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In this paper, we investigate the selling strategy and price decisions for a seller who provides two complementary products to the strategic consumer over two periods under three selling strategies: markdown pricing (MD), second period bundling (SPB) and first period bundling (FPB). It is found that the seller's optimal prices in the second period of SPB and FPB strategies are higher than that of...
More and more people watch TV with a second device in the nearby. They use it for many different reasons: to play, to search for something, to interact with other people, etc. As a result, their visual attention is often turned to the second screen, especially during commercials. This scenario scares broadcasters, as they fear losing the advertisers' investment. Therefore, it is necessary to improve...
Growing attention is being paid to the use of game-based learning in education, due to the rapid progress of information technology Internet. Students need to cultivate not only their own abilities, but also the ability of collaboration after graduation. However, collaboration must be directed by appropriate guidance in order to demonstrate the expected results, the rules of the game guide can be...
This paper investigates the use of deception in combating the deceiving attack in IEEE 802.22 cognitive radio networks. The deceiving attack is a coordinated combination of diverse jamming attacks sourced by the same malicious platform. In this paper, a deception-based defense scheme is proposed to counteract the deceiving attack. The non-existence of the pure strategy Nash equilibrium was proven...
To simulate a realistic game server environment, we utilized open source software libraries to create automated players (bots) for the globally renowned online game: Minecraft. The fairly simple design of the Minecraft server as well as its massive development and support community facilitates considerable research and analysis prospects. As such, the goal of our investigation was to emulate and then...
As technology becomes a larger part of everyday life, it becomes increasingly more important for CS and CIT students to learn about cyber security during their education. While many cyber security oriented courses exist, it is also necessary that students must be able to work and learn in an environment that resembles a real world context. To address this problem it has become common to adapt cyber...
The purpose of this research is to present a math education game as an alternative teaching method for students studying mathematics. The game is set to be released on personal computers (PC). The art of the game is set as 2D cartoon art. There will be 4 teaching methods that will help students learn mathematics in the game in the form of mini games. Each of these methods is the result of a previous...
Reading Tang dynasty poetry may improve both character education and language proficiency of children in nursery school. However, Tang poetry is a little abstract and difficult to understand for preschool children. To overcome this difficulty, in our study, a digital Game based Tang Poetry learning system (GTPLS) is developed. An investigation was conducted of 5 to 6 years old children separated into...
Social cognition is the study of how people interact with each other in a social situation. An effective interaction would require higher degree of cognitive involvement between the participants and consequently, an enhanced synchrony between their neural mechanisms. In this study, twelve pairs of subjects interacted with each other via a cognitively engaging experimental paradigm in which they either...
Individuals with Down syndrome should be adapted to society. As there are various projects to achieve this goal, one of them is establishing cafes where all waiters/waitresses are individuals with syndrome. The Down Cafe is the one of these cafes that is located in Istanbul, Turkey. In such cafes, some of the tasks are quite hard to be performed by individuals with Down syndrome, such as taking orders...
Though some games for visually impaired persons have been developed, most of games that use only auditory information present challenges for sighted persons. Moreover, unfortunately, it is still difficult for visually impaired persons to play the same game with sighted persons and for sighted and visually impaired persons to share a common subject. Thus, we developed a barrier-free game that both...
We collect environmental information through our sensory organs, perceive them suitably to execute the task in hand. Examples of such tasks are abundant, like driving, operating machines, playing games, hunting, or mushroom picking on mountains. While executing such tasks, there is a marked difference in efficiency and accuracy between an expert and a novice. An expert is attentive to only what is...
Generally, a complete process of Dot and Box game contains three section, including former stage, middle stage and later stage. According to an analysis result based on chains' data which is gotten from a reasonable calculation method, the state of victory or defeat can be judged during the transition from former stage to middle stage. In addition, profit in the process can be gotten simultaneously...
We propose a coalition game model for the problem of communication for omniscience (CO). In this game model, the core contains all achievable rate vectors for CO with sum-rate being equal to a given value. Any rate vector in the core distributes the sum-rate among users in a way that makes all users willing to cooperate in CO. We give the necessary and sufficient condition for the core to be nonempty...
The adoption of games to learn introductory programming concepts has been widely used and there were many evidences of the benefits of learning to code in different levels of education even at primary level. Recent studies acknowledged that the use of games to explore coding environment can be motivating, increases female students' perception in computing programming skill and enhances support for...
Helping college freshmen to learn basic computer programming is a longstanding research topic. Various environments, tools and languages have been developed to ease the initial steps of novice programmers. However, to be used to their full extent, such artifacts should be better combined with an appropriate learning approach. This work describes pre-term workshops offered to Computer Engineering undergraduate...
REVERIE (REal and Virtual Engagement in Realistic Immersive Environments) [1] is a multimedia and multimodal framework, which supports the creation of immersive games. The framework supports the creation of games integrating technologies such as 3D spatial audio, detection of the player's body movement using Kinect and WIMO sensors, NPCs (Non-Playable Characters) with advanced AI capabilities featuring...
Automatic generation of game content is an important challenge in computer game design. Such generation requires methods that are both efficient and guaranteed to produce playable content. While existing methods are adequate for currently available types of games, games based on more complex entities and structures may require new methods. In this paper, we use computational complexity analysis to...
Interactions between learners, especially collaborative interactions and their effect on learning achievements, are a topic of interest in the research area of learning. With the emergence of educational games as teaching tools another type of interaction comes into focus: Competitive interaction between learners. But the advantages and pitfalls of competitive interactions for teaching subjects are...
Educational videogames have become a popular teaching tool in recent years due to their ability to increase student motivation. Various attempts have been made to develop models and guides for video games which allow students to practice and/or learn certain curricular content while still meeting their expectations for the game to be fun. Achieving such a balance between teaching and gaming objectives...
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