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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...
In digital game based learning (DGBL), game mechanics and learning mechanics define the interactivity possibilities between the player and the game. While game and learning mechanics can facilitate the design and development of DGBL activities, they have not yet been analyzed from the perspective of the learning theories underlying the type of interactions between the player and the game. This study...
It is important for artificial agents to accurately infer human emotions in order to provide believable interactions. However, there is currently a lack of empirical results supporting affective agent to propose effective computational models for this purpose through analyzing individual profile information and the interaction outcomes. In this paper, we bridge this gap with a game-based empirical...
Digital Game-Based Learning (DGBL) is becoming increasingly prevalent. Its participant-players are in millions and its revenues are in billions of dollars. There is a gap in how effectiveness DGBL software is to encourage students in learning and increase their motivation in learning process. This paper aims to discuss children and teenagers' education with DGBL software and the motivation design...
Serious games are considered as powerful tools in learning and instructional purpose. Besides that, serious game also gains its own popularity among children and adolescence. Given the wide popularity of serious game, therapists realize the advantages of using games as the assistive tool in psychotherapy so called therapeutic game. However, the lack of available comprehensive guideline for design...
This paper simulated the game in the policy-processing of grid construction based on the Rubinstein game ideology of bargaining, studied the interaction among main interest groups. The paper also introduced the stakeholder theory to the design of the compensation mechanism, and confirmed the compensation mechanism efficiency through the economic simulation method. This paper points out that in the...
A method for eliciting user requirements in affect-laden applications is described. The method extends personal RE where requirements are for individual users and their needs. Theories from psychology of emotion and motivation are introduced and applied in a top-down pathway motivated by system goals to influence users, and a bottom-up scenario-based path to analyse affective situations which might...
The knowledge acquisition of basic logical forms (term, statement, conclusion, and proof) is a prerequisite of the acquisition of any other knowledge and skills. Therefore, the knowledge acquisition of basic logical forms needs to be addressed in the earlier stages of education. In order to support the acquisition of knowledge and skills in the domain of logical forms, the authors of this paper propose...
Management simulations are designed to provide experiential learning bridging the gap between theory and practice. The purpose of this study is to understand the factors that promote the effectiveness of computer based business simulations in management education. The study was conducted in a premier B-School based in Hyderabad. The knowledge component of the course is often delivered to the learners...
In Complex Adaptive Systems, agents co-adapt to each other through interaction. A typical example is game: players learn and adapt to the opponent through game playing. This paper studies the adaptive characteristic of co-adaptation through a combinatorial game “Five-in-a-row” focusing on the evaluation function and game tree. The computer simulations show that a high-level player (with a good evaluation...
Natural selection acts as a culling force that favors highly fit organisms. There are numerous examples ranging from bacteria through humans showing fitness can sometimes improve if individuals cooperate. Yet despite the widespread evidence of cooperation throughout nature, we still do not fully understand how it evolves. Over the past 10–15 years a large number of theoretical (computer) models have...
Research has demonstrated that people learn best when they are actively involved in the learning process. Games and simulations are especially effective as discovery learning approaches since they pull learners into the learning experience in interesting, fun and challenging ways. This article seeks to demonstrate the effective use of simulation and gaming technique in providing an engaging and high-energy...
Traditional temporal logic regards protocols as close system to analyze. In order to overcome the shortcoming of traditional temporal logic, an game-based analysis method is inducted. This method is applied to formal analyze a fair contract signing protocol, and then some defects of the protocol are found. An improvement protocol is proposed which fixes the flaw by adding some extra time limit information...
The objective of this paper is to present a conceptual framework for i-Skills System, an application for monitoring children skills through an adaptive web based games application. The methodology for deriving the conceptual framework is conducted through five steps: classification of model, analysis of model, applying the framework, determining assumptions and discussion of assumptions and evaluation...
This study is proposing the possibility of utilization for the game contents that have the most noticeable interaction with users based on the artificial emotion study model of cognitive psychological perspective. For designing the artificial emotion model of the game character, which is virtual being the medium for direct communication with users, the representative emotion model in the cognitive...
"Human computation" represents a new paradigm of applications that take advantage of people's desire to be entertained and produce useful metadata as a by-product. By creating games with a purpose, human computation has shown promise in solving a variety of problems that computer computation cannot currently resolve completely. Using the ESP game as an example, we propose a metric, called...
In this paper we discuss the idea of combining old-fashioned computer Go with Monte Carlo Go. We introduce an analyze-after approach to random simulations. We also briefly present the other features of our present Monte Carlo implementation with upper confidence trees. We then explain our approach to adding this implementation as a module in the GNU Go 3.6 engine, and finally show some preliminary...
Developing sustainable urban environments is complex as it requires consideration of interacting social, economic and environmental sustain ability factors. The task is made even more difficult by the wide variety of stakeholders (e.g. planners, architects, businesses and the public) that may be involved in the process and the lack of a common language for all to understand. This paper describes a...
The art of computer-based game production is an aspiring goal and a challenging task. It involves many different activities, expertise and skills into many different areas such as: game theory, programming skills, multimedia, 2D/3D graphics and animation, sound engineering, story writing, project design and management, physics, logic design, interface programming, artificial intelligence (AI) and...
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