Search results for: 3D game engine
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1393

Search results for: 3D game engine

1363 Optimal Diesel Engine Technology Analysis Matching the Platform of the Helicopter

Authors: M. Wendeker, K. Siadkowska, P. Magryta, Z. Czyz, K. Skiba

Abstract:

In the paper environmental impact analysis the optimal Diesel engine for a light helicopter was performed. The paper consist an answer to the question of what the optimal Diesel engine for a light helicopter is, taking into consideration its expected performance and design capacity. The use of turbocharged engine with self-ignition and an electronic control system can substantially reduce the negative impact on the environment by decreasing toxic substance emission, fuel consumption and therefore carbon dioxide emission. In order to establish the environmental benefits of the diesel engine technologies, mathematical models were created, providing additional insight on the environmental impact and performance of a classic turboshaft and an advanced diesel engine light helicopter, incorporating technology developments.

Keywords: diesel engine, helicopter, simulation, environmental impact

Procedia PDF Downloads 569
1362 An Augmented-Reality Interactive Card Game for Teaching Elementary School Students

Authors: YuLung Wu, YuTien Wu, ShuMey Yu

Abstract:

Game-based learning can enhance the learning motivation of students and provide a means for them to learn through playing games. This study used augmented reality technology to develop an interactive card game as a game-based teaching aid for delivering elementary school science course content with the aim of enhancing student learning processes and outcomes. Through playing the proposed card game, students can familiarize themselves with appearance, features, and foraging behaviors of insects. The system records the actions of students, enabling teachers to determine their students’ learning progress. In this study, 37 students participated in an assessment experiment and provided feedback through questionnaires. Their responses indicated that they were significantly more motivated to learn after playing the game, and their feedback was mostly positive.

Keywords: game-based learning, learning motivation, teaching aid, augmented reality

Procedia PDF Downloads 375
1361 By-Product Alcohol: Fusel Oil as an Alternative Fuel in Spark Ignition Engine

Authors: Omar Awad, R. Mamat, F. Yusop, M. M. Noor, I. M. Yusri

Abstract:

Fusel oil is a by-product obtained through the fermentation of some agricultural products. The fusel oil properties are closer to other alternative combustible types and the limited number of studies on the use of fusel oil as an alcohol derivative in SI engines constitutes to the base of this study. This paper experimentally examined the impacts of a by-product of alcohol, which is fusel oil by blending it with gasoline, on engine performance, combustion characteristics, and emissions in a 4-cylinder SI engine. The test was achieved at different engine speeds and a 60 % throttle valve (load). As results, brake power, BTE, and BSFC of F10 are higher at all engine speeds. Maximum engine BTE was 33.9%, at the lowest BSFC with F10. Moreover, it is worth seeing that the F10 under rich air-fuel ratio has less variation of COVIMEP compared to the F20 and gasoline. F10 represents shorter combustion duration, thereby, the engine power increased. NOx emission for F10 at 4500 rpm was lower than gasoline. The highest value of HC emission is obtained with F10 compared to gasoline and F20 with an average increase of 11% over the engine speed range. CO and CO2 emissions increased when using fusel oil blends.

Keywords: fusel oil, spark ignition engine, by-product alcohol, combustion characteristics, engine emissions, alternative fuel

Procedia PDF Downloads 473
1360 Variation of Stagnation Properties at Various Altitudes of an Klimov RD-33 Engine

Authors: Upamanyu Majumder, Angshuman Das

Abstract:

The Klimov RD-33 is a turbofan jet engine for a lightweight fighter jet that is the primary engine for the Mikoyan MiG-29. Its production started in 1981. The RD-33 was the first afterburning turbofan engine produced by the Klimov Company of Russia in the 8,000 to 9,000 kilograms-force (78,000 to 88,000 N; 18,000 to 20,000 lbf) thrust class. It features a modular twin-shaft design with individual parts that can be replaced separately and has a good tolerance to the environment. The RD-33 is simple to maintain and retains good performance in challenging environments. In this paper the stagnation properties(pressure and temperature) at the intake diffuser, compressor and turbine sections of the RD-33 engine are calculated using the standard atmosphere conditions at different altitudes( take-off, 5000m, 10000m, 15000m, 20000m and 22500m). The results are plotted against altitude values using MS-Excel.

Keywords: Klimov RD-33 engine, stagnation properties, various altitudes, ms-excel

Procedia PDF Downloads 359
1359 Associations between Game Users and Life Satisfaction: The Role of Self-Esteem, Self- Efficacy and Social Capital

Authors: Hye Rim Lee, Eui Jun Jeong, Ji Hye Yoo

Abstract:

This study makes an integrated investigation on how life satisfaction is associated with the Korean game users' psychological variables (self-esteem, game and life self- efficacy), social variables (bonding and bridging social capital), and demographic variables (age, gender). The data used for the empirical analysis came from a representative sample survey conducted in South Korea. Results show that self-esteem and game efficacy were an important antecedent to the degree of users’ life satisfaction. Both bonding social capital and bridging social capital enhance the level of the users’ life satisfaction. The importance of perspectives as well as their implications for the game users and further associated research, are explored.

Keywords: life satisfaction, self-esteem, game efficacy, life-efficacy, social capital

Procedia PDF Downloads 589
1358 Analysis of Preferences in Decision Making in a Bilateral Negotiation Context: An Experimental Approach from Game Theory

Authors: Laura V. Gonzalez, Juan B. Duarte, Luis A. Palacio

Abstract:

Decision making can be conditioned by factors such as the environments, circumstances, behavioral biases, emotions, beliefs and preferences of the participants. The objective of this paper is to analyze the effect ‘amount of information’ and ‘number of options’, on the behavior of competitors under a bilateral negotiation context. For the above, it has been designed an experiment as a classroom game where they negotiate goods, under the condition that none of the players knows exactly the real value of the asset. The game is designed under the concept of zero-sum (non-cooperative game) and focuses on the fact that agents must anticipate the strategies of their opponent to improve their chances of winning in the negotiation. The empirical results show that, contrary to the traditional view of expected utility theory, players prefer to obtain low profits and losses, when faced with a higher expectation of losses, using sub-optimal strategies not in accordance with game theory.

Keywords: bilateral negotiation, classroom game, decision making, game theory

Procedia PDF Downloads 263
1357 Tuning for a Small Engine with a Supercharger

Authors: Shinji Kajiwara, Tadamasa Fukuoka

Abstract:

The formula project of Kinki University has been involved in the student Formula SAE of Japan (JSAE) since the second year the competition was held. The vehicle developed in the project uses a ZX-6R engine, which has been manufactured by Kawasaki Heavy Industries for the JSAE competition for the eighth time. The limited performance of the concept vehicle was improved through the development of a power train. The supercharger loading, engine dry sump, and engine cooling management of the vehicle were also enhanced. The supercharger loading enabled the vehicle to achieve a maximum output of 59.6 kW (80.6 PS)/9000 rpm and a maximum torque of 70.6 Nm (7.2 kgf m)/8000 rpm. We successfully achieved 90% of the engine’s torque band (4000–10000 rpm) with 50% of the revolutions in regular engine use (2000–12000 rpm). Using a dry sump system, we periodically managed hydraulic pressure during engine operation. A system that controls engine stoppage when hydraulic pressure falls was also constructed. Using the dry sump system at 80 mm reduced the required engine load and the vehicle’s center of gravity. Even when engine motion was suspended by the electromotive force exerted by the water pump, the circulation of cooling water was still possible. These findings enabled us to create a cooling system in accordance with the requirements of the competition.

Keywords: engine, combustion, cooling system, numerical simulation, power, torque, mechanical super charger

Procedia PDF Downloads 300
1356 Structural Analysis on the Composition of Video Game Virtual Spaces

Authors: Qin Luofeng, Shen Siqi

Abstract:

For the 58 years since the first video game came into being, the video game industry is getting through an explosive evolution from then on. Video games exert great influence on society and become a reflection of public life to some extent. Video game virtual spaces are where activities are taking place like real spaces. And that’s the reason why some architects pay attention to video games. However, compared to the researches on the appearance of games, we observe a lack of theoretical comprehensive on the construction of video game virtual spaces. The research method of this paper is to collect literature and conduct theoretical research about the virtual space in video games firstly. And then analogizing the opinions on the space phenomena from the theory of literature and films. Finally, this paper proposes a three-layer framework for the construction of video game virtual spaces: “algorithmic space-narrative space players space”, which correspond to the exterior, expressive, affective parts of the game space. Also, we illustrate each sub-space according to numerous instances of published video games. Hoping this writing could promote the interactive development of video games and architecture.

Keywords: video game, virtual space, narrativity, social space, emotional connection

Procedia PDF Downloads 267
1355 How Do You Blow Off Steam? : The Impact of Therapeutic Catharsis Seeking, Self-Construal, and Social Capital in Gaming Context

Authors: Hye Rim Lee, Eui Jun Jeong, Ju Woo Kim

Abstract:

This study will examine how the therapeutic factors (therapeutic catharsis-seeking and game-efficacy of the game player) and self-construal factors (independent and interdependent self-construal of the game player) as well as social capital factors (bonding and bridging social capital of the game player) affect trait aggression in the game. Results show that both therapeutic catharsis-seeking and game self-efficacy are particularly important to the players since they cause the game players’ aggressive tendencies to be greatly diminished. Independent self-construal reduces the level of the players’ aggression. Interestingly enough, the bonding social capital enhances the level of the players’ aggression, while individuals with bridging social capital did not show any significant effects. The results and implications will be discussed herein.

Keywords: aggression catharsis, game self-efficacy, self-construal, social capital, therapeutic catharsis seeking

Procedia PDF Downloads 523
1354 Performance and Combustion Characteristics of a DI Diesel Engine Fueled with Jatropha Methyl Esters and its Blends

Authors: Ajay V. Kolhe, R. E. Shelke, S. S. Khandare

Abstract:

This study discusses the performance and combustion characteristics of a direct injection diesel engine fueled with Jatropha methyl ester (JME). In order to determine the performance and combustion characteristics, the experiments were conducted at the constant speed mode (1500rpm) under the full load condition of the engine on single cylinder 4-stroke CI engine. The result indicated that when the test engine was fuelled with JME, the engine performance slightly weakened, the combustion characteristics slightly changed when compared to petroleum based diesel fuel. The biodiesel caused reduction in carbon monoxide (CO), unburned hydrocarbon (HC) emissions, but they caused to increases in nitrogen oxides (NOx) emissions. The useful brake power obtained is similar to diesel fuel for all loads. Oxygen content in the exhaust is more with JME blend due to the reason that fuel itself contains oxygen. JME as a new Biodiesel and its blends can be used in diesel engines without any engine modification.

Keywords: biodiesel, combustion, CI engine, jatropha curcas oil, performance and emission

Procedia PDF Downloads 368
1353 The Need for a More Robust Legal Framework to Curb the Rise in Violence against Game Officials

Authors: A. Roomy

Abstract:

The dramatic rise in violence against game officials has affected all levels of sports including recreational, amateur, and professional sports. One way to combat this rise in violence is through the creation of laws specifically aimed at preventing and punishing this kind of violence. This paper will use related legal cases as a starting point to explore possible ways of better protecting the safety of game officials. It will do this by looking at relevant cases, related legal issues, and two specific ways of reducing violence against game officials. In closing, it will be argued that there needs to be a more robust legal approach with emphasis on criminal and civil penalties for assault and battery, and a more comprehensive social approach with emphasis on raising social awareness on the need to protect game officials from violence.

Keywords: game officials, legal issues, safety, violence

Procedia PDF Downloads 374
1352 Applying Serious Game Design Frameworks to Existing Games for Integration of Custom Learning Objectives

Authors: Jonathan D. Moore, Mark G. Reith, David S. Long

Abstract:

Serious games (SGs) have been shown to be an effective teaching tool in many contexts. Because of the success of SGs, several design frameworks have been created to expedite the process of making original serious games to teach specific learning objectives (LOs). Even with these frameworks, the time required to create a custom SG from conception to implementation can range from months to years. Furthermore, it is even more difficult to design a game framework that allows an instructor to create customized game variants supporting multiple LOs within the same field. This paper proposes a refactoring methodology to apply the theoretical principles from well-established design frameworks to a pre-existing serious game. The expected result is a generalized game that can be quickly customized to teach LOs not originally targeted by the game. This methodology begins by describing the general components in a game, then uses a combination of two SG design frameworks to extract the teaching elements present in the game. The identified teaching elements are then used as the theoretical basis to determine the range of LOs that can be taught by the game. This paper evaluates the proposed methodology by presenting a case study of refactoring the serious game Battlespace Next (BSN) to teach joint military capabilities. The range of LOs that can be taught by the generalized BSN are identified, and examples of creating custom LOs are given. Survey results from users of the generalized game are also provided. Lastly, the expected impact of this work is discussed and a road map for future work and evaluation is presented.

Keywords: serious games, learning objectives, game design, learning theory, game framework

Procedia PDF Downloads 115
1351 Gamification to Enhance Learning Using Gagne's Learning Model

Authors: M. L. McLain, R. Sreelakshmi, Abhishek, Rajeshwaran, Bhavani Rao, Kamal Bijlani, R. Jayakrishnan

Abstract:

Technology enhanced learning has brought drastic changes in the field of education in the modern world. In this study we explore a novel way to improve how high school students learn by building a serious game that uses a pedagogical model developed by Robert Gagne. By integrating serious game with principles of Gagne’s learning model can provide engaging and meaningful instructions to students. The game developed in this study is a waste sorting game that can easily and succinctly demonstrate the principles of this learning model. All the tasks in the game that the player has to accomplish correspond to Gagne’s “Nine Events of Learning”. A quiz is incorporated in order to get data on the progress made by the player in understanding the concept and as well as to assess them. Additionally, an experimental study was conducted which demonstrates that game based learning using Gagne’s event is more effective than a traditional classroom setup.

Keywords: game based learning, sorting and recycling of waste, Gagne’s learning model, e-Learning, technology enhanced learning

Procedia PDF Downloads 631
1350 Experimental Study of Exhaust Muffler System for Direct-Injection Gasoline Engine

Authors: Abdallah F. Abd El-Mohsen, Ahmed A. Abdelsamee, Nouby M. Ghazaly

Abstract:

Engine exhaust noise is considered one of the largest sources of vehicle exterior noise. Further reduction of noise from the vehicle exhaust system will be required, as the vehicle exterior noise regulations become stricter. Therefore, the present study has been carried out to illustrate the role of engine operating parameters and exhaust system construction factors on exhaust noise emitted. The measurements carried out using different exhaust systems, which are mainly used in today’s vehicle. The effect of engine speed on the spectra level of exhaust noise is recorded at engine speeds of 900 rpm, 1800 rpm, 2700, rpm 3600 rpm and 4500 rpm. The results indicate that the increase of engine speed causes a significant increase in the spectrum level of exhaust noise. The increase in the number of the outlet of the expansion chamber also reduces the overall level of exhaust noise.

Keywords: exhaust system, expansion chamber, engine speed, spectra

Procedia PDF Downloads 167
1349 Game Space Program: Therapy for Children with Autism Spectrum Disorder

Authors: Khodijah Salimah

Abstract:

Game Space Program is the program design and development game for therapy the autistic child who had problems with sensory processing and integration. This program is the basic for game space to expand treatment therapy in many areas to help autistic's ability to think through visual perception. This problem can be treated with sensory experience and integration with visual experience to learn how to think and how to learn with visual perception. This perception can be accommodated through an understanding of visual thinking received from sensory exist in game space as virtual healthcare facilities are adjusted based on the sensory needs of children with autism. This paper aims to analyze the potential of virtual visual thinking for treatment autism with the game space program.

Keywords: autism, game space program, sensory, virtual healthcare facilities, visual perception

Procedia PDF Downloads 314
1348 Nonuniformity of the Piston Motion in a Radial Aircraft Engine

Authors: K. Pietrykowski, M. Bialy, M. Duk

Abstract:

One of the main disadvantages of radial engines is non-uniformity of operating cycles of each cylinder. This paper discusses the results of the kinematic analysis of pistons motion of the ASz-62IR radial engine. The ASz-62IR engine is produced in Poland and mounted in the M-18 Dromader and the An-2. The results are shown as the courses of the motion of the pistons. The discrepancies in the courses for individual pistons can result in different masses of the charge to fill the cylinders. Besides, pistons acceleration of individual cylinders is different, which triggers an additional vibration in the engine.

Keywords: nonuniformity, kinematic analysis, piston motion, radial engine

Procedia PDF Downloads 385
1347 An Owen Value for Cooperative Games with Pairwise a Priori Incompatibilities

Authors: Jose M. Gallardo, Nieves Jimenez, Andres Jimenez-Losada, Esperanza Lebron

Abstract:

A game with a priori incompatibilities is a triple (N,v,g) where (N,v) is a cooperative game, and (N,g) is a graph which establishes initial incompatibilities between some players. In these games, the negotiation has two stages. In the first stage, players can only negotiate with others with whom they are compatible. In the second stage, the grand coalition will be formed. We introduce a value for these games. Given a game with a priori incompatibility (N,v,g), we consider the family of coalitions without incompatibility relations among their players. This family is a normal set system or coalition configuration Ig. Therefore, we can assign to each game with a priori incompatibilities (N,v,g) a game with coalition configuration (N,v, Ig). Now, in order to obtain a payoff vector for (N,v,g), it suffices to calculate a payoff vector for (N,v, Ig). To this end, we apply a value for games with coalition configuration. In our case, we will use the dual configuration value, which has been studied in the literature. With this method, we obtain a value for games with a priori incompatibilities, which is called the Owen value for a priori incompatibilities. We provide a characterization of this value.

Keywords: cooperative game, game with coalition configuration, graph, independent set, Owen value, Shapley value

Procedia PDF Downloads 131
1346 A Comprehensive Study on Quality Assurance in Game Development

Authors: Maria Komal, Zaineb Khalil, Mehreen Sirshar

Abstract:

Due to the recent technological advancements, Games have become one of the most demanding applications. Gaming industry is rapidly growing and the key to success in this industry is the development of good quality games, which is a highly competitive issue. The ultimate goal of game developers is to provide player’s satisfaction by developing high-quality games. This research is the comprehensive survey of techniques followed by game industries to ensure games quality. After analysis of various techniques, it has been found that quality simulation according to ISO standards and play test methods are used to ensure games quality. Because game development requires cross-disciplined team, an increasing trend towards distributed game development has been observed. This paper evaluates the strengths and weaknesses of current methodologies used in game industry and draws a conclusion. We have also proposed quality parameters which can be used as a heuristic framework to identify those attributes which have high testing priorities.

Keywords: game development, computer games, video games, gaming industry, quality assurance, playability, user experience

Procedia PDF Downloads 534
1345 The Using of Liquefied Petroleum Gas (LPG) on a Low Heat Loss Si Engine

Authors: Hanbey Hazar, Hakan Gul

Abstract:

In this study, Thermal Barrier Coating (TBC) application is performed in order to reduce the engine emissions. Piston, exhaust, and intake valves of a single-cylinder four-cycle gasoline engine were coated with chromium carbide (Cr3C2) at a thickness of 300 µm by using the Plasma Spray coating method which is a TBC method. Gasoline engine was converted into an LPG system. The study was conducted in 4 stages. In the first stage, the piston, exhaust, and intake valves of the gasoline engine were coated with Cr3C2. In the second stage, gasoline engine was converted into the LPG system and the emission values in this engine were recorded. In the third stage, the experiments were repeated under the same conditions with a standard (uncoated) engine and the results were recorded. In the fourth stage, data obtained from both engines were loaded on Artificial Neural Networks (ANN) and estimated values were produced for every revolution. Thus, mathematical modeling of coated and uncoated engines was performed by using ANN. While there was a slight increase in exhaust gas temperature (EGT) of LPG engine due to TBC, carbon monoxide (CO) values decreased.

Keywords: LPG fuel, thermal barrier coating, artificial neural network, mathematical modelling

Procedia PDF Downloads 425
1344 Integer Programming-Based Generation of Difficulty Level for a Racing Game

Authors: Sangchul Kim, Dosaeng Park

Abstract:

It is one of the important design issues to provide various levels of difficulty in order to suit the skillfulness of an individual. In this paper we propose an integer programming-based method for selecting a mixture of challenges for a racing game that meet a given degree of difficulty. The proposed method can also be used to dynamically adjust the difficulty of the game during the progression of playing. By experiments, it is shown that our method performs well enough to generate games with various degrees of difficulty that match the perception of players.

Keywords: level generation, level adjustment, racing game, ip

Procedia PDF Downloads 374
1343 In-Game Business and the Problem of Gambling: Legal Analysis of Loot Boxes from the Perspective of Iranian Law

Authors: Vesali Naseh Morteza, Najafi Mohammad Hosein

Abstract:

The possibility of trading in-game items for real money provides a high economic capacity for online games and turns them into a business model. Nowadays, the market for in-game item purchases and microtransactions or micropayments has been growing increasingly. Since the market should be legal, lawyers and lawmakers around the world have expressed concerns over the legality of online gaming and in-game transactions. The issue is highlighted by the recent emergence of an in-game business model in the name of loot boxes. Similarities between loot boxes gaming and gambling features activities have started a legal debate as to whether loot boxes constitute a form of gambling or whether the game’s use of loot boxes should be considered gambling. Hence, based on the relationship between loot boxes purchasing and problem gambling, the paper investigates the legal effect of the newly emergent phenomenon of loot boxes on online games from the perspective of Iranian law.

Keywords: serious games, loot boxes, online gambling, in-game purchase, virtual items

Procedia PDF Downloads 107
1342 A Multi-Agent Simulation of Serious Games to Predict Their Impact on E-Learning Processes

Authors: Ibtissem Daoudi, Raoudha Chebil, Wided Lejouad Chaari

Abstract:

Serious games constitute actually a recent and attractive way supposed to replace the classical boring courses. However, the choice of the adapted serious game to a specific learning environment remains a challenging task that makes teachers unwilling to adopt this concept. To fill this gap, we present, in this paper, a multi-agent-based simulator allowing to predict the impact of a serious game integration in a learning environment given several game and players characteristics. As results, the presented tool gives intensities of several emotional aspects characterizing learners reactions to the serious game adoption. The presented simulator is tested to predict the effect of basing a coding course on the serious game ”CodeCombat”. The obtained results are compared with feedbacks of using the same serious game in a real learning process.

Keywords: emotion, learning process, multi-agent simulation, serious games

Procedia PDF Downloads 398
1341 Harnessing Emerging Creative Technology for Knowledge Discovery of Multiwavelenght Datasets

Authors: Basiru Amuneni

Abstract:

Astronomy is one domain with a rise in data. Traditional tools for data management have been employed in the quest for knowledge discovery. However, these traditional tools become limited in the face of big. One means of maximizing knowledge discovery for big data is the use of scientific visualisation. The aim of the work is to explore the possibilities offered by emerging creative technologies of Virtual Reality (VR) systems and game engines to visualize multiwavelength datasets. Game Engines are primarily used for developing video games, however their advanced graphics could be exploited for scientific visualization which provides a means to graphically illustrate scientific data to ease human comprehension. Modern astronomy is now in the era of multiwavelength data where a single galaxy for example, is captured by the telescope several times and at different electromagnetic wavelength to have a more comprehensive picture of the physical characteristics of the galaxy. Visualising this in an immersive environment would be more intuitive and natural for an observer. This work presents a standalone VR application that accesses galaxy FITS files. The application was built using the Unity Game Engine for the graphics underpinning and the OpenXR API for the VR infrastructure. The work used a methodology known as Design Science Research (DSR) which entails the act of ‘using design as a research method or technique’. The key stages of the galaxy modelling pipeline are FITS data preparation, Galaxy Modelling, Unity 3D Visualisation and VR Display. The FITS data format cannot be read by the Unity Game Engine directly. A DLL (CSHARPFITS) which provides a native support for reading and writing FITS files was used. The Galaxy modeller uses an approach that integrates cleaned FITS image pixels into the graphics pipeline of the Unity3d game Engine. The cleaned FITS images are then input to the galaxy modeller pipeline phase, which has a pre-processing script that extracts, pixel, galaxy world position, and colour maps the FITS image pixels. The user can visualise image galaxies in different light bands, control the blend of the image with similar images from different sources or fuse images for a holistic view. The framework will allow users to build tools to realise complex workflows for public outreach and possibly scientific work with increased scalability, near real time interactivity with ease of access. The application is presented in an immersive environment and can use all commercially available headset built on the OpenXR API. The user can select galaxies in the scene, teleport to the galaxy, pan, zoom in/out, and change colour gradients of the galaxy. The findings and design lessons learnt in the implementation of different use cases will contribute to the development and design of game-based visualisation tools in immersive environment by enabling informed decisions to be made.

Keywords: astronomy, visualisation, multiwavelenght dataset, virtual reality

Procedia PDF Downloads 91
1340 An Experimental Comparative Study of SI Engine Performance and Emission Characteristics Fuelled with Various Gasoline-Alcohol Blends

Authors: M. Mourad, K. Abdelgawwad

Abstract:

This experimental investigation aimed to determine the influence of using different types of alcohol and gasoline blends such as ethanol - butanol - propanol on the performance of spark ignition engine. The experimental work studied the effect of various fuel blends such as ethanol – butanol/gasoline and propanol/gasoline with two rates of 15% and 20%, at different operating conditions (engine speed and loads), on engine performance emission characteristics. Laboratory experiments are carried out on a four-cylinder spark ignition (SI) engine. In this practical study, all considerations and precautions are taken into account to ensure the quality and accuracy of practical experiments and different measurements. The results show that the performance of the engine improved significantly in the case of ethanol/butanol-gasoline blends. The results also indicated that the engine emitted pollutants such as CO, hydrocarbon (HC) for alcohol fuel blends compared to base gasoline NOx emission increased for different fuel blends either ethanol/butanol-gasoline or propanol-gasoline fuel blend.

Keywords: gasoline engine, performance, emission, fuel blends

Procedia PDF Downloads 173
1339 How Different Perceived Affordances of Game Elements Shape Motivation and Performance in Gamified Learning: A Cognitive Evaluation Theory Perspective

Authors: Kibbeum Na

Abstract:

Previous gamification research has produced mixed results regarding the effectiveness of gamified learning. One possible explanation for this is that individuals perceive the game elements differently. Cognitive Evaluation Theory posits that external rewards can boost or undermine intrinsic motivation, depending on whether the rewards are perceived as informational or controlling. This research tested the hypothesis that game elements can be perceived as either informational feedback or external reward, and the motivational impact differ accordingly. An experiment was conducted using an educational math puzzle to compare the motivation and performance as a result of different perceived affordances game elements. Participants were primed to perceive the game elements as either informational feedback or external reward, and the duration of an attempt to solve the unsolvable puzzle – amotivation indicator – and the puzzle score – a performance indicator–were measured with the game elements incorporated and then without the game elements. Badges and points were deployed as the main game elements. Results showed that, regardless of priming, a significant decrease in performance occurred when the game elements were removed, whereas the control group who solved non-gamified math puzzles maintained their performance. The undermined performance with gamification removal indicates that learners may perceive some game elements as controlling factors irrespective of the way they are presented. The results of the current study also imply that some game elements are better not being implemented to preserve long-term performance. Further research delving into the extrinsic reward-like nature of game elements and its impact on learning motivation is called for.

Keywords: cognitive Evaluation Theory, game elements, gamification, motivation, motivational affordance, performance

Procedia PDF Downloads 106
1338 Serious Game as a Performance Assessment Tool that Reduces Examination Anxiety

Authors: R. Ajith, Kamal Bijlani

Abstract:

Over the past few years, tremendous evolutions have happened in the educational discipline. Serious game, which is regarded as one of the most important inventions is being widely for learning purposes. Serious games can be used to negate the various drawbacks that the current evaluation and assessment methods have, like examination anxiety and the lack of proper feedback given to the learners. This paper proposes serious game as a tool for conducting evaluations and assessments. The examination anxiety faced by learners can be reduced, as they are provided with a game as an examination. The serious game also tracks learner’s actions, records them and provide feedback based on the predefined set of actions according to the course objectives. The appropriate feedback given to the learner will help in developmental activities in the learning process.

Keywords: serious games, evaluation, performance assessment, examination anxiety, performance feedback

Procedia PDF Downloads 594
1337 Model Predictive Control of Turbocharged Diesel Engine with Exhaust Gas Recirculation

Authors: U. Yavas, M. Gokasan

Abstract:

Control of diesel engine’s air path has drawn a lot of attention due to its multi input-multi output, closed coupled, non-linear relation. Today, precise control of amount of air to be combusted is a must in order to meet with tight emission limits and performance targets. In this study, passenger car size diesel engine is modeled by AVL Boost RT, and then simulated with standard, industry level PID controllers. Finally, linear model predictive control is designed and simulated. This study shows the importance of modeling and control of diesel engines with flexible algorithm development in computer based systems.

Keywords: predictive control, engine control, engine modeling, PID control, feedforward compensation

Procedia PDF Downloads 636
1336 A Study on How to Influence Players Interactive Behavior of Victory or Defeat in Party Games

Authors: Shih-Chieh Liao, Cheng-Yan Shuai

Abstract:

"Party game" is a game mode that enables players to maintain a good social and interactive experience. The common game modes include Teamwork, Team competitive, Independent competitive, Battle Royale. Party games are defined as a game with easy rules, easy to play, quickly spice up a party, and support four to six players. It also needs to let the player feel satisfied no matter victory or defeat. However, players may feel negative or angry when the game is imbalanced, especially when they play with teammates. Some players care about winning or losing, and they will blame it on the game mechanics. What is more serious is that the player will cause the argument, which is unnecessary. These behaviors that trigger quarrels and negative emotions often originate from the player's determination of the victory and the ratio of victory during the competition. In view of this, our research invited a group of subjects to the experiment, which is going to inspect player’s emotions by Electromyography (EMG) and Electrodermal Activity (EDA) when they are playing party games with others. When a player wins or loses, the negative and positive feeling will be recorded from the game beginning to the end. At the same time, physiologic and emotional reactions are also being recorded in each part of the game. The game will be designed as telling the interaction when players are in the quest of a party game. The experiment content includes the emotional changes affected by the physiological values of game victory and defeat between “player against friend” and “player against stranger.” Through this experiment, the balance between winners and losers lies in the basis of good game interaction and game interaction in the game and explore the emotional positive and negative effects caused by the result of the party game. The result shows that “player against friend” has a significant negative emotion and significant positive emotion at “player against stranger.” According to the result, the player's experience will be affected with winning rate or form when they play the party game. We suggest the developer balance the game with our experiment method to let players get a better experience.

Keywords: party games, biofeedback, emotional responses, user experience, game design

Procedia PDF Downloads 163
1335 Simulation on Fuel Metering Unit Used for TurboShaft Engine Model

Authors: Bin Wang, Hengyu Ji, Zhifeng Ye

Abstract:

Fuel Metering Unit (FMU) in fuel system of an aeroengine sometimes has direct influence on the engine performance, which is neglected for the sake of easy access to mathematical model of the engine in most cases. In order to verify the influence of FMU on an engine model, this paper presents a co-simulation of a stepping motor driven FMU (digital FMU) in a turboshaft aeroengine, using AMESim and MATLAB to obtain the steady and dynamic characteristics of the FMU. For this method, mechanical and hydraulic section of the unit is modeled through AMESim, while the stepping motor is mathematically modeled through MATLAB/Simulink. Combining these two sub-models yields an AMESim/MATLAB co-model of the FMU. A simplified component level model for the turboshaft engine is established and connected with the FMU model. Simulation results on the full model show that the engine model considering FMU characteristics describes the engine more precisely especially in its transition state. An FMU dynamics will cut down the rotation speed of the high pressure shaft and the inlet pressure of the combustor during the step response. The work in this paper reveals the impact of FMU on engine operation characteristics and provides a reference to an engine model for ground tests.

Keywords: fuel metering unit, stepping motor, AMESim/Matlab, full digital simulation

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1334 The Effects of Dimethyl Adipate (DMA) on Coated Diesel Engine

Authors: Hanbey Hazar

Abstract:

An experimental study is conducted to evaluate the effects of using blends of diesel fuel with dimethyl adipate (DMA) in proportions of 2%, 6/%, and 12% on a coated engine. In this study, cylinder, piston, exhaust and inlet valves which are combustion chamber components have been coated with a ceramic material. Cylinder, exhaust and inlet valves of the diesel engine used in the tests were coated with ekabor-2 commercial powder, which is a ceramic material, to a thickness of 50 µm, by using the boriding method. The piston of a diesel engine was coated in 300 µm thickness with bor-based powder by using plasma coating method. Due to thermal barrier coating, the diesel engine's hazardous emission values decreased.

Keywords: diesel engine, dimethyl adipate (DMA), exhaust emissions, coating

Procedia PDF Downloads 273