Search results for: 3D game engine
1306 Enhancement of Capacity in a MC-CDMA based Cognitive Radio Network Using Non-Cooperative Game Model
Authors: Kalyani Kulkarni, Bharat Chaudhari
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This paper addresses the issue of resource allocation in the emerging cognitive technology. Focusing the quality of service (QoS) of primary users (PU), a novel method is proposed for the resource allocation of secondary users (SU). In this paper, we propose the unique utility function in the game theoretic model of Cognitive Radio which can be maximized to increase the capacity of the cognitive radio network (CRN) and to minimize the interference scenario. The utility function is formulated to cater the need of PUs by observing Signal to Noise ratio. The existence of Nash equilibrium is for the postulated game is established.Keywords: cognitive networks, game theory, Nash equilibrium, resource allocation
Procedia PDF Downloads 4801305 Exploiting Domino Games "Cassava H154M" in Order to Improve Students' Understanding about the Value of Trigonometry in Various Quadrants
Authors: Hisyam Hidayatullah
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Utilization game on a lesson needs to be done in order to provide proper motoric learning model to improve students' skills. Approach to the game, as one of the models of a motoric learning, is intended to improve student learning outcomes math trigonometry materials generally that prioritize a Memory or rote. The purpose of this study is producting innovation to improve a cognitive abilities of students in the field, to improve student performance, and ultimately to improve student understanding in determining a value of trigonometry in various quadrants, and it apply a approach to the game Domino "Cassava H154M" who is adopted from cassava game and it has made total revised in cassava content. The game is divided into 3 sessions: sine cassava, cosine cassava and cassava tangent. Researchers using action of research method, which consists of several stages such as: planning, implementation, observation, reporting and evaluation. Researchers found that a game approaches can improve student learning outcomes, enhance students' creativity in terms of their motoric learning, and creating a supportive learning environment.Keywords: cassava "H154M", motoric, value of trigonometry, quadrant
Procedia PDF Downloads 3251304 In-Cylinder Exhaust Heat Recovery of an I. C. Engine Using Water Injection
Authors: Jayakrishnan U.
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A concept of adding two strokes to a four stroke Otto or Diesel engine cycle presented here for the waste heat recovery in a four stroke internal combustion engine. Four stroke Diesel cycle and Otto cycle engines have very low thermal efficiency due to high amount of energy loss in exhaust and also on the cooling of the engine. It is estimated about 35 percent of fuel energy is lost in exhaust of engine and 30 percent in cooling of engine. So by modifying a four-stroke Otto or Diesel engine by adding two-stroke heat recovery steam cycle is presented here. Water injection is used to get an additional power stroke by partial compression of the exhaust gases at the end of third stroke in a four stroke I.C.Engine. It is the conversion of a four-stroke cycle to a six-stroke cycle. By taking a four stroke petrol engine of known dimensions, an ideal thermodynamic model is used to analyse and calculate the events of exhaust gas compression and following two strokes of water injection. By changing the exhaust valve closing timing during exhaust stroke and analysing it on various points, an optimum amount of exhaust gas re-compression and amount of water injection can be found for maximizing efficiency and fuel economy. It is achieved by changing the exhaust valve timing and finding an optimum amount of exhaust re-compression, maximizing the net mean effective pressure of the steam expansion stroke (MEPsteam). Specific fuel consumption of the engine also decreases increasing the fuel economy. The valve closing timings for maximum MEPsteam is limited by either 1 bar or dew point temperature of expansion gas or moisture mixture to avoid moisture formation. By modifying the four-stroke Otto or Diesel cycle by adding two water injection stroke has the potential to significantly increase the engine efficiency and fuel economy.Keywords: internal combustion engine, engine efficiency, six-stroke cycle, water injection, specific fuel consumption
Procedia PDF Downloads 3041303 The Effect of Mean Pressure on the Performance of a Low-Grade Heat-Driven Thermoacoustic Cooler
Authors: Irna Farikhah
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Converting low-grade waste heat into useful energy such as sound energy which can then be used to generate acoustic power in a thermoacoustic engine has become an attracting issue for researchers. The generated power in thermoacoustic engine can be used for driving a thermoacoustic cooler when they are installed in a tube. This cooler system can be called as a heat-driven thermoacoustic cooler. In this study, low heating temperature of the engine is discussed. In addition, having high efficiency of the whole cooler is also essential. To design a thermoacoustic cooler having high efficiency with using low-grade waste heat for the engine, the effect of mean pressure is investigated. By increasing the mean pressure, the heating temperature to generate acoustic power can be decreased from 557 °C to 300 °C. Moreover, the efficiency of the engine and cooler regenerators attain 67% and 47% of the upper limit values, respectively and 49% of the acoustical work generated by the engine regenerator is utilized in the cooler regenerator. As a result, the efficiency of the whole cooler becomes 15% of the upper limit value.Keywords: cooler, mean pressure, performance, thermoacoustic
Procedia PDF Downloads 2571302 Performance and Emission Characteristics of Diesel Engine Fuelled with Palm Biodiesel Blends
Authors: Jalpit B. Prajapati, Ketankumar G. Patel
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Palm oil may be employed in diesel engine as an alternative fuel. Biofuel has so far been backed by government policies in the quest for low carbon fuel in the near future and promises to ensure energy security through partially replacing fossil fuels. This paper presents an experimental investigation of performance and emission characteristics by using palm oil in diesel engine. The properties of palm oil can be compared favorably with the characteristics required for internal combustion engine fuels especially diesel engine. Experiments will be performed for fixed compression ratio i.e. 18 using biodiesel-diesel blends i.e. B0, B10, B20, B30, B40, B50 with load variation from no load to full load and compared with base cases i.e. engine using diesel as a fuel. The parameters studied in performance characteristics are brake power, brake specific fuel consumption and brake thermal efficiency, in emission characteristics are carbon monoxide, unburnt hydrocarbons and nitrogen oxide. After experimental results B20 (20% palm oil and 80% diesel) is best in performance, but NOx formation is little higher in B20.Keywords: palm biodiesel, performance, emission, diesel-biodiesel blend
Procedia PDF Downloads 3681301 Effect of Film Cooling on Gas-Turbine Engine Turbine
Authors: Burak Kaplan, Ünver Kaynak
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Gas turbine engines, crucial for modern aviation and power generation, rely on the efficient operation of turbine blades. However, extreme temperatures and pressures can lead to material degradation and failure. Film cooling, a widely employed technique, injects a coolant onto the blade surface to mitigate the effects of hot gas exposure. This research investigates the impact of film cooling on gas turbine engine performance, focusing on its influence on efficiency, longevity, and overall engine performance. Through a comprehensive literature review, computational fluid dynamics simulations, and thermal performance analysis, this study aims to provide insights into optimizing film cooling configurations for enhanced engine performance. The research explores the thermal performance characteristics of turbine blades with and without film cooling, the influence of various film cooling techniques on engine efficiency, and the design factors that optimize film cooling effectiveness. The findings of this study have the potential to contribute to the development of more efficient and reliable gas turbine engines, ultimately advancing the field of gas turbine technology.Keywords: gas turbine, engine, cooling, blade, optimization
Procedia PDF Downloads 41300 Integrating Neural Linguistic Programming with Exergaming
Authors: Shyam Sajan, Kamal Bijlani
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The widespread effects of digital media help people to explore the world more and get entertained with no effort. People became fond of these kind of sedentary life style. The increase in sedentary time and a decrease in physical activities has negative impacts on human health. Even though the addiction to video games has been exploited in exergames, to make people exercise and enjoy game challenges, the contribution is restricted only to physical wellness. This paper proposes creation and implementation of a game with the help of digital media in a virtual environment. The game is designed by collaborating ideas from neural linguistic programming and Stroop effect that can also be used to identify a person’s mental state, to improve concentration and to eliminate various phobias. The multiplayer game is played in a virtual environment created with Kinect sensor, to make the game more motivating and interactive.Keywords: exergaming, Kinect Sensor, Neural Linguistic Programming, Stroop Effect
Procedia PDF Downloads 4361299 Field Trips inside Digital Game Environments
Authors: Amani Alsaqqaf, Frederick W. B. Li
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Field trips are essential methods of learning in different subjects, and in recent times, there has been a reduction in the number of field trips (FTs) across all learning levels around the world. Virtual field trips (VFTs) in game environments provide FT experience based on the experiential learning theory (ELT). A conceptual framework for designing virtual field trip games (VFTGs) is developed with an aim to support game designers and educators to produce an effective FT experience where technology would enhance education. The conceptual framework quantifies ELT as an internal economy to link learning elements to game mechanics such as feedback loops which leads to facilitating VFTGs design and implementation. This study assesses the conceptual framework for designing VFTGs by investigating the possibility of applying immersive VFTGs in a secondary classroom and compare them with traditional learning that uses video clips and PowerPoint slides from the viewpoint of students’ perceived motivation, presence, and learning. The assessment is achieved by evaluating the learning performance and learner experience of a prototype VFT game, Island of Volcanoes. A quasi-experiment was conducted with 60 secondary school students. The findings of this study are that the VFTG enhanced learning performance to a better level than did the traditional way of learning, and in addition, it provided motivation and a general feeling of presence in the VFTG environment.Keywords: conceptual framework, game-based learning, game design, virtual field trip game
Procedia PDF Downloads 2351298 Development and Evaluation of Virtual Basketball Game Using Motion Capture Technology
Authors: Shunsuke Aoki, Taku Ri, Tatsuya Yamazaki
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These days, along with the development of e-sports, video games as a competitive sport is attracting attention. But, in many cases, action in the screen does not match the real motion of operation. Inclusiveness of player motion is needed to increase reality and excitement for sports games. Therefore, in this study, the authors propose a method to recognize player motion by using the motion capture technology and develop a virtual basketball game. The virtual basketball game consists of a screen with nine targets, players, depth sensors, and no ball. The players pretend a two-handed basketball shot without a ball aiming at one of the nine targets on the screen. Time-series data of three-dimensional coordinates of player joints are captured by the depth sensor. 20 joints data are measured for each player to estimate the shooting motion in real-time. The trajectory of the thrown virtual ball is calculated based on the time-series data and hitting on the target is judged as success or failure. The virtual basketball game can be played by 2 to 4 players as a competitive game among the players. The developed game was exhibited to the public for evaluation on the authors' university open campus days. 339 visitors participated in the exhibition and enjoyed the virtual basketball game over the two days. A questionnaire survey on the developed game was conducted for the visitors who experienced the game. As a result of the survey, about 97.3% of the players found the game interesting regardless of whether they had experienced actual basketball before or not. In addition, it is found that women are easy to comfort for shooting motion. The virtual game with motion capture technology has the potential to become a universal entertainment between e-sports and actual sports.Keywords: basketball, motion capture, questionnaire survey, video ga
Procedia PDF Downloads 1261297 Bench Tests of Two-Stroke Opposed Piston Aircraft Diesel Engine under Propeller Characteristics Conditions
Authors: A. Majczak, G. Baranski, K. Pietrykowski
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Due to the growing popularity of light aircraft, it has become necessary to develop aircraft engines for this type of construction. One of engine system, designed to increase efficiency and reduce weight, is the engine with opposed pistons. In such an engine, the combustion chamber is formed by two pistons moving in one cylinder. Therefore, this type of engines run in a two-stroke cycle, so they have many advantages such as high power and torque, high efficiency, or a favorable power-to-weight ratio. Tests of one of the available aircraft engines with opposing piston system fueled with diesel oil were carried out on an engine dynamometer equipped with an eddy current brake and the necessary measuring and testing equipment. In order to get to know the basic parameters of the engine, the tests were carried out under partial load conditions for the following torque values: 40, 60, 80, 100 Nm. The rotational speed was changed from 1600 to 2500 rpm. Measurements were also taken for designated points of propeller characteristics. During the tests, the engine torque, engine power, fuel consumption, intake manifold pressure, and oil pressure were recorded. On the basis of the measurements carried out for particular loads, the power curve, hourly and specific fuel consumption curves were determined. Characteristics of charge pressure as a function of rotational speed as well as power, torque, hourly and specific fuel consumption curves for propeller characteristics were also prepared. The obtained characteristics make it possible to select the optimal points of engine operation.Keywords: aircraft, diesel, engine testing, opposed piston
Procedia PDF Downloads 1541296 Detectability of Malfunction in Turboprop Engine
Authors: Tomas Vampola, Michael Valášek
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On the basis of simulation-generated failure states of structural elements of a turboprop engine suitable for the busy-jet class of aircraft, an algorithm for early prediction of damage or reduction in functionality of structural elements of the engine is designed and verified with real data obtained at dynamometric testing facilities of aircraft engines. Based on an expanding database of experimentally determined data from temperature and pressure sensors during the operation of turboprop engines, this strategy is constantly modified with the aim of using the minimum number of sensors to detect an inadmissible or deteriorated operating mode of specific structural elements of an aircraft engine. The assembled algorithm for the early prediction of reduced functionality of the aircraft engine significantly contributes to the safety of air traffic and to a large extent, contributes to the economy of operation with positive effects on the reduction of the energy demand of operation and the elimination of adverse effects on the environment.Keywords: detectability of malfunction, dynamometric testing, prediction of damage, turboprop engine
Procedia PDF Downloads 941295 Engine with Dual Helical Crankshaft System Operating at an Overdrive Gear Ratio
Authors: Anierudh Vishwanathan
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This paper suggests a new design of the crankshaft system that would help to use a low revving engine for applications requiring the use of a high revving engine operating at the same power by converting the extra or unnecessary torque obtained from a low revving engine into angular velocity of the crankshaft of the engine hence, improve the fuel economy of the vehicle because of the fact that low revving engines run more effectively on lean air fuel mixtures accompanied with less wear and tear of the engine due to lesser rubbing of the piston rings with the cylinder walls. If the crankshaft with the proposed design is used in a low revving engine, then it will give the same torque and speed as that given by a high revving engine operating at the same power but the new engine will give better fuel economy. Hence the new engine will give the benefits of a low revving engine as well as a high revving engine. The proposed crankshaft design will be achieved by changing the design of the crankweb in such a way that it functions both as a counterweight as well as a helical gear that can transfer power to the secondary gear shaft which will be incorporated in the crankshaft system. The crankshaft and the secondary gear shaft will be operating at an overdrive ratio. The crankshaft will now be a two shaft system instead of a single shaft system. The newly designed crankshaft will be mounted on the bearings instead of being connected to the flywheel of the engine. This newly designed crankshaft will transmit power to the secondary shaft which will rotate the flywheel and then the rotary motion will be transmitted to the transmission system as usual. In this design, the concept of power transmission will be incorporated in the crankshaft system. In the paper, the crankshaft and the secondary shafts have been designed in such a way that at any instant of time only half the number of crankwebs will be meshed with the secondary shaft. For example, during one revolution of the crankshaft, if for the first half of revolution; first, second, seventh and eighth crankwebs are meshing with the secondary shaft then for the next half revolution, third, fourth, fifth and sixth crankwebs will mesh with the secondary shaft. This paper also analyses the proposed crankshaft design for safety against fatigue failure. Finite element analysis of the crankshaft has been done and the resultant stresses have been calculated.Keywords: low revving, high revving, secondary shaft, partial meshing
Procedia PDF Downloads 2691294 Design of a Computer Vision Based Exercise Video Game for Senior Citizens
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There are numerous changes, both mental and physical, taking place when people age. We need to understand the different aspects required for healthy living, including meeting nutritional needs, regular physical activities to keep agility, sufficient rest and sleep to have physical and mental well-being, social engagement to avoid the risk of social isolation and depression, and access to healthcare to detect and manage chronic conditions. Promoting physical activities for an ageing population is necessary as many may have enjoyed sedentary lifestyles for some time. In our study, we evaluate the considerations when designing a computer vision video game for the elderly. We need to design some low-impact activities, such as stretching and gentle movements, because some elderly individuals may have joint pains or mobility issues. The exercise game should consist of simple movements that are easy to follow and remember. It should be fun and enjoyable so that they can be motivated to do some exercise. Social engagement can keep the elderly motivated and competitive, and they are more willing to engage in game exercises. Elderly citizens can compare their game scores and try to improve them. We propose a computer vision-based video game for the elderly that will capture and track the movement of the elderly hand pushing a ball on the screen into a circle. It can be easily set up using a PC laptop with a webcam. Our video game adhered to the design framework we employed, and it encompassed ease of use, a simple graphical interface, easy-to-play game exercise, and fun gameplay.Keywords: about computer vision, video games, gerontology technology, caregiving
Procedia PDF Downloads 811293 Game-Based Learning in a Higher Education Course: A Case Study with Minecraft Education Edition
Authors: Salvador Antelmo Casanova Valencia
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This study documents the use of the Minecraft Education Edition application to explore immersive game-based learning environments. We analyze the contributions of fourth-year university students who are pursuing a degree in Administrative Computing at the Universidad Michoacana de San Nicolas de Hidalgo. In this study, descriptive data and statistical inference are detailed using a quasi-experimental design using the Wilcoxon test. The instruments will provide data validation. Game-based learning in immersive environments necessarily implies greater student participation and commitment, resulting in the study, motivation, and significant improvements, promoting cooperation and autonomous learning.Keywords: game-based learning, gamification, higher education, Minecraft
Procedia PDF Downloads 1631292 Terraria AI: YOLO Interface for Decision-Making Algorithms
Authors: Emmanuel Barrantes Chaves, Ernesto Rivera Alvarado
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This paper presents a method to enable agents for the Terraria game to evaluate algorithms commonly used in general video game artificial intelligence competitions. The usage of the ‘You Only Look Once’ model in the first layer of the process obtains information from the screen, translating this information into a video game description language known as “Video Game Description Language”; the agents take that as input to make decisions. For this, the state-of-the-art algorithms were tested and compared; Monte Carlo Tree Search and Rolling Horizon Evolutionary; in this case, Rolling Horizon Evolutionary shows a better performance. This approach’s main advantage is that a VGDL beforehand is unnecessary. It will be built on the fly and opens the road for using more games as a framework for AI.Keywords: AI, MCTS, RHEA, Terraria, VGDL, YOLOv5
Procedia PDF Downloads 961291 An Approximation Technique to Automate Tron
Authors: P. Jayashree, S. Rajkumar
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With the trend of virtual and augmented reality environments booming to provide a life like experience, gaming is a major tool in supporting such learning environments. In this work, a variant of Voronoi heuristics, employing supervised learning for the TRON game is proposed. The paper discusses the features that would be really useful when a machine learning bot is to be used as an opponent against a human player. Various game scenarios, nature of the bot and the experimental results are provided for the proposed variant to prove that the approach is better than those that are currently followed.Keywords: artificial Intelligence, automation, machine learning, TRON game, Voronoi heuristics
Procedia PDF Downloads 4671290 Development of Gamma Configuration Stirling Engine Using Polymeric and Metallic Additive Manufacturing for Education
Authors: J. Otegui, M. Agirre, M. A. Cestau, H. Erauskin
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The increasing accessibility of mid-priced additive manufacturing (AM) systems offers a chance to incorporate this technology into engineering instruction. Furthermore, AM facilitates the creation of manufacturing designs, enhancing the efficiency of various machines. One example of these machines is the Stirling cycle engine. It encompasses complex thermodynamic machinery, revealing various aspects of mechanical engineering expertise upon closer inspection. In this publication, the application of Stirling Engines fabricated via additive manufacturing techniques will be showcased for the purpose of instructive design and product enhancement. The performance of a Stirling engine's conventional displacer and piston is contrasted. The outcomes of utilizing this instructional tool in teaching are demonstrated.Keywords: 3D printing, additive manufacturing, mechanical design, stirling engine.
Procedia PDF Downloads 511289 Collaborative Energy Optimization for Multi-Microgrid Distribution System Based on Two-Stage Game Approach
Authors: Hanmei Peng, Yiqun Wang, Mao Tan, Zhuocen Dai, Yongxin Su
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Efficient energy management in multi-microgrid distribution systems holds significant importance for enhancing the economic benefits of regional power grids. To better balance conflicts among various stakeholders, a two-stage game-based collaborative optimization approach is proposed in this paper, effectively addressing the realistic scenario involving both competition and collaboration among stakeholders. The first stage, aimed at maximizing individual benefits, involves constructing a non-cooperative tariff game model for the distribution network and surplus microgrid. In the second stage, considering power flow and physical line capacity constraints we establish a cooperative P2P game model for the multi-microgrid distribution system, and the optimization involves employing the Lagrange method of multipliers to handle complex constraints. Simulation results demonstrate that the proposed approach can effectively improve the system economics while harmonizing individual and collective rationality.Keywords: cooperative game, collaborative optimization, multi-microgrid distribution system, non-cooperative game
Procedia PDF Downloads 711288 A Process to Support Multidisciplinary Teams to Design Serious Games
Authors: Naza Djafarova, Tony Bates, Margaret Verkuyl, Leonora Zefi, Ozgur Turetken, Alex Ferworn, Mastrilli Paula, Daria Romaniuk, Kosha Bramesfeld, Anastasia Dimitriadou, Cheryl To
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Designing serious games for education is a challenging and resource-intensive effort. If a well-designed process that balances pedagogical principles with game mechanics is in place, it can help to simplify the design process of serious games and increase efficiency. Multidisciplinary teams involved in designing serious games can benefit tremendously from such a process in their endeavours to develop and implement these games at undergraduate and graduate levels. This paper presentation will outline research results on identified gaps within existing processes and frameworks and present an adapted process that emerged from the research. The research methodology was based on a survey, semi-structured interviews and workshops for testing the adapted process for game design. Based on the findings, the authors propose a simple process for the pre-production stage of serious game design that may help guide multidisciplinary teams in their work. This process was used to facilitate team brainstorming, and is currently being tested to assess if multidisciplinary teams find value in using it in their process of designing serious games.Keywords: serious game-design, multidisciplinary team, game design framework, learning games, multidisciplinary game design process
Procedia PDF Downloads 4291287 Grounded Theory of Consumer Loyalty: A Perspective through Video Game Addiction
Authors: Bassam Shaikh, R. S. A. Jumain
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Game addiction has become an extremely important topic in psychology researchers, particularly in understanding and explaining why individuals become addicted (to video games). In previous studies, effect of online game addiction on social responsibilities, health problems, government action, and the behaviors of individuals to purchase and the causes of making individuals addicted on the video games has been discussed. Extending these concepts in marketing, it could be argued than the phenomenon could enlighten and extending our understanding on consumer loyalty. This study took the Grounded Theory approach, and found that motivation, satisfaction, fulfillments, exploration and achievements to be part of the important elements that builds consumer loyalty.Keywords: grounded theory, consumer loyalty, video games, video game addiction
Procedia PDF Downloads 5351286 Investigating Software Engineering Challenges in Game Development
Authors: Fawad Zaidi
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This paper discusses a variety of challenges and solutions involved with creating computer games and the issues faced by the software engineers working in this field. This review further investigates the articles coverage of project scope and the problem of feature creep that appears to be inherent with game development. The paper tries to answer the following question: Is this a problem caused by a shortage, or bad software engineering practices, or is this outside the control of the software engineering component of the game production process?Keywords: software engineering, computer games, software applications, development
Procedia PDF Downloads 4751285 Intrusion Detection In MANET Using Game Theory
Authors: S. B. Kumbalavati, J. D. Mallapur, K. Y. Bendigeri
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A mobile Ad-hoc network (MANET) is a multihop wireless network where nodes communicate each other without any pre-deployed infrastructure. There is no central administrating unit. Hence, MANET is generally prone to many of the attacks. These attacks may alter, release or deny data. These attacks are nothing but intrusions. Intrusion is a set of actions that attempts to compromise integrity, confidentiality and availability of resources. A major issue in the design and operation of ad-hoc network is sharing the common spectrum or common channel bandwidth among all the nodes. We are performing intrusion detection using game theory approach. Game theory is a mathematical tool for analysing problems of competition and negotiation among the players in any field like marketing, e-commerce and networking. In this paper mathematical model is developed using game theory approach and intruders are detected and removed. Bandwidth utilization is estimated and comparison is made between bandwidth utilization with intrusion detection technique and without intrusion detection technique. Percentage of intruders and efficiency of the network is analysed.Keywords: ad-hoc network, IDS, game theory, sensor networks
Procedia PDF Downloads 3871284 Building Tutor and Tutee Pedagogical Agents to Enhance Learning in Adaptive Educational Games
Authors: Ogar Ofut Tumenayu, Olga Shabalina
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This paper describes the application of two types of pedagogical agents’ technology with different functions in an adaptive educational game with the sole aim of improving learning and enhancing interactivities in Digital Educational Games (DEG). This idea could promote the elimination of some problems of DEG, like isolation in game-based learning, by introducing a tutor and tutee pedagogical agents. We present an analysis of a learning companion interacting in a peer tutoring environment as a step toward improving social interactions in the educational game environment. We show that tutor and tutee agents use different interventions and interactive approaches: the tutor agent is engaged in tracking the learner’s activities and inferring the learning state, while the tutee agent initiates interactions with the learner at the appropriate times and in appropriate manners. In order to provide motivation to prevent mistakes and clarity a game task, the tutor agent uses the help dialog tool to provide assistance, while the tutee agent provides collaboration assistance by using the hind tool. We presented our idea on a prototype game called “Pyramid Programming Game,” a 2D game that was developed using Libgdx. The game's Pyramid component symbolizes a programming task that is presented to the player in the form of a puzzle. During gameplay, the Agents can instruct, direct, inspire, and communicate emotions. They can also rapidly alter the instructional pattern in response to the learner's performance and knowledge. The pyramid must be effectively destroyed in order to win the game. The game also teaches and illustrates the advantages of utilizing educational agents such as TrA and TeA to assist and motivate students. Our findings support the idea that the functionality of a pedagogical agent should be dualized into an instructional and learner’s companion agent in order to enhance interactivity in a game-based environment.Keywords: tutor agent, tutee agent, learner’s companion interaction, agent collaboration
Procedia PDF Downloads 671283 The Effects of Displacer-Cylinder-Wall Conditions on the Performance of a Medium-Temperature-Differential γ-Type Stirling Engine
Authors: Wen-Lih Chen, Chao-Kuang Chen, Mao-Ju Fang, Hsiang-Cheng Hsu
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In this study, we conducted CFD simulation to study the gas cycle of a medium-temperature-differential (MTD) γ-type Stirling engine. Mesh compression and expansion as well as overset mesh techniques are employed to simulate the moving parts of the engine. Shear-Stress Transport (SST) k-ω turbulence model has been adopted because the model is not prone to generate excessive turbulence upon impingement regions. Hence, wall heat transfer rates at the hot and cold ends will not be overestimated. The effects of several different displacer-cylinder-wall temperature setups, including smooth and finned walls, on engine performance are investigated. The results include temperature contours, pressure versus volume diagrams, and variations of heat transfer rates, indicated power, and efficiency. It is found that displacer-wall heat transfer is one of the most important factors on engine performance, and some wall-temperature setups produce better results than others.Keywords: CFD, finned wall, MTD Stirling engine, heat transfer
Procedia PDF Downloads 3761282 Development of Restricted Formula SAE Intake Manifold Using 1D and Flow Simulations Based on Track Analysis
Authors: Sahil Kapahi
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A Formula SAE competition is characterized by typical track layouts having slaloms, tight corners and short straights, which favor a particular range of engine speed for a given set of gear ratios. Therefore, it is imperative that the power-train is optimized for the corresponding engine rpm band. This paper describes the process of designing, simulating and validating an air intake manifold for an inline four cylinder four-stroke internal combustion gasoline engine based on analysis of required vehicle performance. The requirements for the design of subject intake were set considering the rules of FSAE competitions and analysis of engine performance patterns for typical competition scenarios, carried out using OPTIMUMLAP software. Manifold geometry was optimized using results of air flow simulations performed on ANSYS CFX, and subsequent effect of this geometry on the engine was modeled using 1D simulation on Ricardo WAVE. A design was developed to meet the targeted performance standards in terms of engine torque output and volumetric efficiency. Finally, the intake manifold was manufactured and assembled onto the vehicle, and the engine output of the vehicle with the designed intake was studied using a dynamometer. The results of the dynamometer testing were then validated against predicted values derived from the Ricardo WAVE modeling and benefits to performance of the vehicle were established.Keywords: 1 D Simulation, air flow simulation, ANSYS CFX, four-stroke engine, OPTIMUM LAP, Ricardo WAVE
Procedia PDF Downloads 2471281 Energy Efficiency Improvement of Excavator with Independent Metering Valve by Continuous Mode Changing Considering Engine Fuel Consumption
Authors: Sang-Wook Lee, So-Yeon Jeon, Min-Gi Cho, Dae-Young Shin, Sung-Ho Hwang
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Hydraulic system of excavator gets working energy from hydraulic pump which is connected to output shaft of engine. Recently, main control valve (MCV) which is composed of several independent metering valve (IMV) has been introduced for better energy efficiency of the hydraulic system so that fuel efficiency of the excavator can be improved. Excavator with IMV has 5 operating modes depending on the quantity of regeneration flow. In this system, the hydraulic pump is controlled to supply demanded flow which is needed to operate each mode. Because the regenerated flow supply energy to actuators, the hydraulic pump consumes less energy to make same motion than one that does not regenerate flow. The horse power control is applied to the hydraulic pump of excavator for maintaining engine start under a heavy load and this control makes the flow of hydraulic pump reduced. When excavator is in complex operation such as loading or unloading soil, the hydraulic pump discharges small quantity of working fluid in high pressure. At this operation, the engine of excavator does not run at optimal operating line (OOL). The engine needs to be operated on OOL to improve fuel efficiency and by controlling hydraulic pump the engine can drive on OOL. By continuous mode changing of IMV, the hydraulic pump is controlled to make engine runs on OOL. The simulation result of this study shows that fuel efficiency of excavator with IMV can be improved by considering engine OOL and continuous mode changing algorithm.Keywords: continuous mode changing, engine fuel consumption, excavator, fuel efficiency, IMV
Procedia PDF Downloads 3851280 An Approach towards Elementary Investigation on HCCI Technology
Authors: Jitendra Sharma
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Here a Homogeneous Charge is used as in a spark-ignited engine, but the charge is compressed to auto ignition as in a diesel. The main difference compared with the Spark Ignition (SI) engine is the lack of flame propagation and hence the independence from turbulence. Compared with the diesel engine. HCCI has a homogeneous charge and have no problems associated with soot and Nox but HC and CO were higher than in SI mode. It was not possible to achieve high IMEP (Indicated Mean Effective Pressure) values with HCCI. The Homogeneous charge compression ignition (HCCI) is an attractive technology because of its high efficiency and low emissions. However, HCCI lakes a direct combustion trigger making control of combustion timing challenging, especially during transients. To aid in HCCI engine control we present a simple model of the HCCI combustion process valid over a range of intake pressures, intake temperatures, equivalence ratios and engine speeds. HCCI a new combustion technology that may develop as an alternative to diesel engines with high efficiency and low Knox and particulate matter emissions. The homogenous charge compression ignition (HCCI) is a promising new engine technology that combines elements of the diesel and gasoline engine operating cycles. HCCI as a way to increase the efficiency of the gasoline engine. The attractive properties are increased fuel efficiency due to reduced throttling losses, increased expansion ratio and higher thermodynamic efficiency. With the advantages there are some mechanical limitations to the operation of the HCCI engine. The implementation of homogenous charge compression ignition (HCCI) to gasoline engines is constrained by many factors. The main drawback of HCCI is the absence of direct combustion timing control. Therefore all the right conditions for auto ignition have to be set before combustion starts. This paper describes the past and current research done on HCCI engine. Many research got considerable success in doing detailed modeling of HCCI combustion. This paper aims at studying the fundamentals of HCCI combustion, the strategy to control the limitation of HCCI engine.Keywords: HCCI, diesel engine, combustion, elementary investigation
Procedia PDF Downloads 4441279 Weakly Solving Kalah Game Using Artificial Intelligence and Game Theory
Authors: Hiba El Assibi
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This study aims to weakly solve Kalah, a two-player board game, by developing a start-to-finish winning strategy using an optimized Minimax algorithm with Alpha-Beta Pruning. In weakly solving Kalah, our focus is on creating an optimal strategy from the game's beginning rather than analyzing every possible position. The project will explore additional enhancements like symmetry checking and code optimizations to speed up the decision-making process. This approach is expected to give insights into efficient strategy formulation in board games and potentially help create games with a fair distribution of outcomes. Furthermore, this research provides a unique perspective on human versus Artificial Intelligence decision-making in strategic games. By comparing the AI-generated optimal moves with human choices, we can explore how seemingly advantageous moves can, in the long run, be harmful, thereby offering a deeper understanding of strategic thinking and foresight in games. Moreover, this paper discusses the evaluation of our strategy against existing methods, providing insights on performance and computational efficiency. We also discuss the scalability of our approach to the game, considering different board sizes (number of pits and stones) and rules (different variations) and studying how that affects performance and complexity. The findings have potential implications for the development of AI applications in strategic game planning, enhancing our understanding of human cognitive processes in game settings, and offer insights into creating balanced and engaging game experiences.Keywords: minimax, alpha beta pruning, transposition tables, weakly solving, game theory
Procedia PDF Downloads 551278 Pudhaiyal: A Maze-Based Treasure Hunt Game for Tamil Words
Authors: Aarthy Anandan, Anitha Narasimhan, Madhan Karky
Abstract:
Word-based games are popular in helping people to improve their vocabulary skills. Games like ‘word search’ and crosswords provide a smart way of increasing vocabulary skills. Word search games are fun to play, but also educational which actually helps to learn a language. Finding the words from word search puzzle helps the player to remember words in an easier way, and it also helps to learn the spellings of words. In this paper, we present a tile distribution algorithm for a Maze-Based Treasure Hunt Game 'Pudhaiyal’ for Tamil words, which describes how words can be distributed horizontally, vertically or diagonally in a 10 x 10 grid. Along with the tile distribution algorithm, we also present an algorithm for the scoring model of the game. The proposed game has been tested with 20,000 Tamil words.Keywords: Pudhaiyal, Tamil word game, word search, scoring, maze, algorithm
Procedia PDF Downloads 4421277 Container Chaos: The Impact of a Casual Game on Learning and Behavior
Authors: Lori L. Scarlatos, Ryan Courtney
Abstract:
This paper explores the impact that playing a casual game can have on a player's learning and subsequent behavior. A casual mobile game, Container Chaos, was created to teach undergraduate students about the carbon footprint of various disposable beverage containers. Learning was tested with a short quiz, and behavior was tested by observing which beverage containers players choose when offered a drink and a snack. The game was tested multiple times, under a variety of different circumstances. Findings of these tests indicate that, with extended play over time, players can learn new information and sometimes even change their behavior as a result. This has implications for how other casual games can be used to teach concepts and possibly modify behavior.Keywords: behavior, carbon footprint, casual games, environmental impact, material sciences
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