Search results for: generative game design
13116 A Deep Reinforcement Learning-Based Secure Framework against Adversarial Attacks in Power System
Authors: Arshia Aflaki, Hadis Karimipour, Anik Islam
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Generative Adversarial Attacks (GAAs) threaten critical sectors, ranging from fingerprint recognition to industrial control systems. Existing Deep Learning (DL) algorithms are not robust enough against this kind of cyber-attack. As one of the most critical industries in the world, the power grid is not an exception. In this study, a Deep Reinforcement Learning-based (DRL) framework assisting the DL model to improve the robustness of the model against generative adversarial attacks is proposed. Real-world smart grid stability data, as an IIoT dataset, test our method and improves the classification accuracy of a deep learning model from around 57 percent to 96 percent.Keywords: generative adversarial attack, deep reinforcement learning, deep learning, IIoT, generative adversarial networks, power system
Procedia PDF Downloads 4213115 Gamification to Enhance Learning Using Gagne's Learning Model
Authors: M. L. McLain, R. Sreelakshmi, Abhishek, Rajeshwaran, Bhavani Rao, Kamal Bijlani, R. Jayakrishnan
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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 63213114 Enhancing Residential Architecture through Generative Design: Balancing Aesthetics, Legal Constraints, and Environmental Considerations
Authors: Milena Nanova, Radul Shishkov, Martin Georgiev, Damyan Damov
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This research paper presents an in-depth exploration of the use of generative design in urban residential architecture, with a dual focus on aligning aesthetic values with legal and environmental constraints. The study aims to demonstrate how generative design methodologies can innovate residential building designs that are not only legally compliant and environmentally conscious but also aesthetically compelling. At the core of our research is a specially developed generative design framework tailored for urban residential settings. This framework employs computational algorithms to produce diverse design solutions, meticulously balancing aesthetic appeal with practical considerations. By integrating site-specific features, urban legal restrictions, and environmental factors, our approach generates designs that resonate with the unique character of urban landscapes while adhering to regulatory frameworks. The paper explores how modern digital tools, particularly computational design, and algorithmic modelling, can optimize the early stages of residential building design. By creating a basic parametric model of a residential district, the paper investigates how automated design tools can explore multiple design variants based on predefined parameters (e.g., building cost, dimensions, orientation) and constraints. The paper aims to demonstrate how these tools can rapidly generate and refine architectural solutions that meet the required criteria for quality of life, cost efficiency, and functionality. The study utilizes computational design for database processing and algorithmic modelling within the fields of applied geodesy and architecture. It focuses on optimizing the forms of residential development by adjusting specific parameters and constraints. The results of multiple iterations are analysed, refined, and selected based on their alignment with predefined quality and cost criteria. The findings of this research will contribute to a modern, complex approach to residential area design. The paper demonstrates the potential for integrating BIM models into the design process and their application in virtual 3D Geographic Information Systems (GIS) environments. The study also examines the transformation of BIM models into suitable 3D GIS file formats, such as CityGML, to facilitate the visualization and evaluation of urban planning solutions. In conclusion, our research demonstrates that a generative parametric approach based on real geodesic data and collaborative decision-making could be introduced in the early phases of the design process. This gives the designers powerful tools to explore diverse design possibilities, significantly improving the qualities of the investment during its entire lifecycle.Keywords: architectural design, residential buildings, urban development, geodesic data, generative design, parametric models, workflow optimization
Procedia PDF Downloads 1413113 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 13313112 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 53413111 Optimizing The Residential Design Process Using Automated Technologies
Authors: Martin Georgiev, Milena Nanova, Damyan Damov
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Architects, engineers, and developers need to analyse and implement a wide spectrum of data in different formats, if they want to produce viable residential developments. Usually, this data comes from a number of different sources and is not well structured. The main objective of this research project is to provide parametric tools working with real geodesic data that can generate residential solutions. Various codes, regulations and design constraints are described by variables and prioritized. In this way, we establish a common workflow for architects, geodesists, and other professionals involved in the building and investment process. This collaborative medium ensures that the generated design variants conform to various requirements, contributing to a more streamlined and informed decision-making process. The quantification of distinctive characteristics inherent to typical residential structures allows a systematic evaluation of the generated variants, focusing on factors crucial to designers, such as daylight simulation, circulation analysis, space utilization, view orientation, etc. Integrating real geodesic data offers a holistic view of the built environment, enhancing the accuracy and relevance of the design solutions. The use of generative algorithms and parametric models offers high productivity and flexibility of the design variants. It can be implemented in more conventional CAD and BIM workflow. Experts from different specialties can join their efforts, sharing a common digital workspace. In conclusion, our research demonstrates that a generative parametric approach based on real geodesic data and collaborative decision-making could be introduced in the early phases of the design process. This gives the designers powerful tools to explore diverse design possibilities, significantly improving the qualities of the building investment during its entire lifecycle.Keywords: architectural design, residential buildings, urban development, geodesic data, generative design, parametric models, workflow optimization
Procedia PDF Downloads 5513110 Developing an Edutainment Game for Children with ADHD Based on SAwD and VCIA Model
Authors: Bruno Gontijo Batista
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This paper analyzes how the Socially Aware Design (SAwD) and the Value-oriented and Culturally Informed Approach (VCIA) design model can be used to develop an edutainment game for children with Attention Deficit Hyperactivity Disorder (ADHD). The SAwD approach seeks a design that considers new dimensions in human-computer interaction, such as culture, aesthetics, emotional and social aspects of the user's everyday experience. From this perspective, the game development was VCIA model-based, including the users in the design process through participatory methodologies, considering their behavioral patterns, culture, and values. This is because values, beliefs, and behavioral patterns influence how technology is understood and used and the way it impacts people's lives. This model can be applied at different stages of design, which goes from explaining the problem and organizing the requirements to the evaluation of the prototype and the final solution. Thus, this paper aims to understand how this model can be used in the development of an edutainment game for children with ADHD. In the area of education and learning, children with ADHD have difficulties both in behavior and in school performance, as they are easily distracted, which is reflected both in classes and on tests. Therefore, they must perform tasks that are exciting or interesting for them, once the pleasure center in the brain is activated, it reinforces the center of attention, leaving the child more relaxed and focused. In this context, serious games have been used as part of the treatment of ADHD in children aiming to improve focus and attention, stimulate concentration, as well as be a tool for improving learning in areas such as math and reading, combining education and entertainment (edutainment). Thereby, as a result of the research, it was developed, in a participatory way, applying the VCIA model, an edutainment game prototype, for a mobile platform, for children between 8 and 12 years old.Keywords: ADHD, edutainment, SAwD, VCIA
Procedia PDF Downloads 19213109 The Design Method of Artificial Intelligence Learning Picture: A Case Study of DCAI's New Teaching
Authors: Weichen Chang
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To create a guided teaching method for AI generative drawing design, this paper develops a set of teaching models for AI generative drawing (DCAI), which combines learning modes such as problem-solving, thematic inquiry, phenomenon-based, task-oriented, and DFC . Through the information security AI picture book learning guided programs and content, the application of participatory action research (PAR) and interview methods to explore the dual knowledge of Context and ChatGPT (DCAI) for AI to guide the development of students' AI learning skills. In the interviews, the students highlighted five main learning outcomes (self-study, critical thinking, knowledge generation, cognitive development, and presentation of work) as well as the challenges of implementing the model. Through the use of DCAI, students will enhance their consensus awareness of generative mapping analysis and group cooperation, and they will have knowledge that can enhance AI capabilities in DCAI inquiry and future life. From this paper, it is found that the conclusions are (1) The good use of DCAI can assist students in exploring the value of their knowledge through the power of stories and finding the meaning of knowledge communication; (2) Analyze the transformation power of the integrity and coherence of the story through the context so as to achieve the tension of ‘starting and ending’; (3) Use ChatGPT to extract inspiration, arrange story compositions, and make prompts that can communicate with people and convey emotions. Therefore, new knowledge construction methods will be one of the effective methods for AI learning in the face of artificial intelligence, providing new thinking and new expressions for interdisciplinary design and design education practice.Keywords: artificial intelligence, task-oriented, contextualization, design education
Procedia PDF Downloads 3313108 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 10713107 The Effects of a Digital Dialogue Game on Higher Education Students’ Argumentation-Based Learning
Authors: Omid Noroozi
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Digital dialogue games have opened up opportunities for learning skills by engaging students in complex problem solving that mimic real world situations, without importing unwanted constraints and risks of the real world. Digital dialogue games can be motivating and engaging to students for fun, creative thinking, and learning. This study explored how undergraduate students engage with argumentative discourse activities which have been designed to intensify debate. A pre-test, post-test design was used with students who were assigned to groups of four and asked to debate a controversial topic with the aim of exploring various 'pros and cons' on the 'Genetically Modified Organisms (GMOs)'. Findings reveal that the Digital dialogue game can facilitate argumentation-based learning. The digital Dialogue game was also evaluated positively in terms of students’ satisfaction and learning experiences.Keywords: argumentation, dialogue, digital game, learning, motivation
Procedia PDF Downloads 32113106 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 40013105 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 10813104 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 59413103 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 8013102 Identifying Game Variables from Students’ Surveys for Prototyping Games for Learning
Authors: N. Ismail, O. Thammajinda, U. Thongpanya
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Games-based learning (GBL) has become increasingly important in teaching and learning. This paper explains the first two phases (analysis and design) of a GBL development project, ending up with a prototype design based on students’ and teachers’ perceptions. The two phases are part of a full cycle GBL project aiming to help secondary school students in Thailand in their study of Comprehensive Sex Education (CSE). In the course of the study, we invited 1,152 students to complete questionnaires and interviewed 12 secondary school teachers in focus groups. This paper found that GBL can serve students in their learning about CSE, enabling them to gain understanding of their sexuality, develop skills, including critical thinking skills and interact with others (peers, teachers, etc.) in a safe environment. The objectives of this paper are to outline the development of GBL variables from the research question(s) into the developers’ flow chart, to be responsive to the GBL beneficiaries’ preferences and expectations, and to help in answering the research questions. This paper details the steps applied to generate GBL variables that can feed into a game flow chart to develop a GBL prototype. In our approach, we detailed two models: (1) Game Elements Model (GEM) and (2) Game Object Model (GOM). There are three outcomes of this research – first, to achieve the objectives and benefits of GBL in learning, game design has to start with the research question(s) and the challenges to be resolved as research outcomes. Second, aligning the educational aims with engaging GBL end users (students) within the data collection phase to inform the game prototype with the game variables is essential to address the answer/solution to the research question(s). Third, for efficient GBL to bridge the gap between pedagogy and technology and in order to answer the research questions via technology (i.e. GBL) and to minimise the isolation between the pedagogists “P” and technologist “T”, several meetings and discussions need to take place within the team.Keywords: games-based learning, engagement, pedagogy, preferences, prototype
Procedia PDF Downloads 17013101 The Impact of Generative AI Illustrations on Aesthetic Symbol Consumption among Consumers: A Case Study of Japanese Anime Style
Authors: Han-Yu Cheng
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This study aims to explore the impact of AI-generated illustration works on the aesthetic symbol consumption of consumers in Taiwan. The advancement of artificial intelligence drawing has lowered the barriers to entry, enabling more individuals to easily enter the field of illustration. Using Japanese anime style as an example, with the development of Generative Artificial Intelligence (Generative AI), an increasing number of illustration works are being generated by machines, sparking discussions about aesthetics and art consumption. Through surveys and the analysis of consumer perspectives, this research investigates how this influences consumers' aesthetic experiences and the resulting changes in the traditional art market and among creators. The study reveals that among consumers in Taiwan, particularly those interested in Japanese anime style, there is a pronounced interest and curiosity surrounding the emergence of Generative AI. This curiosity is particularly notable among individuals interested in this style but lacking the technical skills required for creating such artworks. These works, rooted in elements of Japanese anime style, find ready acceptance among enthusiasts of this style due to their stylistic alignment. Consequently, they have garnered a substantial following. Furthermore, with the reduction in entry barriers, more individuals interested in this style but lacking traditional drawing skills have been able to participate in producing such works. Against the backdrop of ongoing debates about artistic value since the advent of artificial intelligence (AI), Generative AI-generated illustration works, while not entirely displacing traditional art, to a certain extent, fulfill the aesthetic demands of this consumer group, providing a similar or analogous aesthetic consumption experience. Additionally, this research underscores the advantages and limitations of Generative AI-generated illustration works within this consumption environment.Keywords: generative AI, anime aesthetics, Japanese anime illustration, art consumption
Procedia PDF Downloads 7413100 Improving Student Programming Skills in Introductory Computer and Data Science Courses Using Generative AI
Authors: Genady Grabarnik, Serge Yaskolko
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Generative Artificial Intelligence (AI) has significantly expanded its applicability with the incorporation of Large Language Models (LLMs) and become a technology with promise to automate some areas that were very difficult to automate before. The paper describes the introduction of generative Artificial Intelligence into Introductory Computer and Data Science courses and analysis of effect of such introduction. The generative Artificial Intelligence is incorporated in the educational process two-fold: For the instructors, we create templates of prompts for generation of tasks, and grading of the students work, including feedback on the submitted assignments. For the students, we introduce them to basic prompt engineering, which in turn will be used for generation of test cases based on description of the problems, generating code snippets for the single block complexity programming, and partitioning into such blocks of an average size complexity programming. The above-mentioned classes are run using Large Language Models, and feedback from instructors and students and courses’ outcomes are collected. The analysis shows statistically significant positive effect and preference of both stakeholders.Keywords: introductory computer and data science education, generative AI, large language models, application of LLMS to computer and data science education
Procedia PDF Downloads 5813099 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 13713098 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 12813097 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 7913096 Use of Generative Adversarial Networks (GANs) in Neuroimaging and Clinical Neuroscience Applications
Authors: Niloufar Yadgari
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GANs are a potent form of deep learning models that have found success in various fields. They are part of the larger group of generative techniques, which aim to produce authentic data using a probabilistic model that learns distributions from actual samples. In clinical settings, GANs have demonstrated improved abilities in capturing spatially intricate, nonlinear, and possibly subtle disease impacts in contrast to conventional generative techniques. This review critically evaluates the current research on how GANs are being used in imaging studies of different neurological conditions like Alzheimer's disease, brain tumors, aging of the brain, and multiple sclerosis. We offer a clear explanation of different GAN techniques for each use case in neuroimaging and delve into the key hurdles, unanswered queries, and potential advancements in utilizing GANs in this field. Our goal is to connect advanced deep learning techniques with neurology studies, showcasing how GANs can assist in clinical decision-making and enhance our comprehension of the structural and functional aspects of brain disorders.Keywords: GAN, pathology, generative adversarial network, neuro imaging
Procedia PDF Downloads 3413095 Protein Quality of Game Meat Hunted in Latvia
Authors: Vita Strazdina, Aleksandrs Jemeljanovs, Vita Sterna
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Not all proteins have the same nutritional value, since protein quality strongly depends on its amino acid composition and digestibility. The meat of game animals could be a high protein source because of its well-balanced essential amino acids composition. Investigations about biochemical composition of game meat such as wild boar (Sus scrofa scrofa), roe deer (Capreolus capreolus) and beaver (Castor fiber) are not very much. Therefore, the aim of the investigation was evaluate protein composition of game meat hunted in Latvia. The biochemical analysis, evaluation of connective tissue and essential amino acids in meat samples were done, the amino acids score were calculate. Results of analysis showed that protein content 20.88-22.05% of all types of meat samples is not different statistically. The content of connective tissue from 1.3% in roe deer till 1.5% in beaver meat allowed classified game animal as high quality meat. The sum of essential amino acids in game meat samples were determined 7.05–8.26g100g-1. Roe deer meat has highest protein content and lowest content of connective tissues among game meat hunted in Latvia. Concluded that amino acid score for limiting amino acids phenylalanine and tyrosine is high and shows high biological value of game meat.Keywords: dietic product, game meat, amino acids, scores
Procedia PDF Downloads 32413094 Generating Swarm Satellite Data Using Long Short-Term Memory and Generative Adversarial Networks for the Detection of Seismic Precursors
Authors: Yaxin Bi
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Accurate prediction and understanding of the evolution mechanisms of earthquakes remain challenging in the fields of geology, geophysics, and seismology. This study leverages Long Short-Term Memory (LSTM) networks and Generative Adversarial Networks (GANs), a generative model tailored to time-series data, for generating synthetic time series data based on Swarm satellite data, which will be used for detecting seismic anomalies. LSTMs demonstrated commendable predictive performance in generating synthetic data across multiple countries. In contrast, the GAN models struggled to generate synthetic data, often producing non-informative values, although they were able to capture the data distribution of the time series. These findings highlight both the promise and challenges associated with applying deep learning techniques to generate synthetic data, underscoring the potential of deep learning in generating synthetic electromagnetic satellite data.Keywords: LSTM, GAN, earthquake, synthetic data, generative AI, seismic precursors
Procedia PDF Downloads 3413093 Ready Student One! Exploring How to Build a Successful Game-Based Higher Education Course in Virtual Reality
Authors: Robert Jesiolowski, Monique Jesiolowski
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Today more than ever before, we have access to new technologies which provide unforeseen opportunities for educators to pursue in online education. It starts with an idea, but that needs to be coupled with the right team of experts willing to take big risks and put in the hard work to build something different. An instructional design team was empowered to reimagine an Introduction to Sociology university course as a Game-Based Learning (GBL) experience utilizing cutting edge Virtual Reality (VR) technology. The result was a collaborative process that resulted in a type of learning based in Game theory, Method of Loci, and VR Immersion Simulations to promote deeper retention of core concepts. The team deconstructed the way that university courses operated, in order to rebuild the educational process in a whole learner-centric manner. In addition to a review of the build process, this paper will explore the results of in-course surveys completed by student participants.Keywords: higher education, innovation, virtual reality, game-based learning, loci method
Procedia PDF Downloads 9613092 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 29413091 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 2313090 Impact of Instructional Designing in Digital Game-Based Learning for Enhancing Students' Motivation
Authors: Shafaq Rubab
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The primary reason for dropping out of school is associated with students’ lack of motivation in class, especially in mathematics. Digital game-based learning is an approach that is being actively explored; there are very few learning games based on proven instructional design models or frameworks due to which the effectiveness of the learning games suffers. The purpose of this research was twofold: first, developing an appropriate instructional design model and second, evaluating the impact of the instructional design model on students’ motivation. This research contributes significantly to the existing literature in terms of student motivation and the impact of instructional design model in digital game-based learning. The sample size for this study consists of two hundred out-of-school students between the age of 6 and 12 years. The research methodology used for this research was a quasi-experimental approach and data was analyzed by using the instructional material motivational survey questionnaire which is adapted from the Keller Arcs model. Control and experimental groups consisting of two hundred students were analyzed by utilizing instructional material motivational survey (IMMS), and comparison of result from both groups showed the difference in the level of motivation of the students. The result of the research showed that the motivational level of student in the experimental group who were taught by the game was higher than the student in control group (taught by conventional methodology). The mean score of the experimental group against all subscales (attention, relevance, confidence, and satisfaction) of IMMS survey was higher; however, no statistical significance was found between the motivational scores of control and experimental group. The positive impact of game-based learning on students’ level of motivation, as measured in this study, strengthens the case for the use of pedagogically sound instructional design models in the design of interactive learning applications. In addition, the present study suggests learning from interactive, immersive applications as an alternative solution for children, especially in Third World countries, who, for various reasons, do not attend school. The mean score of experimental group against all subscales of IMMS survey was higher; however, no statistical significance was found between motivational scores of control and experimental group.Keywords: digital game-based learning, students’ motivation, and instructional designing, instructional material motivational survey
Procedia PDF Downloads 42213089 Digital Dialogue Game, Epistemic Beliefs, Argumentation and Learning
Authors: Omid Noroozi, Martin Mulder
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The motivational potential of educational games is undeniable especially for teaching topics and skills that are difficult to deal with in traditional educational situations such as argumentation competence. Willingness to argue has an association with student epistemic beliefs, which can influence whether, and the way in which students engage in argumentative discourse activities and critical discussion. The goal of this study was to explore how undergraduate students engage with argumentative discourse activities which have been designed to intensify debate, and whether epistemic beliefs are significant to the outcomes. A pre-test, post-test design was used with students who were assigned to groups of four. They were asked to argue a controversial topic with the aim of exploring various perspectives, and the 'pros and cons' on the topic of 'Genetically Modified Organisms (GMOs)'. The results show that the game facilitated argumentative discourse and a willingness to argue and challenged peers, regardless of students’ epistemic beliefs. Furthermore, the game was evaluated positively in terms of students’ motivation and satisfaction with the learning experience.Keywords: argumentation, attitudinal change, epistemic beliefs, dialogue, digital game objectives and theoretical
Procedia PDF Downloads 40613088 Developing a Customizable Serious Game and Its Applicability in the Classroom
Authors: Anita Kéri
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Recent developments in the field of education have led to a renewed interest in teaching methodologies and practices. Gamification is fast becoming a key instrument in the education of new generations and besides other methods, serious games have become the center of attention. Ready-built serious games are available for most higher education institutions to buy and implement. However, monetary restraints and the unalterable nature of the games might deter most higher education institutions from the application of these serious games. Therefore, there is a continuously growing need for a customizable serious game that has been developed based on a concrete need analysis and experts’ opinion. There has been little evidence so far of serious games that have been created based on relevant and current need analysis from higher education institution teachers, professional practitioners and students themselves. Therefore, the aim of this current paper is to analyze the needs of higher education institution educators with special emphasis on their needs, the applicability of serious games in their classrooms, and exploring options for the development of a customizable serious game framework. The paper undertakes to analyze workshop discussions on implementing serious games in education and propose a customizable serious game framework applicable in the education of the new generation. Research results show that the most important feature of a serious game is its customizability. The fact that practitioners are able to manage different scenarios and upload their own content to a game seems to be a key to the increasingly widespread application of serious games in the classroom.Keywords: education, gamification, game-based learning, serious games
Procedia PDF Downloads 16013087 Shaping Lexical Concept of 'Mage' through Image Schemas in Dragon Age 'Origins'
Authors: Dean Raiyasmi, Elvi Citraresmana, Sutiono Mahdi
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Language shapes the human mind and its concept toward things. Using image schemas, in nowadays technology, even AI (artificial intelligence) can concept things in response to their creator negativity or positivity. This is reflected inside one of the most selling game around the world in 2012 called Dragon Age Origins. The AI in form of NPC (Non-Playable Character) inside the game reflects on the creator of the game on negativity or positivity toward the lexical concept of mage. Through image schemas, shaping the lexical concept of mage deemed possible and proved the negativity or positivity creator of the game toward mage. This research analyses the cognitive-semantic process of image schema and shaping the concept of ‘mage’ by describing kinds of image schemas exist in the Dragon Age Origin Game. This research is also aimed to analyse kinds of image schemas and describing the image schemas which shaping the concept of ‘mage’ itself. The methodology used in this research is qualitative where participative observation is employed with five stages and documentation. The results shows that there are four image schemas exist in the game and those image schemas shaping the lexical concept of ‘mage’.Keywords: cognitive semantic, image-schema, conceptual metaphor, video game
Procedia PDF Downloads 438