to evaluate how to prevent disease transmission from these facilities to other populations, we examined biosecurity practices and bird movement within the upland game bird industry in the United States. Persons that held a current permit to keep, breed, or release upland game birds were surveyed for information on biosecurity practices, flock and release environments, and bird movement parameters. Biosecurity practices vary greatly among permit holders. Many facilities allow for interaction between wild birds and pen-reared birds, and there is regular long-distance movement of live adult birds among facilities. Results suggest that upland game bird facilities should be targeted for biosecurity education and disease surveillance efforts.
2014-05-21
11-52-21: At the Cosmonaut Hotel crew quarters in Baikonur, Kazakhstan, Expedition 40/41 Soyuz Commander Max Suraev of the Russian Federal Space Agency (Roscosmos, left) and NASA Flight Engineer Reid Wiseman (right) try their hand at a game of Ping-Pong May 21 as they head into the homestretch of their pre-launch training. Suraev, Wiseman and Flight Engineer Alexander Gerst of the European Space Agency (right) will launch on May 29, Kazakh time, on the Soyuz TMA-13M spacecraft from the Baikonur Cosmodrome for a 5 ½ month mission on the International Space Station. NASA/Victor Zelentsov
Expedition 40 crew in Node 2 after German - U.S. soccer game
2014-06-26
ISS040-E-020378 (26 June 2014) --- European Space Agency astronaut Alexander Gerst, Expedition 40 flight engineer, shaves the head of NASA astronaut Reid Wiseman, flight engineer, in the Unity node of the International Space Station. Gerst used hair clippers fashioned with a vacuum device to garner freshly cut hair. A friendly World Cup Soccer-related agreement between the crew members representing the USA, and Gerst, a German citizen who represents the European Space Agency, called for the American losers of a German-USA match to have their heads shaved. The German team won the match 1-0.
Expedition 40 crew in Node 2 after German - U.S. soccer game
2014-06-26
ISS040-E-020383 (26 June 2014) --- European Space Agency astronaut Alexander Gerst, Expedition 40 flight engineer, shaves the head of NASA astronaut Reid Wiseman, flight engineer, in the Unity node of the International Space Station. Gerst used hair clippers fashioned with a vacuum device to garner freshly cut hair. A friendly World Cup Soccer-related agreement between the crew members representing the USA, and Gerst, a German citizen who represents the European Space Agency, called for the American losers of a German-USA match to have their heads shaved. The German team won the match 1-0.
Expedition 40 crew in Node 2 after German - U.S. soccer game
2014-06-26
ISS040-E-020384 (26 June 2014) --- European Space Agency astronaut Alexander Gerst, Expedition 40 flight engineer, shaves the head of NASA astronaut Reid Wiseman, flight engineer, in the Unity node of the International Space Station. Gerst used hair clippers fashioned with a vacuum device to garner freshly cut hair. A friendly World Cup Soccer-related agreement between the crew members representing the USA, and Gerst, a German citizen who represents the European Space Agency, called for the American losers of a German-USA match to have their heads shaved. The German team won the match 1-0.
A Terrestrial Vacuum Sampler for Macroinvertebrates
Craig A. Harper; David C. Gurnn
1998-01-01
Macroinvertebrates (hereafter invertebrates) are a vital component in the diets of upland game birds (Kimmel and Samuel 1984, Healy 1985, Landers and Mueller 1986), providing a rich source of protein and calcium.
Proceedings of the First NASA Formal Methods Symposium
NASA Technical Reports Server (NTRS)
Denney, Ewen (Editor); Giannakopoulou, Dimitra (Editor); Pasareanu, Corina S. (Editor)
2009-01-01
Topics covered include: Model Checking - My 27-Year Quest to Overcome the State Explosion Problem; Applying Formal Methods to NASA Projects: Transition from Research to Practice; TLA+: Whence, Wherefore, and Whither; Formal Methods Applications in Air Transportation; Theorem Proving in Intel Hardware Design; Building a Formal Model of a Human-Interactive System: Insights into the Integration of Formal Methods and Human Factors Engineering; Model Checking for Autonomic Systems Specified with ASSL; A Game-Theoretic Approach to Branching Time Abstract-Check-Refine Process; Software Model Checking Without Source Code; Generalized Abstract Symbolic Summaries; A Comparative Study of Randomized Constraint Solvers for Random-Symbolic Testing; Component-Oriented Behavior Extraction for Autonomic System Design; Automated Verification of Design Patterns with LePUS3; A Module Language for Typing by Contracts; From Goal-Oriented Requirements to Event-B Specifications; Introduction of Virtualization Technology to Multi-Process Model Checking; Comparing Techniques for Certified Static Analysis; Towards a Framework for Generating Tests to Satisfy Complex Code Coverage in Java Pathfinder; jFuzz: A Concolic Whitebox Fuzzer for Java; Machine-Checkable Timed CSP; Stochastic Formal Correctness of Numerical Algorithms; Deductive Verification of Cryptographic Software; Coloured Petri Net Refinement Specification and Correctness Proof with Coq; Modeling Guidelines for Code Generation in the Railway Signaling Context; Tactical Synthesis Of Efficient Global Search Algorithms; Towards Co-Engineering Communicating Autonomous Cyber-Physical Systems; and Formal Methods for Automated Diagnosis of Autosub 6000.
Evidence Combination From an Evolutionary Game Theory Perspective
Deng, Xinyang; Han, Deqiang; Dezert, Jean; Deng, Yong; Shyr, Yu
2017-01-01
Dempster-Shafer evidence theory is a primary methodology for multi-source information fusion because it is good at dealing with uncertain information. This theory provides a Dempster’s rule of combination to synthesize multiple evidences from various information sources. However, in some cases, counter-intuitive results may be obtained based on that combination rule. Numerous new or improved methods have been proposed to suppress these counter-intuitive results based on perspectives, such as minimizing the information loss or deviation. Inspired by evolutionary game theory, this paper considers a biological and evolutionary perspective to study the combination of evidences. An evolutionary combination rule (ECR) is proposed to help find the most biologically supported proposition in a multi-evidence system. Within the proposed ECR, we develop a Jaccard matrix game (JMG) to formalize the interaction between propositions in evidences, and utilize the replicator dynamics to mimick the evolution of propositions. Experimental results show that the proposed ECR can effectively suppress the counter-intuitive behaviors appeared in typical paradoxes of evidence theory, compared with many existing methods. Properties of the ECR, such as solution’s stability and convergence, have been mathematically proved as well. PMID:26285231
NASA Astrophysics Data System (ADS)
Turalska, M.; West, B. J.
2014-11-01
We consider a dual model of decision making, in which an individual forms its opinion based on contrasting mechanisms of imitation and rational calculation. The decision-making model (DMM) implements imitating behavior by means of a network of coupled two-state master equations that undergoes a phase transition at a critical value of a control parameter. The evolutionary spatial game, being a generalization of the prisoner's dilemma game, is used to determine in objective fashion the cooperative or anticooperative strategy adopted by individuals. Interactions between two sources of dynamics increases the domain of initial states attracted to phase transition dynamics beyond that of the DMM network in isolation. Additionally, on average the influence of the DMM on the game increases the final observed fraction of cooperators in the system.
Gaetan, S; Bonnet, A; Pedinielli, J-L
2012-12-01
Video games are part of our society's major entertainments. This is now a global industry that covers the preferential activity of adolescents. But for some, the practice goes beyond a game and becomes an addictive functioning. Clinical practice is then faced with a new problem. It is important to understand the special bond that develops between a player and his/her video game in order to understand the addictive process. The game consists of a virtual world, a graphical construction that is a simulation of reality and which reinvents the laws that govern it. It also consists of a character embodied by the player who controls it: the avatar. Through the virtual world and avatar, the game offers the player a virtual personification that matches his/her expectations and projected ideal. The avatar allows the subject to compensate, or even to modify some aspects of the Self and thus enhance his/her perception of him/herself; the virtual life become more satisfying than real life. The aim of this research is to propose, from the study of the relationship between psychosocial variables (self-perception and life satisfaction) and the adolescent's practice of video games, elements of construction of an explanatory model of video gambling addiction. The population of this research is composed of 74 adolescents aged 11-14 years (m(age)=12.78 and SD=0.921). Fourteen are identified as addicted to video games by the results of the Game Addiction Scale. The quantitative methodology allows measurement of the different psychosocial variables which appear important in the addictive process. The instruments used are: the Game Addiction Scale, the Self-Perception Profile and the Satisfaction with Life Scale. The results show that adolescents addicted to video games see their virtual and current Self as being less proficient than other teenagers. Furthermore, teenagers addicted to video games see their virtual Self as more proficient and adapted to the environment than their current Self. Moreover, adolescents addicted perceive their lives as less satisfying than others'. Hence, virtual life is perceived as more satisfying than real life among teenagers addicted to video games. Finally, this virtual experience is thus one of the factors that explain the addiction to video games. Through the game, the teenager can "live" a new version of him/herself, becoming secondarily alienating. The virtual world supplants real life and becomes the source of a clash of identity. Copyright © 2012 L’Encéphale, Paris. Published by Elsevier Masson SAS. All rights reserved.
An open-source, mobile-friendly search engine for public medical knowledge.
Samwald, Matthias; Hanbury, Allan
2014-01-01
The World Wide Web has become an important source of information for medical practitioners. To complement the capabilities of currently available web search engines we developed FindMeEvidence, an open-source, mobile-friendly medical search engine. In a preliminary evaluation, the quality of results from FindMeEvidence proved to be competitive with those from TRIP Database, an established, closed-source search engine for evidence-based medicine.
ERIC Educational Resources Information Center
Clotfelter, Cecil F.; Clotfelter, Mary L.
Sources of information regarding camping, backpacking, and related activities are annotated in a comprehensive listing of books, films and other non-print media, pamphlets, and periodicals largely dating from 1960. The volume contains chapters pertaining to: general directories, general camping, organized camping, camp related activities,…
Internet and Electronic Information Management
2004-12-01
centers to form consortia and share electronic information sources. Although traditional resource sharing arrangements encouraged competition rather...outside world, through public relations and through marketing information products or services, to its own competitive advantage (Davenport 1997: 193-217... electronic information sources are a challenge for electronic information managers. Libraries and information centers are no longer “the only game in town
“I Went to a Fight the Other Night and a Hockey Game Broke Out”
Goldschmied, Nadav; Espindola, Samantha
2013-01-01
Background: The current study explored the relationship between fighting behavior and passage of time, across games and seasons, in an attempt to assess if violent behavior in hockey is impulsive or intentional. Hypothesis: Before engaging in fighting behavior, players assess the utility of their actions and thus will fight less when the game is on the line (third period) and when champions are crowned (postseason). Methods: An archival exploration utilizing open access databases from multiple Internet sources. Results: During the 2010-2011 National Hockey League (NHL) season, players were significantly less likely to be involved in a fight as the game was coming to a close than in its early stages. In addition, data from the past 10 NHL seasons showed that players were significantly more violent in preseason games than during the regular season. They were also least likely to be involved in a fight during the postseason. Conclusion: The converging evidence suggests that players take into account the penalties associated with fighting and are less likely to engage in violence when the stakes are high, such as at the end of a game or a season. This implies, in turn, that major acts of aggression in the league are more likely to be calculated rather than impulsive. The findings suggest that a more punitive system should diminish fighting behavior markedly. PMID:24427418
ERIC Educational Resources Information Center
Smith, Karl D.
1977-01-01
Explains an upper elementary game of tag that illustrates energy flow in food webs using candy bars as food sources. A follow-up field trip to a river and five language arts projects are also suggested. (CS)
ERIC Educational Resources Information Center
Young, Amanda
1981-01-01
Discusses five possible alternative funding sources for the school music program: local businesses, corporate foundations, private foundations, wealthy individuals, and state arts councils. (Part of a theme issue on the crisis in music education.) (Author/SJL)
ERIC Educational Resources Information Center
Azevedo, Roger; Mudrick, Nicholas; Taub, Michelle; Wortha, Franz
2017-01-01
Metacognition and emotions play a critical role in learners' ability to monitor and regulate their learning about 21st-century skills related to science, technology, engineering, and mathematics (STEM) content while using advanced learning technologies (ALTs; e.g., intelligent tutoring systems, serious games, hypermedia, augmented reality). In…
2014-03-14
CAPE CANAVERAL, Fla. – Students from Hagerty High School in Oviedo, Fla., participants in FIRST Robotics, show off their robots' capabilities at the Robot Rocket Rally. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett
2014-03-14
CAPE CANAVERAL, Fla. – Bruce Yost of NASA's Ames Research Center discusses a small satellite, known as PhoneSat, during the Robot Rocket Rally. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett
2014-03-14
CAPE CANAVERAL, Fla. – Ron Diftler of NASA's Johnson Space Center in Houston demonstrates the leg movements of Robonaut 2 during the Robot Rocket Rally. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett
2014-03-14
CAPE CANAVERAL, Fla. – A child gets an up-close look at Charli, an autonomous walking robot developed by Virginia Tech Robotics, during the Robot Rocket Rally. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett
ERIC Educational Resources Information Center
Hogue, Andrew; Kapralos, Bill; Desjardins, Francois
2011-01-01
Purpose: Problem/project-based-learning (PBL) approaches have traditionally been shown to be effective for learning within many professional programs that are directly related to the students' future career. The PBL approach has been adopted for over four decades in such fields as medicine and engineering and studies have demonstrated that…
Ethical issues in engineering models: an operations researcher's reflections.
Kleijnen, J
2011-09-01
This article starts with an overview of the author's personal involvement--as an Operations Research consultant--in several engineering case-studies that may raise ethical questions; e.g., case-studies on nuclear waste, water management, sustainable ecology, military tactics, and animal welfare. All these case studies employ computer simulation models. In general, models are meant to solve practical problems, which may have ethical implications for the various stakeholders; namely, the modelers, the clients, and the public at large. The article further presents an overview of codes of ethics in a variety of disciples. It discusses the role of mathematical models, focusing on the validation of these models' assumptions. Documentation of these model assumptions needs special attention. Some ethical norms and values may be quantified through the model's multiple performance measures, which might be optimized. The uncertainty about the validity of the model leads to risk or uncertainty analysis and to a search for robust models. Ethical questions may be pressing in military models, including war games. However, computer games and the related experimental economics may also provide a special tool to study ethical issues. Finally, the article briefly discusses whistleblowing. Its many references to publications and websites enable further study of ethical issues in modeling.
High-Fidelity Roadway Modeling and Simulation
NASA Technical Reports Server (NTRS)
Wang, Jie; Papelis, Yiannis; Shen, Yuzhong; Unal, Ozhan; Cetin, Mecit
2010-01-01
Roads are an essential feature in our daily lives. With the advances in computing technologies, 2D and 3D road models are employed in many applications, such as computer games and virtual environments. Traditional road models were generated by professional artists manually using modeling software tools such as Maya and 3ds Max. This approach requires both highly specialized and sophisticated skills and massive manual labor. Automatic road generation based on procedural modeling can create road models using specially designed computer algorithms or procedures, reducing the tedious manual editing needed for road modeling dramatically. But most existing procedural modeling methods for road generation put emphasis on the visual effects of the generated roads, not the geometrical and architectural fidelity. This limitation seriously restricts the applicability of the generated road models. To address this problem, this paper proposes a high-fidelity roadway generation method that takes into account road design principles practiced by civil engineering professionals, and as a result, the generated roads can support not only general applications such as games and simulations in which roads are used as 3D assets, but also demanding civil engineering applications, which requires accurate geometrical models of roads. The inputs to the proposed method include road specifications, civil engineering road design rules, terrain information, and surrounding environment. Then the proposed method generates in real time 3D roads that have both high visual and geometrical fidelities. This paper discusses in details the procedures that convert 2D roads specified in shape files into 3D roads and civil engineering road design principles. The proposed method can be used in many applications that have stringent requirements on high precision 3D models, such as driving simulations and road design prototyping. Preliminary results demonstrate the effectiveness of the proposed method.
Pearcy, Benjamin T D; Roberts, Lynne D; McEvoy, Peter M
2016-05-01
Internet Gaming Disorder (IGD) is in the early stages of recognition as a disorder, following its inclusion in the Diagnostic and Statistical Manual for Mental Disorders (DSM-5; American Psychiatric Association(1)) as a condition for further study. Existing measures of Internet gaming pathology are limited in their ability to measure IGD as defined in the DSM-5. We present the initial development and validation of a new measure derived from the proposed DSM-5 criteria for IGD, the Personal Internet Gaming Disorder Evaluation-9 (PIE-9). A student sample (n = 119) and a community sample (n = 285), sourced through a variety of online gaming forums, completed an online survey comprising the new measure, existing measures of IGD, and a range of health and demographic questions. Exploratory and confirmatory factor analysis supported a single factor structure for the 9-item PIE-9. Internal consistency (α = 0.89) and test-retest reliability (intraclass correlation [ICC] = 0.77) were high. Convergent validity was demonstrated with similar gaming addiction measures. Predictive validity was established through significant differences in distress and disability between those who met the criteria for IGD and those who did not. The distress and disability associated with meeting IGD criteria fell within the range of other common DSM-5 disorders. Preliminary testing of the PIE-9 has demonstrated that it is an efficient and straightforward measure for use in further research of IGD, and as a potential screening measure in clinical practice.
Action video game play facilitates the development of better perceptual templates.
Bejjanki, Vikranth R; Zhang, Ruyuan; Li, Renjie; Pouget, Alexandre; Green, C Shawn; Lu, Zhong-Lin; Bavelier, Daphne
2014-11-25
The field of perceptual learning has identified changes in perceptual templates as a powerful mechanism mediating the learning of statistical regularities in our environment. By measuring threshold-vs.-contrast curves using an orientation identification task under varying levels of external noise, the perceptual template model (PTM) allows one to disentangle various sources of signal-to-noise changes that can alter performance. We use the PTM approach to elucidate the mechanism that underlies the wide range of improvements noted after action video game play. We show that action video game players make use of improved perceptual templates compared with nonvideo game players, and we confirm a causal role for action video game play in inducing such improvements through a 50-h training study. Then, by adapting a recent neural model to this task, we demonstrate how such improved perceptual templates can arise from reweighting the connectivity between visual areas. Finally, we establish that action gamers do not enter the perceptual task with improved perceptual templates. Instead, although performance in action gamers is initially indistinguishable from that of nongamers, action gamers more rapidly learn the proper template as they experience the task. Taken together, our results establish for the first time to our knowledge the development of enhanced perceptual templates following action game play. Because such an improvement can facilitate the inference of the proper generative model for the task at hand, unlike perceptual learning that is quite specific, it thus elucidates a general learning mechanism that can account for the various behavioral benefits noted after action game play.
Action video game play facilitates the development of better perceptual templates
Bejjanki, Vikranth R.; Zhang, Ruyuan; Li, Renjie; Pouget, Alexandre; Green, C. Shawn; Lu, Zhong-Lin; Bavelier, Daphne
2014-01-01
The field of perceptual learning has identified changes in perceptual templates as a powerful mechanism mediating the learning of statistical regularities in our environment. By measuring threshold-vs.-contrast curves using an orientation identification task under varying levels of external noise, the perceptual template model (PTM) allows one to disentangle various sources of signal-to-noise changes that can alter performance. We use the PTM approach to elucidate the mechanism that underlies the wide range of improvements noted after action video game play. We show that action video game players make use of improved perceptual templates compared with nonvideo game players, and we confirm a causal role for action video game play in inducing such improvements through a 50-h training study. Then, by adapting a recent neural model to this task, we demonstrate how such improved perceptual templates can arise from reweighting the connectivity between visual areas. Finally, we establish that action gamers do not enter the perceptual task with improved perceptual templates. Instead, although performance in action gamers is initially indistinguishable from that of nongamers, action gamers more rapidly learn the proper template as they experience the task. Taken together, our results establish for the first time to our knowledge the development of enhanced perceptual templates following action game play. Because such an improvement can facilitate the inference of the proper generative model for the task at hand, unlike perceptual learning that is quite specific, it thus elucidates a general learning mechanism that can account for the various behavioral benefits noted after action game play. PMID:25385590
Foldit Standalone: a video game-derived protein structure manipulation interface using Rosetta
Kleffner, Robert; Flatten, Jeff; Leaver-Fay, Andrew; Baker, David; Siegel, Justin B.; Khatib, Firas; Cooper, Seth
2017-01-01
Abstract Summary: Foldit Standalone is an interactive graphical interface to the Rosetta molecular modeling package. In contrast to most command-line or batch interactions with Rosetta, Foldit Standalone is designed to allow easy, real-time, direct manipulation of protein structures, while also giving access to the extensive power of Rosetta computations. Derived from the user interface of the scientific discovery game Foldit (itself based on Rosetta), Foldit Standalone has added more advanced features and removed the competitive game elements. Foldit Standalone was built from the ground up with a custom rendering and event engine, configurable visualizations and interactions driven by Rosetta. Foldit Standalone contains, among other features: electron density and contact map visualizations, multiple sequence alignment tools for template-based modeling, rigid body transformation controls, RosettaScripts support and an embedded Lua interpreter. Availability and Implementation: Foldit Standalone is available for download at https://fold.it/standalone, under the Rosetta license, which is free for academic and non-profit users. It is implemented in cross-platform C ++ and binary executables are available for Windows, macOS and Linux. Contact: scooper@ccs.neu.edu PMID:28481970
BIM Based Virtual Environment for Fire Emergency Evacuation
Rezgui, Yacine; Ong, Hoang N.
2014-01-01
Recent building emergency management research has highlighted the need for the effective utilization of dynamically changing building information. BIM (building information modelling) can play a significant role in this process due to its comprehensive and standardized data format and integrated process. This paper introduces a BIM based virtual environment supported by virtual reality (VR) and a serious game engine to address several key issues for building emergency management, for example, timely two-way information updating and better emergency awareness training. The focus of this paper lies on how to utilize BIM as a comprehensive building information provider to work with virtual reality technologies to build an adaptable immersive serious game environment to provide real-time fire evacuation guidance. The innovation lies on the seamless integration between BIM and a serious game based virtual reality (VR) environment aiming at practical problem solving by leveraging state-of-the-art computing technologies. The system has been tested for its robustness and functionality against the development requirements, and the results showed promising potential to support more effective emergency management. PMID:25197704
NASA Astrophysics Data System (ADS)
Hafiz Burhan, Mohd; Nor, Nik Hisyamudin Muhd; Yarwindran, Mogan; Ibrahim, Mustaffa; Fahrul Hassan, Mohd; Azwir Azlan, Mohd; Turan, Faiz Mohd; Johan, Kartina
2017-08-01
Healthcare and medical is one of the most expensive field in the modern world. In order to fulfil medical requirement, this study aimed to design an orthotic insole by using Kinect Xbox Gaming Sensor Scanner and CAE softwares. The accuracy of the Kinect® XBOX 360 gaming sensor is capable of producing 3D reconstructed geometry with the maximum and minimum error of 3.78% (2.78mm) and 1.74% (0.46mm) respectively. The orthotic insole design process had been done by using Autodesk Meshmixer 2.6 and Solidworks 2014 software. Functionality of the orthotic insole designed was capable of reducing foot pressure especially in the metatarsal area. Overall, the proposed method was proved to be highly potential in the design of the insole where it promises low cost, less time consuming, and efficiency in regards that the Kinect® XBOX 360 device promised low price compared to other digital 3D scanner since the software needed to run the device can be downloaded for free.
Indigenous cultural contexts for STEM experiences: snow snakes' impact on students and the community
NASA Astrophysics Data System (ADS)
Miller, Brant G.; Roehrig, Gillian
2018-03-01
Opportunities for American Indian youth to meaningfully engage in school-based science, technology, engineering, and mathematics (STEM) experiences have historically been inadequate. As a consequence, American Indian students perform lower on standardized assessments of science education than their peers. In this article we describe the emergence of meaning for students—as well as their community—resulting from Indigenous culturally-based STEM curriculum that used an American Indian tradition as a focal context. Specifically, the game of snow snakes ( Gooneginebig in Ojibwe) afforded an opportunity for STEM and culturally-based resources to work in unison. A case study research design was used with the bounded case represented by the community associated with the snow snake project. The research question guiding this study was: What forms of culturally relevant meaning do students and the community form as a result of the snow snake game? Results indicate evidence of increased student and community engagement through culturally-based STEM experiences in the form of active participation and the rejuvenation of a traditional game. Implications are discussed for using culturally-based contexts for STEM learning.
Anderson, Liam; Orme, Patrick; Di Michele, Rocco; Close, Graeme L; Morgans, Ryland; Drust, Barry; Morton, James P
2016-01-01
Muscle glycogen is the predominant energy source for soccer match play, though its importance for soccer training (where lower loads are observed) is not well known. In an attempt to better inform carbohydrate (CHO) guidelines, we quantified training load in English Premier League soccer players (n = 12) during a one-, two- and three-game week schedule (weekly training frequency was four, four and two, respectively). In a one-game week, training load was progressively reduced (P < 0.05) in 3 days prior to match day (total distance = 5223 ± 406, 3097 ± 149 and 2912 ± 192 m for day 1, 2 and 3, respectively). Whilst daily training load and periodisation was similar in the one- and two-game weeks, total accumulative distance (inclusive of both match and training load) was higher in a two-game week (32.5 ± 4.1 km) versus one-game week (25.9 ± 2 km). In contrast, daily training total distance was lower in the three-game week (2422 ± 251 m) versus the one- and two-game weeks, though accumulative weekly distance was highest in this week (35.5 ± 2.4 km) and more time (P < 0.05) was spent in speed zones >14.4 km · h(-1) (14%, 18% and 23% in the one-, two- and three-game weeks, respectively). Considering that high CHO availability improves physical match performance but high CHO availability attenuates molecular pathways regulating training adaptation (especially considering the low daily customary loads reported here, e.g., 3-5 km per day), we suggest daily CHO intake should be periodised according to weekly training and match schedules.
Advanced radioisotope heat source for Stirling Engines
NASA Astrophysics Data System (ADS)
Dobry, T. J.; Walberg, G.
2001-02-01
The heat exchanger on a Stirling Engine requires a thermal energy transfer from a heat source to the engine through a very limited area on the heater head circumference. Designing an effective means to assure maximum transfer efficiency is challenging. A single General Purpose Heat Source (GPHS), which has been qualified for space operations, would satisfy thermal requirements for a single Stirling Engine that would produce 55 electrical watts. However, it is not efficient to transfer its thermal energy to the engine heat exchanger from its rectangular geometry. This paper describes a conceptual design of a heat source to improve energy transfer for Stirling Engines that may be deployed to power instrumentation on space missions. .
NASA Astrophysics Data System (ADS)
Yao, Jiachi; Xiang, Yang; Qian, Sichong; Li, Shengyang; Wu, Shaowei
2017-11-01
In order to separate and identify the combustion noise and the piston slap noise of a diesel engine, a noise source separation and identification method that combines a binaural sound localization method and blind source separation method is proposed. During a diesel engine noise and vibration test, because a diesel engine has many complex noise sources, a lead covering method was carried out on a diesel engine to isolate other interference noise from the No. 1-5 cylinders. Only the No. 6 cylinder parts were left bare. Two microphones that simulated the human ears were utilized to measure the radiated noise signals 1 m away from the diesel engine. First, a binaural sound localization method was adopted to separate the noise sources that are in different places. Then, for noise sources that are in the same place, a blind source separation method is utilized to further separate and identify the noise sources. Finally, a coherence function method, continuous wavelet time-frequency analysis method, and prior knowledge of the diesel engine are combined to further identify the separation results. The results show that the proposed method can effectively separate and identify the combustion noise and the piston slap noise of a diesel engine. The frequency of the combustion noise and the piston slap noise are respectively concentrated at 4350 Hz and 1988 Hz. Compared with the blind source separation method, the proposed method has superior separation and identification effects, and the separation results have fewer interference components from other noise.