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This paper describes the early stages of an experiment investigating the role of the computer as a creative collaborator in the game design process. We introduce the Shibumi set, a closed game system so simple that its rule space can be completely defined, yet deep enough to allow interesting games to emerge. Constraining the search space to such a closed system has computational benefits, but had...
We present strike response times comparison for a traditional and popular table top Indian game, Carrom, measured under three conditions: face-to-face/co-located live, virtual with live feed of the co-player and virtual without the feed of co-player. The game of Carrom, in Indian context, rates high on the social interaction experience and is played with extreme levels of engagement and involvement...
We present key insights from two independent projects attempting to foster massive collaboration to solve complex problems. The teams designed frameworks for Massively Collaborative Problem Solving(MCPS) that encourage deep reasoning to emerge by combining small contributions from many distributed individuals. Instead of a linear approach to problem solving, in which many people are asked to perform...
From a global perspective, regional characteristic of an area the level of sport has an important effect. In the vast expanse of our country, different habits in various regions, regional culture, and genetic factors as a result of regional differences between the groups, this difference determines the local people's physical fitness, sports habit, dominant sports are different. In this paper, the...
Pondering digital games, in general, and discussing details such as, e.g., innovations of NPC behavior and AI, of interface technologies, of serious games application areas, and the like requires a language of scientific discourse. Contributions to a taxonomy of digital games and of digital game playing are essential preliminaries to a digital games science. There is introduced a canonical taxonomy...
Cyber worlds fuel innovations in development and design, but whether and how to catalyze a slow-moving interplay among them remains an open question. This paper develops an argument for organizing interdisciplinary research through and around cyber worlds in order to bridge design and development by means of a collaboratory. To this end, it provides illustrative examples of plausible intersections...
Over-education refers to the phenomenon that actual level of the individual education exceeds that of job requirement. It is universal in both developing countries and developed countries. The paper explores its causes, effects and the problem of consequent adverse selection in the view of asymmetric information. Moreover, it concludes that proper system innovation can reduce negative effects of over-education.
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