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Serious games are electronic games designed not primarily for entertainment but for purposes such as education, training, health, military, politics, advertising and business. Communication between governments and citizens via electronic channels (i.e. e-government)to deliver services is difficult in developing countries due to limited IT knowledge, user experience and trust issues. Serious games...
E-government is one of the most common management opportunities utilised to improve government performance as e-government systems, offering a wide range of benefits for both citizens and governmental agencies, such as social services, digital democracy, e-commerce, taxation, revenue etc. However, in many developing countries, the goals of e-government have not been achieved, and the common reason...
Implementation of e-government in the developing countries has always been a challenging problem due to the technical, infrastructure, cultural and social issues. This paper aims to explore the challenges of implementing e-government as well as opportunities available in developing countries, particularly Libya. This was achieved by investigating electronic government (e-government) implementation...
In this paper we present an approach to creating educational programming computer games. We combine the CSI interpreter with Unity 3D to enable a player to enter program statements that can alter the game world while it is being played. We also create wrapper methods that encapsulate complex Unity C# tasks into easy to use helper functions. The results from our initial experimentation show that the...
A fundamental requirement of non-player characters (NPCs) in today's computer games is to be able to move through a complex virtual world in an intelligent way. Pathfinding or path planning techniques are used by games developers to determine suitable routes, during gameplay, from a starting location to a goal position. These techniques make use of graphs to efficiently represent the game world. Navigation...
Computer controlled characters in games typically lack the ability to adapt to situations that were not envisaged by the game artificial intelligence (AI) programmer. Consequently game characters tend to be lifeless and susceptible to repetitive and predictable behaviour. The focus of this work is to provide practical approaches to in-game learning and thus produce NPCs that are more believable and...
This work is concerned with the implementation of evolutionary based computer algorithms, genetic algorithms (GAs), on microcontrollers. Microcontrollers are low resource platforms not normally associated with GAs, which are typically resource intensive. This implementation will add to a suite of tools, based on different soft computing techniques, which will solve a range of optimization and decision-making...
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