Search results for: game meat
954 Attitude Towards Carnivore-Livestock Conflict and It’s Effect on Households Willingness to Pay for Organic Meat: A Contingent Valuation Approach
Authors: Abinet Tilahun Aweke
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In Europe, there is a growing interest in food produced ethically and with a broader benefit for society. Consumers could consider numerous extrinsic and intrinsic quality attributes, including organically produced, when selecting meat to purchase. Many studies recorded various reasons why consumers may choose to pay the premium price for organic foods, although willingness to pay (WTP) for organic meat and motives behind the WTPs differ depending on the meat type/cut and place. Employing state of the art stated preference (SP) method, this study seeks to find out how environmental attitudes and health concerns shape the demand for organic agriculture in Norway. More specifically, this paper contributes to the existing knowledge on consumer preferences by exploring if consumer's attitude towards carnivore-sheep conflict affects the willingness to pay (WTP) for organic meat. This study will also have a methodological contribution by investigating whether having environmental attitude and carnivore-livestock conflict questions prior to the organic meat WTP question will significantly affect the will to pay and the amount paid. Understanding the effect of the content of the auxiliary questions posed before WTP questions will help to improve future CV survey designs and hence the validity of the results obtained.Keywords: attitude, consumer reference, contingent valuation, meat, organic, stated preference, survey design
Procedia PDF Downloads 101953 Authentication and Traceability of Meat Products from South Indian Market by Species-Specific Polymerase Chain Reaction
Authors: J. U. Santhosh Kumar, V. Krishna, Sebin Sebastian, G. S. Seethapathy, G. Ravikanth, R. Uma Shaanker
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Food is one of the basic needs of human beings. It requires the normal function of the body part and a healthy growth. Recently, food adulteration increases day by day to increase the quantity and make more benefit. Animal source foods can provide a variety of micronutrients that are difficult to obtain in adequate quantities from plant source foods alone. Particularly in the meat industry, products from animals are susceptible targets for fraudulent labeling due to the economic profit that results from selling cheaper meat as meat from more profitable and desirable species. This work presents an overview of the main PCR-based techniques applied to date to verify the authenticity of beef meat and meat products from beef species. We were analyzed 25 market beef samples in South India. We examined PCR methods based on the sequence of the cytochrome b gene for source species identification. We found all sample were sold as beef meat as Bos Taurus. However, interestingly Male meats are more valuable high price compare to female meat, due to this reason most of the markets samples are susceptible. We were used sex determination gene of cattle like TSPY(Y-encoded, testis-specific protein TSPY is a Y-specific gene). TSPY homologs exist in several mammalian species, including humans, horses, and cattle. This gene is Y coded testis protein genes, which only amplify the male. We used multiple PCR products form species-specific “fingerprints” on gel electrophoresis, which may be useful for meat authentication. Amplicons were obtained only by the Cattle -specific PCR. We found 13 market meat samples sold as female beef samples. These results suggest that the species-specific PCR methods established in this study would be useful for simple and easy detection of adulteration of meat products.Keywords: authentication, meat products, species-specific, TSPY
Procedia PDF Downloads 375952 Meat Yield and Proximate Composition Relations of Seabream (Sparus aurata) and Seabass (Dicentrarchus labrax) in Different Sizes
Authors: Mehmet Celik, Celal Erbas, Mehtap Baykal, Aygül Kucukgulmez, Mahmut Ali Gokce, Bilge Kaan Tekelioglu
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In this study, determination of differences in fresh meat yield and proximate compositions of different weight groups of sea bream and sea bass grown in cages in Izmir region of the Aegean Sea were aimed. For this purpose, the length and weight of five different weight groups of sea bass (I: 175.8±5.2, II: 227.3±10.2, III: 293.3±21.3, IV: 404±9.9, V: 508.7±46 g) and sea bream (I: 146.6±13.6, II: 239.8±21.7, III: 279.2±20.8, IV: 400.9±10.5, V: 546.8±0.8 g) were measured and the amount of edible and non-edible parts were determined. Besides this, protein, lipid, dry matter, ash, condition factor, HSI and VSI values were compared according to different weight groups for each species. According to the results of analysis, while the absolute meat yields of sea bream was between 69-294 g, it was between 71-252 g for the sea bass and the highest meat yields were found in fifth (V) weight groups of fish for both species. The relative meat yield (%) was determined in weight group II for sea bass and in the IV. group in sea bream with 51.9%. However, the amount of muscle tissue lipids in I. and V. weight groups of sea bream ranged between 3.6 to 11.9 % and ranged between 6.2 to 9.0 % for sea bass respectively. Protein, fillet and ash content increased in direct proportion to the weight. As a result, it can be speculated that when the meat yield and lipid rates were considered, IV. group in sea bream and II. group in sea bass are the most advantageous groups for the consumers. Acknowledgement: This work was supported by the Scientific Research Project Unit of the University of Cukurova, Turkey under grant no FBA-2015-3830.Keywords: sea bream, sea bass, meat yield, proximate composition, different weight
Procedia PDF Downloads 357951 Game Space Program: Therapy for Children with Autism Spectrum Disorder
Authors: Khodijah Salimah
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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 314950 An Owen Value for Cooperative Games with Pairwise a Priori Incompatibilities
Authors: Jose M. Gallardo, Nieves Jimenez, Andres Jimenez-Losada, Esperanza Lebron
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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 131949 A Comprehensive Study on Quality Assurance in Game Development
Authors: Maria Komal, Zaineb Khalil, Mehreen Sirshar
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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 534948 Effects of Cassava Pulp Fermentation by Yeast on Meat Goats Performances and Nitrogen Retention
Authors: S. Paengkoum, P. Paengkoum, W. Kaewwongsa
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Twenty-four male growing goats were randomly assigned to a Randomized Complete Block Design. Dietary treatments were different level of feeding concentrate diet at 1.0, 1.5, 2.0, and 2.5% of body weight (BW). The results showed that average daily gain, microbial N supply, N retention of meat goats in the group of feeding level at 2.0% BW and 2.5% BW were significantly higher (P<0.05) than those goats fed with feeding levels of 1.0% BW and 1.5% BW. Based on this result the conclusion can be made that using 75% fermented cassava pulp by Saccharomyces cerevisiae as the main source of protein to completely replace soybean meal was beneficial to meat goats in terms of feed intake. The feeding concentrate at levels between 2.0-2.5% BW gives highest in the growth of meat goat in this experiment.Keywords: cassava pulp, yeast, goat, nitrogen retention
Procedia PDF Downloads 245947 Utilization of Oat in Rabbit Feed for the Development of Healthier Rabbit Meat and Its Impact on Human Blood Lipid Profile
Authors: Muhammad Rizwan Tariq, Muhammad Issa Khan, Zulfiqar Ahmad, Muhammad Adnan Nasir, Muhammad Sameem Javed, Sheraz Ahmed
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Functional foods may be a good tool that can be simply utilized in reducing community health expenses. Regular consumption of rabbit meat can offer patrons with bioactive components because the manipulation in rabbit feed is much successful to raise the levels of conjugated linoleic acid, ecosapentaenoic acid, decosahexaenoic acid, polyunsaturated fatty acids, selenium, tocopherol etc. and to reduce the ω-3/ω-6 ratio which is performing a major role in curing of cardiovascular and several other diseases. In comparison to the meats of other species, rabbit meat has higher amounts of protein with essential amino acids, especially in the muscles and low cholesterol contents that also have elevated digestibility. The present study was carried out to develop the functional rabbit meat by modifying feed ingredient of rabbit diet. Thirty-day old rabbits were fed with feeds containing 2 % and 4 % oat. The feeding trial was carried out for eight weeks. Rabbits were divided into three different groups and reared for the period of two months. T0 rabbits were considered control group while T1 rabbits were reared on 4% oat, and T2 were on 2% oat in the feed. At the end of the 8 weeks, the rabbits were slaughtered. Results presented in this study concluded that 4 % oat seed supplementation enhanced n-3 PUFA in meat. It was observed that oat seed supplementation also reduced fat percentage in the meat. Utilization of oat in the feed of rabbits significantly affected the pH, protein, fat, textural and concentration of polyunsaturated fatty acids. A study trial was conducted in order to examine the impact of functional meat on the blood lipid profile of human subjects. They were given rabbit meat in comparison to the chicken meat for the period of one month. The cholesterol, triglycerides and low density lipoprotein were found to be lower in blood serum of human subject group treated with 4 % oat meat.Keywords: functional food, functional rabbit meat, meat quality, rabbit
Procedia PDF Downloads 367946 Integer Programming-Based Generation of Difficulty Level for a Racing Game
Authors: Sangchul Kim, Dosaeng Park
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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 374945 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
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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 107944 A Multi-Agent Simulation of Serious Games to Predict Their Impact on E-Learning Processes
Authors: Ibtissem Daoudi, Raoudha Chebil, Wided Lejouad Chaari
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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 398943 How Different Perceived Affordances of Game Elements Shape Motivation and Performance in Gamified Learning: A Cognitive Evaluation Theory Perspective
Authors: Kibbeum Na
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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 106942 Serious Game as a Performance Assessment Tool that Reduces Examination Anxiety
Authors: R. Ajith, Kamal Bijlani
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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 594941 A Study on How to Influence Players Interactive Behavior of Victory or Defeat in Party Games
Authors: Shih-Chieh Liao, Cheng-Yan Shuai
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"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 163940 The Research of the Game Interface Improvement Due to the Game Operation Dilemma of Player in the Side-Scrolling Shooting Game
Authors: Shih-Chieh Liao, Cheng-Yan Shuai
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The feature of a side-scrolling shooting game is facing the surrounding enemy and barraging in entire screen. The player will be in trouble when they are trying to do complicated operations because of the physical and system limitations of the joystick in the games. This study designed the prototype of a new type of arcade stick by focus group and assessed by the expert. By filtering the most representative, and build up the control system for the arcade stick, and testing time and bullets consumed in two experiments, try to prove it works in the game. Finally, the prototype of L-1 solves the dilemma of scroll shooting games when the player uses the arcade stick and improves the function of the arcade stick.Keywords: arcade stick, joystick, user interface, 2D STG
Procedia PDF Downloads 80939 Knowledge-driven Integration of Meat Storage and Safety Practices among College of Science Undergraduate Students of Polytechnic University of the Philippines – Sta. Mesa
Authors: Erwin L. Descallar
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Food safety is crucial in protecting the health of consumers, maintaining integrity in the entire food industry, and ensuring regulatory compliance. Food is a universal need for survival, and everyone is at risk of engaging in improper food handling, which increases vulnerability to foodborne illnesses. The level of knowledge or awareness and meat storage practices of students are behaviors influenced by various demographic factors. The Health Belief Model examines the relationship of such demographic factors towards the attitude, perception, and actions of individuals on perceived risk. This study aims to analyze and understand the correlation of said behaviors with course programs, prior food poisoning experience, and food handling of university students. The study employed randomized responses from 89 university students (n=89) under the College of Science at the Polytechnic University of the Philippines–Sta. Mesa (Manila). The results were subjected to measures of central tendency for score ranking and inferential statistics. The statistics were compared using Pearson ‘r’ Product Moment Correlation to determine the degree of relationship between the knowledge and practices on meat storage and safety. No statistically significant differences were found between the course program of students, food poisoning experiences, level of knowledge, and awareness regarding proper meat storage practices. However, increased frequency and involvement in meat handling have shown a positive correlation, indicating that there is a correlation between food handling and proper meat storage practices of university students.Keywords: meat storage practices, food handling, food safety, meat science and technology
Procedia PDF Downloads 7938 A Case Study in Using Gamification in the Mobile Computing Course
Authors: Rula Al Azawi, Abobaker Shafi
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The purpose of this paper is to use gamification technology in the mobile computing course to increase students motivation and engagement. The game applied to be designed by students focusing also to design educational game for children with age six years. This game will teach the students how to learn in a fun way. Our case study is implemented at Gulf College which is affiliated with Staffordshire University-UK. Our game design was applied to teach students Android Studio software by designing an educational game. Our goal with gamification is to improve student attendance, increase student engagement, problem solving and user stratification. Finally, we describe the findings and results of our case study. The data analysis and evaluation are based on students feedback, staff feedback and the final marking grades for the students.Keywords: gamification, educational game, android studio software, students motivation and engagement
Procedia PDF Downloads 455937 The Influence of the Types of Smoke Powder and Storage Duration on Sensory Quality of Balinese Beef and Buffalo Meatballs
Authors: E. Abustam, M. I. Said, M. Yusuf, H. M. Ali
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This study aims to examine the sensory quality of meatballs made from Balinese beef and buffalo meat after the addition of smoke powder prior to storage at the temperatures of 2-5°C for 7 days. This study used meat from Longissimus dorsi muscle of male Balinese cattle aged 3 years and of male buffalo aged 5 years as the main raw materials, and smoke powder as a binder and preservative in making meatballs. The study was based on completely randomized design (CRD) of factorial pattern of 2 x 3 x 2 where factors 1, 2 and 3 included the types of meat (cattle and buffalo), types of smoke powder (oven dried, freeze dried and spray dried) with a level of 2% of the weight of the meat (b/b), and storage duration (0 and 7 days) with three replications respectively. The parameters measured were the meatball sensory quality (scores of tenderness, firmness, chewing residue, and intensity of flavor). The results of this study show that each type of meat has produced different sensory characteristics. The meatballs made from buffalo meat have higher tenderness and elasticity scores than the Balinese beef. Meanwhile, the buffalo meatballs have a lower residue mastication score than the Balinese beef. Each type of smoke powders has produced a relatively similar sensory quality of meatballs. It can be concluded that the smoke powder of 2% of the weight of the meat (w/w) could maintain the sensory quality of the meatballs for 7 days of storage.Keywords: Balinese beef meatballs, buffalo meatballs, sensory quality, smoke powder
Procedia PDF Downloads 337936 Effect of Phenolic Compounds on Off-Odor Development and Oxidative Stability of Camel Meat during Refrigerated Storage
Authors: Sajid Maqsood, Aysha Al Rashedi, Aisha Abushelaibi, Kusaimah Manheem
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Impact of different natural antioxidants on lipid oxidation, microbial load and sensorial quality in ground camel meat (leg region) during 9 days of refrigerated storage were investigated. Control camel meat showed higher lipid oxidation products (Peroxide value and Thiobarbituric acid reactive substances (TBARS)) during the storage period. Upon addition of different natural antioxidants PV and TBARS were retarded, especially in samples added with tannic acid (TA), catechin (CT) and gallic acid (GA) (p<0.05). Haem iron content decreased with increasing storage period and was found to be lower in samples added with caffeic acid (CA) and gallic acid (GA) at the end of storage period (p<0.05). Furthermore, lower mesophilic bacterial count (MBC) and psychrophilic bacterial counts (PBC) were observed in TA and CT treated samples compared to control and other samples (p<0.05). Camel meat treated with TA and CT also received higher likeness scores for colour, odor and overall appearance compared to control samples (p<0.05). Therefore, adding different natural antioxidants especially TA and CT showed retarding effect on lipid oxidation and microbial growth and were also effective in maintaining sensory attributes (color and odor) of ground camel meat during storage at 4°C. Hence, TA and CT could be considered as the potential natural antioxidant for preserving the quality of the camel meat displayed at refrigerated shelves.Keywords: natural antioxidants, lipid oxidation, quality, camel meat
Procedia PDF Downloads 434935 Pathology of the Partridge Gambra Alectoris barbara in a Semi-Captive Breeding in the Algiers Sahel
Authors: H. Saadi-Idouhar, A. Smai, S. Zenia, F. Haddadj, A. Saadi, M. Aissi, S. Doumandji
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In Algeria, the Partridge gambra is a highly sought-after game species and is appreciated for its meat. Game birds are of interest because they play an important role for hunting federations and for the economy of a country. The breeding of indigenous breeds is necessary because it is of great economic interest. However, gambra breeding in the hunting centre of Zeralda (northern west of Algiers) is not easy, several diseases affecting Perdreaux and reproducing adults have been noted. Most of the diseases observed are parasitic in origin. This study is conducted during the 2010 breeding season. It is based on the autopsy of cadavers collected at the hunting centre and parasitic coprology. Indeed, the flotation enrichment method has identified several parasites such as Eimeria spp., Capillaria spp., and Ascaridia spp. Autopsied corpses show the importance of two major diseases, syngamosis caused to Syngamus trachea and histomonosis caused to Histomonas meleagridis.Keywords: partridge, livestock, eggs, affections pathology
Procedia PDF Downloads 180934 Developing a Video Game (Historia’s Nightmare) and Finding Out if We Can Use It to Raise Social Awareness and Improve Learning
Authors: Hasibul Kabir, Samin Shahriar Tokey, Md. Tofazzal Hossain
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One of the most necessary things in the present time is raising social awareness about global warming and climate change among the people. Though many types of mediums and techniques have been used to teach people about this global phenomenon, there are still more effective ways to reach people with useful information about global warming. As many traditional methods to teach people about global warming and climate change did not work well, video games were overdue. To learn how effective a video game can be in this regard, we developed a Video game, "Historia's Nightmare," that teaches people about Global warming and climate change. The game was designed to entertain people and give them an idea about the reasons and consequences of global warming and climate change while not being like traditional educational games. The game threw a mini quiz consisting of two MCQs based on the information shown in the game, where a gamer had to pass the quiz to reach the next level. We published the game on different platforms to let all types of people play and complete our experiment effectively. The game continuously communicated with our server to send data about gamers' performance. We observed the data, including the participants' performance, time spent, quiz score, and the in-game feedback on a regular basis, and finally came to a verdict. In our experiment, we have found that most participants positively accepted the game and learned something new. The participants who spent more on our game performed better in both quiz and the game. Our experiment's result demonstrates that video games can be a great way to teach people something, particularly to raise social awareness about global warming and climate change. It also demonstrates that the game can be a significant element in education and learning improvement.Keywords: video game, global warming, social awareness, climate change, education, feedback
Procedia PDF Downloads 136933 Handover for Dense Small Cells Heterogeneous Networks: A Power-Efficient Game Theoretical Approach
Authors: Mohanad Alhabo, Li Zhang, Naveed Nawaz
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In this paper, a non-cooperative game method is formulated where all players compete to transmit at higher power. Every base station represents a player in the game. The game is solved by obtaining the Nash equilibrium (NE) where the game converges to optimality. The proposed method, named Power Efficient Handover Game Theoretic (PEHO-GT) approach, aims to control the handover in dense small cell networks. Players optimize their payoff by adjusting the transmission power to improve the performance in terms of throughput, handover, power consumption and load balancing. To select the desired transmission power for a player, the payoff function considers the gain of increasing the transmission power. Then, the cell selection takes place by deploying Technique for Order Preference by Similarity to an Ideal Solution (TOPSIS). A game theoretical method is implemented for heterogeneous networks to validate the improvement obtained. Results reveal that the proposed method gives a throughput improvement while reducing the power consumption and minimizing the frequent handover.Keywords: energy efficiency, game theory, handover, HetNets, small cells
Procedia PDF Downloads 127932 Qualitative Characteristics of Meat from Lambs Fed Hydrolyzed Sugarcane
Authors: V. Endo, A. G. Silva Sobrinho, F. A. Almeida, N. L. L. Lima, G. M. Manzi, L. G. A. Cirne, N. M. B. L. Zeola
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We used 24 Ile de France lambs, weighing between 15 and 32 kg (BW). Treatments were supplemented with concentrate: “in nature” sugarcane (IN), sugarcane hydrolyzed using 0.6% calcium oxide (CaO) under aerobic condition (AER), and sugarcane hydrolyzed using 0.6% CaO under anaerobic condition (ANA), constituting a completely randomized design with eight repetitions per treatment. Lambs were housed in individual stalls and fed into the through, allowing 10% of leftovers. Lambs were slaughtered when body weight reached 32 kg. The following parameters were determined on Longissimus lumborum muscle of hot and cold carcasses: pH and color, 45 minutes and 24 hours after slaughtering. Qualitative analysis of the meat were performed in the loins, water-holding capacity (WHC), cooking loss (CL), and shear force (SF). We used a completely randomized design with three treatments and eight repetitions. Means were compared by Tukey test at 5% significance. A higher value for redness (a*) 45 minutes after slaughter (10.48) was found for lambs fed sugarcane hydrolyzed under anaerobic conditions. The other qualitative characteristics of meat were not affected by treatments (P >0.05). The comparison of meat quality resulting from the treatments shows that it is possible to feed in nature sugarcane to lambs, thus waiving hydrolyses process and the spending with alkalizing agent.Keywords: oxide, hydrolysis, meat quality, pH
Procedia PDF Downloads 562931 In Online and Laboratory We Trust: Comparing Trust Game Behavior in Three Environments
Authors: Kaisa M. Herne, Hanna E. Björkstedt
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Comparisons of online and laboratory environments are important for assessing whether the environment influences behavioral results. Trust game behavior was examined in three environments: 1) The standard laboratory setting with physically present participants (laboratory), 2) An online environment with an online meeting before playing the trust game (online plus a meeting); and 3) An online environment without a meeting (online without a meeting). In laboratory, participants were present in a classroom and played the trust game anonymously via computers. Online plus a meeting mimicked the laboratory in that participants could see each other in an online meeting before sessions started, whereas online without a meeting was a standard online experiment in which participants did not see each other at any stages of the experiment. Participants were recruited through pools of student subjects at two universities. The trust game was identical in all conditions; it was played with the same software, anonymously, and with stranger matching. There were no statistically significant differences between the treatment conditions regarding trust or trustworthiness. Results suggest that conducting trust game experiments online will yield similar results to experiments implemented in a laboratory.Keywords: laboratory vs. online experiment, trust behavior, trust game, trustworthiness behavior
Procedia PDF Downloads 78930 The Analysis of Thermal Conductivity in Porcine Meat Due to Electricity by Finite Element Method
Authors: Orose Rugchati, Sarawut Wattanawongpitak
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This research studied the analysis of the thermal conductivity and heat transfer in porcine meat due to the electric current flowing between the electrode plates in parallel. Hot-boned pork sample was prepared in 2*1*1 cubic centimeter. The finite element method with ANSYS workbench program was applied to simulate this heat transfer problem. In the thermal simulation, the input thermoelectric energy was calculated from measured current that flowing through the pork and the input voltage from the dc voltage source. The comparison of heat transfer in pork according to two voltage sources: DC voltage 30 volts and dc pulsed voltage 60 volts (pulse width 50 milliseconds and 50 % duty cycle) were demonstrated. From the result, it shown that the thermal conductivity trends to be steady at temperature 40C and 60C around 1.39 W/mC and 2.65 W/mC for dc voltage source 30 volts and dc pulsed voltage 60 volts, respectively. For temperature increased to 50C at 5 minutes, the appearance color of porcine meat at the exposer point has become to fade. This technique could be used for predicting of thermal conductivity caused by some meat’s characteristics.Keywords: thermal conductivity, porcine meat, electricity, finite element method
Procedia PDF Downloads 140929 Serious Game for Learning: A Model for Efficient Game Development
Authors: Zahara Abdulhussan Al-Awadai
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In recent years, serious games have started to gain an increasing interest as a tool to support learning across different educational and training fields. It began to serve as a powerful educational tool for improving learning outcomes. In this research, we discuss the potential of virtual experiences and games research outside of the games industry and explore the multifaceted impact of serious games and related technologies on various aspects of our lives. We highlight the usage of serious games as a tool to improve education and other applications with a purpose beyond the entertainment industry. One of the main contributions of this research is proposing a model that facilitates the design and development of serious games in a flexible and easy-to-use way. This is achieved by exploring different requirements to develop a model that describes a serious game structure with a focus on both aspects of serious games (educational and entertainment aspects).Keywords: game development, requirements, serious games, serious game model
Procedia PDF Downloads 58928 Development of Non-frozen Vegan Burger Patty Using Tender Jackfruit (Artocarpus Heterophyllus) as a Meat Substitute: Evaluation of Textural, Physico-Chemical, and Sensory Characteristics
Authors: O. D. A. N. Perera, H. G. Wanigasinghe
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Tender jackfruit is an underutilized biomass, which still has a good consumer demand. Valorization of this ingredient into meat analog would obtain greater consumer acceptance due to concerns about health, the environment, and living sustainably of mankind have increased significantly in this decade, opening the market for meat substitutes. The objective of this research was to create a plant-based meat substitute with a structure similar to meat products. In this study, three different combinations of tender jackfruit were used to create vegan burger patties, which were then examined for their textural, physico-chemical, and sensory qualities. The developed burger patties have been compared with store-bought chicken patties. The developed vegan burger patties P1, P2, and P3 had a comparable flavor preference to the control and demonstrated considerable general acceptability (p >.05). P3 has a high quantity of protein (17.10 ± 0.02%) and fiber (6.40 ± 0.06%). At the same time, the vegan burger patty resulted in less fat, high fiber, and high protein which meets the vegan consumer requirements.Keywords: underutilized, high fibre, soya protein isolate, cooking yield
Procedia PDF Downloads 65927 Evaluating the Effectiveness of Digital Game-Based Learning on Educational Outcomes of Students with Special Needs in an Inclusive Classroom
Authors: Shafaq Rubab
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The inclusion of special needs students in a classroom is prevailing gradually in developing countries. Digital game-based learning is one the most effective instructional methodology for special needs students. Digital game-based learning facilitates special needs students who actually face challenges and obstacles in their learning processes. This study aimed to evaluate the effectiveness of digital game-based learning on the educational progress of special needs students in developing countries. The quasi-experimental research was conducted by using purposively selected sample size of eight special needs students. Results of both experimental and control group showed that performance of the experimental group students was better than the control group students and there was a significant difference between both groups’ results. This research strongly recommended that digital game-based learning can help special needs students in an inclusive classroom. It also revealed that special needs students can learn efficiently by using pedagogically sound learning games and game-based learning helps a lot for the self-paced fast-track learning system.Keywords: inclusive education, special needs, digital game-based learning, fast-track learning
Procedia PDF Downloads 294926 Collaboration of Game Based Learning with Models Roaming the Stairs Using the Tajribi Method on the Eye PAI Lessons at the Ummul Mukminin Islamic Boarding School, Makassar South Sulawesi
Authors: Ratna Wulandari, Shahidin
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This article aims to see how the Game Based Learning learning model with the Roaming The Stairs game makes a tajribi method can make PAI lessons active and interactive learning. This research uses a qualitative approach with a case study type of research. Data collection methods were carried out using interviews, observation, and documentation. Data analysis was carried out through the stages of data reduction, data display, and verification and drawing conclusions. The data validity test was carried out using the triangulation method. and drawing conclusions. The results of the research show that (1) children in grades 9A, 9B, and 9C like learning PAI using the Roaming The Stairs game (2) children in grades 9A, 9B, and 9C are active and can work in groups to solve problems in the Roaming The Stairs game (3) the class atmosphere becomes fun with learning method, namely learning while playing.Keywords: game based learning, Roaming The Stairs, Tajribi PAI
Procedia PDF Downloads 22925 Association between Single Nucleotide Polymorphism of Calpain1 Gene and Meat Tenderness Traits in Different Genotypes of Chicken: Malaysian Native and Commercial Broiler Line
Authors: Abtehal Y. Anaas, Mohd. Nazmi Bin Abd. Manap
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Meat Tenderness is one of the most important factors affecting consumers' assessment of meat quality. Variation in meat tenderness is genetically controlled and varies among breeds, and it is also influenced by environmental factors that can affect its creation during rigor mortis and postmortem. The final postmortem meat tenderization relies on the extent of proteolysis of myofibrillar proteins caused by the endogenous activity of the proteolytic calpain system. This calpain system includes different calcium-dependent cysteine proteases, and an inhibitor, calpastatin. It is widely accepted that in farm animals including chickens, the μ-calpain gene (CAPN1) is a physiological candidate gene for meat tenderness. This study aimed to identify the association of single nucleotide polymorphism (SNP) markers in the CAPN1 gene with the tenderness of chicken breast meat from two Malaysian native and commercial broiler breed crosses. Ten, five months old native chickens and ten, 42 days commercial broilers were collected from the local market and breast muscles were removed two hours after slaughter, packed separately in plastic bags and kept at -20ºC for 24 h. The tenderness phenotype for all chickens’ breast meats was determined by Warner-Bratzler Shear Force (WBSF). Thawing and cooking losses were also measured in the same breast samples before using in WBSF determination. Polymerase chain reaction (PCR) was used to identify the previously reported C7198A and G9950A SNPs in the CAPN1 gene and assess their associations with meat tenderness in the two breeds. The broiler breast meat showed lower shear force values and lower thawing loss rates than the native chickens (p<0.05), whereas there were similar in the rates of cooking loss. The study confirms some previous results that the markers CAPN1 C7198A and G9950A were not significantly associated with the variation in meat tenderness in chickens. Therefore, further study is needed to confirm the functional molecular mechanism of these SNPs and evaluate their associations in different chicken populations.Keywords: CAPNl, chicken, meat tenderness, meat quality, SNPs
Procedia PDF Downloads 245