Search results for: game load
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 3298

Search results for: game load

3088 Design and Manufacture of Non-Contact Moving Load for Experimental Analysis of Beams

Authors: Firooz Bakhtiari-Nejad, Hamidreza Rostami, Meysam Mirzaee, Mona Zandbaf

Abstract:

Dynamic tests are an important step of the design of engineering structures, because the accuracy of predictions of theoretical–numerical procedures can be assessed. In experimental test of moving loads that is one of the major research topics, the load is modeled as a simple moving mass or a small vehicle. This paper deals with the applicability of Non-Contact Moving Load (NML) for vibration analysis. For this purpose, an experimental set-up is designed to generate the different types of NML including constant and harmonic. The proposed method relies on pressurized air which is useful, especially when dealing with fragile or sensitive structures. To demonstrate the performance of this system, the set-up is employed for a modal analysis of a beam and detecting crack of the beam. The obtained results indicate that the experimental set-up for NML can be an attractive alternative to the moving load problems.

Keywords: experimental analysis, moving load, non-contact excitation, materials engineering

Procedia PDF Downloads 467
3087 The Interrelationship between Aggression and Frustration Brought about by Computer Games with Incentives among LPU Male Students

Authors: Dior Grita F. De Torres, Edielyn Gonzalvo, Jovielyn Manibo

Abstract:

The experimental study aims to measure the level of aggression and frustration brought about by computer games with incentives and the interrelationship of the said variables. With 50 participants for each four groups, a total of 200 males who are avid of playing computer games participated in the study. The results and analyses presented in the study concluded that incentives differentially affect the level of aggression and frustration of the players with tobt = 7.18 and 6.521 > tcrit = 2.021 using t-test for dependent groups and Fobt = 4.527 and 8.340 > Fcrit = 3.89 using ANOVA with alpha level of 0.05, two tailed. At the same time, computer game’s level of difficulty also affects the level of aggression and frustration of the players with tobt = 7.53 and 4.783 > tcrit = 2.021 respectively and Fobt = 6.524 and 10.167 > Fcrit = 3.89. Moreover, there is also an interaction between incentive and the level of difficulty of computer game with tobt = 9.68 for aggression and tobt = 7.356 > 2.021 for frustration. Computer games and /with incentives has a large effect on the among male students of LPU.

Keywords: aggression, frustration, computer game, incentive

Procedia PDF Downloads 535
3086 Understanding Cyber Kill Chains: Optimal Allocation of Monitoring Resources Using Cooperative Game Theory

Authors: Roy. H. A. Lindelauf

Abstract:

Cyberattacks are complex processes consisting of multiple interwoven tasks conducted by a set of agents. Interdictions and defenses against such attacks often rely on cyber kill chain (CKC) models. A CKC is a framework that tries to capture the actions taken by a cyber attacker. There exists a growing body of literature on CKCs. Most of this work either a) describes the CKC with respect to one or more specific cyberattacks or b) discusses the tools and technologies used by the attacker at each stage of the CKC. Defenders, facing scarce resources, have to decide where to allocate their resources given the CKC and partial knowledge on the tools and techniques attackers use. In this presentation CKCs are analyzed through the lens of covert projects, i.e., interrelated tasks that have to be conducted by agents (human and/or computer) with the aim of going undetected. Various aspects of covert project models have been studied abundantly in the operations research and game theory domain, think of resource-limited interdiction actions that maximally delay completion times of a weapons project for instance. This presentation has investigated both cooperative and non-cooperative game theoretic covert project models and elucidated their relation to CKC modelling. To view a CKC as a covert project each step in the CKC is broken down into tasks and there are players of which each one is capable of executing a subset of the tasks. Additionally, task inter-dependencies are represented by a schedule. Using multi-glove cooperative games it is shown how a defender can optimize the allocation of his scarce resources (what, where and how to monitor) against an attacker scheduling a CKC. This study presents and compares several cooperative game theoretic solution concepts as metrics for assigning resources to the monitoring of agents.

Keywords: cyber defense, cyber kill chain, game theory, information warfare techniques

Procedia PDF Downloads 142
3085 The Effects of Cost-Sharing Contracts on the Costs and Operations of E-Commerce Supply Chains

Authors: Sahani Rathnasiri, Pritee Ray, Sardar M. N. Isalm, Carlos A. Vega-Mejia

Abstract:

This study develops a cooperative game theory-based cost-sharing contract model for a business to consumer (B2C) e-commerce supply chain to minimize the overall supply chain costs and the individual costs within an information asymmetry scenario. The objective of this study is to address the issues of strategic interactions among the key players of the e-commerce supply chain operation, which impedes the optimal operational outcomes. Game theory has been included in the field of supply chain management to resolve strategic decision-making issues; however, most of the studies are limited only to two-echelons of the supply chains. Multi-echelon supply chain optimizations based on game-theoretic models are less explored in the previous literature. This study adopts a cooperative game model to focus on the common payoff of operations and addresses the issues of information asymmetry and coordination of a three-echelon e-commerce supply chain. The cost-sharing contract model integrates operational features such as production, inventory management and distribution with the contract related constraints. The outcomes of the model highlight the importance of maintaining lower operational costs by all players to obtain benefits from the cost-sharing contract. Further, the cost-sharing contract ensures true cost revelation, and hence eliminates the information asymmetry issues among the players. Comparing the results of the contract model with the de-centralized e-commerce supply chain operation further emphasizes that the cost-sharing contract derives Pareto-improved outcomes and minimizes the costs of overall e-commerce supply chain operation.

Keywords: cooperative game theory, cost-sharing contract, e-commerce supply chain, information asymmetry

Procedia PDF Downloads 129
3084 Physical Physics: Enhancing the Learning Experience for Undergraduate Game Development Students

Authors: Y. Kavanagh, N. O'Hara, R. Palmer, P. Lowe, D. Rafferty

Abstract:

Physical Physics is a physics education methodology for games programfmes that integrates physical activity with movement tracking and modelling. It significantly enhances the learning experience and it is effective in illustrating how physics is core in games design and programming, while allowing students to be active participants and take ownership of the learning process. It has been successfully piloted with undergraduate students studying Games Development.

Keywords: activity, enhanced learning, game development, physics

Procedia PDF Downloads 289
3083 Energy Management System and Interactive Functions of Smart Plug for Smart Home

Authors: Win Thandar Soe, Innocent Mpawenimana, Mathieu Di Fazio, Cécile Belleudy, Aung Ze Ya

Abstract:

Intelligent electronic equipment and automation network is the brain of high-tech energy management systems in critical role of smart homes dominance. Smart home is a technology integration for greater comfort, autonomy, reduced cost, and energy saving as well. These services can be provided to home owners for managing their home appliances locally or remotely and consequently allow them to automate intelligently and responsibly their consumption by individual or collective control systems. In this study, three smart plugs are described and one of them tested on typical household appliances. This article proposes to collect the data from the wireless technology and to extract some smart data for energy management system. This smart data is to quantify for three kinds of load: intermittent load, phantom load and continuous load. Phantom load is a waste power that is one of unnoticed power of each appliance while connected or disconnected to the main. Intermittent load and continuous load take in to consideration the power and using time of home appliances. By analysing the classification of loads, this smart data will be provided to reduce the communication of wireless sensor network for energy management system.

Keywords: energy management, load profile, smart plug, wireless sensor network

Procedia PDF Downloads 273
3082 Optimizing Load Shedding Schedule Problem Based on Harmony Search

Authors: Almahd Alshereef, Ahmed Alkilany, Hammad Said, Azuraliza Abu Bakar

Abstract:

From time to time, electrical power grid is directed by the National Electricity Operator to conduct load shedding, which involves hours' power outages on the area of this study, Southern Electrical Grid of Libya (SEGL). Load shedding is conducted in order to alleviate pressure on the National Electricity Grid at times of peak demand. This approach has chosen a set of categories to study load-shedding problem considering the effect of the demand priorities on the operation of the power system during emergencies. Classification of category region for load shedding problem is solved by a new algorithm (the harmony algorithm) based on the "random generation list of category region", which is a possible solution with a proximity degree to the optimum. The obtained results prove additional enhancements compared to other heuristic approaches. The case studies are carried out on SEGL.

Keywords: optimization, harmony algorithm, load shedding, classification

Procedia PDF Downloads 399
3081 Developing an Edutainment Game for Children with ADHD Based on SAwD and VCIA Model

Authors: Bruno Gontijo Batista

Abstract:

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 192
3080 Deflection Behaviour of Retaining Wall with Pile for Pipeline on Slope of Soft Soil

Authors: Mutadi

Abstract:

Pipes laying on an unstable slope of soft soil are prone to movement. Pipelines that are buried in unstable slope areas will move due to lateral loads from soil movement, which can cause damage to the pipeline. A small-scale laboratory model of the reinforcement system of piles supported by retaining walls was conducted to investigate the effect of lateral load on the reinforcement. In this experiment, the lateral forces of 0.3 kN, 0.35 kN, and 0.4 kN and vertical force of 0.05 kN, 0.1 kN, and 0.15 kN were used. Lateral load from the electric jack is equipped with load cell and vertical load using the cement-steel box. To validate the experimental result, a finite element program named 2-D Plaxis was used. The experimental results showed that with an increase in lateral loading, the displacement of the reinforcement system increased. For a Vertical Load, 0.1 kN and versus a lateral load of 0.3 kN causes a horizontal displacement of 0.35 mm and an increase of 2.94% for loading of 0.35 kN and an increase of 8.82% for loading 0.4 kN. The pattern is the same in the finite element method analysis, where there was a 6.52% increase for 0.35 kN loading and an increase to 23.91 % for 0.4 kN loading. In the same Load, the Reinforcement System is reliable, as shown in Safety Factor on dry conditions were 3.3, 2.824 and 2.474, and on wet conditions were 2.98, 2.522 and 2.235.

Keywords: soft soil, deflection, wall, pipeline

Procedia PDF Downloads 163
3079 A Systematic Review of Literature: Gameful Experience in Higher Education and Training

Authors: Angelika Lau

Abstract:

One aspect totally underrepresented regarding the effectiveness of gamification in education is gameful experience. To examine the extent to which gameful experience has been considered empirically, a systematic review was conducted. By doing so, comprehensive state-of-the-art research of gameful experience in higher education and organizational training is provided. This way, the actual gameful efficiency of gamification applications is disclosed and summarized. The review indicates that gamification provides positive effects, however, emphasizing the need for further research in this regard.

Keywords: game experience, gameful experience, game-like experience, gamification

Procedia PDF Downloads 284
3078 Simulating the Interaction of Strategy Development and Project Delivery

Authors: Nipun Agarwal, David Paul, Fareed Un Din

Abstract:

Every organization develops a strategy that needs to be implemented and is undertaken through project delivery. In essence, project requirements should exactly replicate an organization’s strategy. In reality this does not happen, and behavioral factors deviate the project delivery from the strategic objectives. This occurs as project stakeholders can have competing objectives. Resultantly, requirements that are implemented through projects are less aligned to the strategy. This paper develops a game theoretic model to simulate why such deviations occur. That explains the difference between strategy development and implementation.

Keywords: strategy, simulation, project management, game theory

Procedia PDF Downloads 138
3077 Analysing the Variables That Affect Digital Game-Based L2 Vocabulary Learning

Authors: Jose Ramon Calvo-Ferrer

Abstract:

Video games have been extensively employed in educational contexts to teach contents and skills, upon the premise that they engage students and provide instant feedback, which makes them adequate tools in the field of education and training. Term frequency, along with metacognition and implicit corrective feedback, has often been identified as powerful variables in the learning of vocabulary in a foreign language. This study analyses the learning of L2 mobile operating system terminology by a group of students and uses the data collected by the video game The Conference Interpreter to identify the predictive strength of term frequency (times a term is shown), positive metacognition (times a right answer is provided), and negative metacognition (times a term is shown as wrong) regarding L2 vocabulary learning and perceived learning outcomes. The regression analysis shows that the factor ‘positive metacognition’ is a positive predictor of both dependent variables, whereas the other factors seem to have no statistical effect on any of them.

Keywords: digital game-based learning, feedback, metacognition, frequency, video games

Procedia PDF Downloads 157
3076 Performance of Bored Pile on Alluvial Deposit

Authors: K. Raja Rajan, D. Nagarajan

Abstract:

Bored cast in-situ pile is a popular choice amongst consultant and contractor due to the ability to adjust the pile length suitably in case if any variation found in the actual geological strata. Bangladesh geological strata are dominated by silt content. Design is normally based on field test such as Standard Penetration test N-values. Initially, pile capacity estimated through static formula with co-relation of N-value and angle of internal friction. Initial pile load test was conducted in order to validate the geotechnical parameters assumed in design. Initial pile load test was conducted on 1.5m diameter bored cast in-situ pile. Kentledge method is used to load the pile for 2.5 times of its working load. Initially, safe working load of pile has been estimated as 570T, so test load is fixed to 1425T. Max load applied is 777T for which the settlement reached around 155mm which is more than 10% of diameter of piles. Pile load test results was not satisfactory and compelled to increase the pile length approximately 20% of its total length. Due to unpredictable geotechnical parameters, length of each pile has been increased which is having a major impact on the project cost and as well as in project schedule. Extra bore holes have been planned along with lab test results in order to redefine the assumed geotechnical parameters. This article presents detailed design assumptions of geotechnical parameters in the design stage and the results of pile load test which made to redefine the assumed geotechnical properties.

Keywords: end bearing, pile load test, settlement, shaft friction

Procedia PDF Downloads 267
3075 Examining the Independent Effects of Early Exposure to Game Consoles and Parent-Child Activities on Psychosocial Development

Authors: Rosa S. Wong, Keith T. S. Tung, Frederick K. Ho, Winnie W. Y. Tso, King-wa Fu, Nirmala Rao, Patrick Ip

Abstract:

As technology advances, exposures in early childhood are no longer confined to stimulations in the surrounding physical environments. Children nowadays are also subject to influences from the digital world. In particular, early access to game consoles can cause risks to child development, especially when the game is not developmentally appropriate for young children. Overstimulation is possible and could impair brain development. On the other hand, recreational parent-child activities, including outdoor activities and visits to museums, require child interaction with parents, which is beneficial for developing adaptive emotion regulation and social skills. Given the differences between these two types of exposures, this study investigated and compared the independent effects of early exposure to a game console and early play-based parent-child activities on children’s long-term psychosocial outcomes. This study used data from a subset of children (n=304, 142 male and 162 female) in the longitudinal cohort study, which studied the long-term impact of family socioeconomic status on child development. In 2012/13, we recruited a group of children at Kindergarten 3 (K3) randomly from Hong Kong local kindergartens and collected data regarding their duration of exposure to game console and recreational parent-child activities at that time. In 2018/19, we re-surveyed the parents of these children who were matriculated as Form 1 (F1) students (ages ranging from 11 to 13 years) in secondary schools and asked the parents to rate their children’s psychosocial problems in F1. Linear regressions were conducted to examine the associations between early exposures and adolescent psychosocial problems with and without adjustment for child gender and K3 family socioeconomic status. On average, K3 children spent about 42 minutes on a game console every day and had 2-3 recreational activities with their parents every week. Univariate analyses showed that more time spent on game consoles at K3 was associated with more psychosocial difficulties in F1 particularly more externalizing problems. The effect of early exposure to game console on externalizing behavior remained significant (B=0.59, 95%CI: 0.15 to 1.03, p=0.009) after adjusting for recreational parent-child activities and child gender. For recreational parent-child activities at K3, its effect on overall psychosocial difficulties became insignificant after adjusting for early exposure to game consoles and child gender. However, it was found to have significant protective effect on externalizing problems (B=-0.65, 95%CI: -1.23 to -0.07, p=0.028) even after adjusting for the confounders. Early exposure to game consoles has negative impact on children’s psychosocial health, whereas play-based parent-child activities can foster positive psychosocial outcomes. More efforts should be directed to propagate the risks and benefits of these activities and urge the parents and caregivers to replace child-alone screen time with parent-child play time in daily routine.

Keywords: early childhood, electronic device, parenting, psychosocial wellbeing

Procedia PDF Downloads 167
3074 A Game of Information in Defense/Attack Strategies: Case of Poisson Attacks

Authors: Asma Ben Yaghlane, Mohamed Naceur Azaiez

Abstract:

In this paper, we briefly introduce the concept of Poisson attacks in the case of defense/attack strategies where attacks are assumed to be continuous. We suggest a game model in which the attacker will combine both criteria of a sufficient confidence level of a successful attack and a reasonably small size of the estimation error in order to launch an attack. Here, estimation error arises from assessing the system failure upon attack using aggregate data at the system level. The corresponding error is referred to as aggregation error. On the other hand, the defender will attempt to deter attack by making one or both criteria inapplicable. The defender will build his/her strategy by both strengthening the targeted system and increasing the size of error. We will formulate the defender problem based on appropriate optimization models. The attacker will opt for a Bayesian updating in assessing the impact on the improvement made by the defender. Then, the attacker will evaluate the feasibility of the attack before making the decision of whether or not to launch it. We will provide illustrations to better explain the process.

Keywords: attacker, defender, game theory, information

Procedia PDF Downloads 469
3073 Exploring Chess Game AI Features Application

Authors: Bashayer Almalki, Mayar Bajrai, Dana Mirah, Kholood Alghamdi, Hala Sanyour

Abstract:

This research aims to investigate the features of an AI chess app that are most preferred by users. A questionnaire was used as the methodology to gather responses from a varied group of participants. The questionnaire consisted of several questions related to the features of the AI chess app. The responses were analyzed using descriptive statistics and factor analysis. The findings indicate that the most preferred features of an AI chess app are the ability to play against the computer, the option to adjust the difficulty level, and the availability of tutorials and puzzles. The results of this research could be useful for developers of AI chess apps to enhance the user experience and satisfaction.

Keywords: chess, game, application, computics

Procedia PDF Downloads 72
3072 A Review of Kinematics and Joint Load Forces in Total Knee Replacements Influencing Surgical Outcomes

Authors: Samira K. Al-Nasser, Siamak Noroozi, Roya Haratian, Adrian Harvey

Abstract:

A total knee replacement (TKR) is a surgical procedure necessary when there is severe pain and/or loss of function in the knee. Surgeons balance the load in the knee and the surrounding soft tissue by feeling the tension at different ranges of motion. This method can be unreliable and lead to early failure of the joint. The ideal kinematics and load distribution have been debated significantly based on previous biomechanical studies surrounding both TKRs and normal knees. Intraoperative sensors like VERASENSE and eLibra have provided a method for the quantification of the load indicating a balanced knee. A review of the literature written about intraoperative sensors and tension/stability of the knee was done. Studies currently debate the quantification of the load in medial and lateral compartments specifically. However, most research reported that following a TKR the medial compartment was loaded more heavily than the lateral compartment. In several cases, these results were shown to increase the success of the surgery because they mimic the normal kinematics of the knee. In conclusion, most research agrees that an intercompartmental load differential of between 10 and 20 pounds, where the medial load was higher than the lateral, and an absolute load of less than 70 pounds was ideal. However, further intraoperative sensor development could help improve the accuracy and understanding of the load distribution on the surgical outcomes in a TKR. A reduction in early revision surgeries for TKRs would provide an improved quality of life for patients and reduce the economic burden placed on both the National Health Service (NHS) and the patient.

Keywords: intraoperative sensors, joint load forces, kinematics, load balancing, and total knee replacement

Procedia PDF Downloads 136
3071 Hot Forging Process Simulation of Outer Tie Rod to Reduce Forming Load

Authors: Kyo Jin An, Bukyo Seo, Young-Chul Park

Abstract:

The current trend in car market is increase of parts of automobile and weight in vehicle. It comes from improvement of vehicle performance. Outer tie rod is a part of component of steering system and it is lighter than the others. But, weight lightening is still required for improvement of car mileage. So, we have presented a model of aluminized outer tie rod, but the process of fabrication has to be checked to manufacture the product. Therefore, we have anticipated forming load, die stress and abrasion to use the program of forging interpretation in the part of hot forging process of outer tie rod in this study. Also, we have implemented the experiments design to use the table of orthogonal arrays to reduce the forming load.

Keywords: forming load, hot forging, orthogonal array, outer tie rod (OTR), multi–step forging

Procedia PDF Downloads 433
3070 Gamification Using Stochastic Processes: Engage Children to Have Healthy Habits

Authors: Andre M. Carvalho, Pedro Sebastiao

Abstract:

This article is based on a dissertation that intends to analyze and make a model, intelligently, algorithms based on stochastic processes of a gamification application applied to marketing. Gamification is used in our daily lives to engage us to perform certain actions in order to achieve goals and gain rewards. This strategy is an increasingly adopted way to encourage and retain customers through game elements. The application of gamification aims to encourage children between 6 and 10 years of age to have healthy habits and the purpose of serving as a model for use in marketing. This application was developed in unity; we implemented intelligent algorithms based on stochastic processes, web services to respond to all requests of the application, a back-office website to manage the application and the database. The behavioral analysis of the use of game elements and stochastic processes in children’s motivation was done. The application of algorithms based on stochastic processes in-game elements is very important to promote cooperation and to ensure fair and friendly competition between users which consequently stimulates the user’s interest and their involvement in the application and organization.

Keywords: engage, games, gamification, randomness, stochastic processes

Procedia PDF Downloads 331
3069 Integration of a Load Switch with DC/DC Buck Converter for Power Distribution in Low Cost Educational Nanosatellite

Authors: Bentoutou Houari, Boutte Aissa, Belaidi El Yazid, Limam Lakhdar

Abstract:

The integration of a load switch with a DC/DC buck converter using LM2596 for power distribution in low-cost educational nanosatellites is a technique that aims to efficiently manage the power distribution system in these small spacecraft. The converter is based on the LM2596 regulator and designed to step down the input voltage of +16.8V to +12V, +5V, and +3.3V output, which are suitable for the nanosatellite's various subsystems. The load switch is based on MOSFET and is used to turn on or off the power supply to a particular load and protect the nanosatellite from power surges. A prototype of a +12V DC/DC buck converter with a high side load switch has been realized and tested, which meets our requirements and shows a good efficiency of 89%. In addition, the prototype features a capacitor between the source and gate of the MOSFET, which has effectively reduced the inrush current, demonstrating the effectiveness of this approach in reducing surges of current when the load is connected. The output current and voltage were measured at 0.7A and 11.89V, respectively, making this design suitable for use in low-cost educational nanosatellites.

Keywords: DC/DC buck converter, load switch, LM2596, electrical power subsystems, nanosatellite, inrush current

Procedia PDF Downloads 101
3068 Communities’ Attitudes and Perceptions of Protected Areas in South Africa: Insights from the Somkhanda Game Reserve

Authors: Sakhile Nsukwini, Urmilla Bob

Abstract:

Meaningful community participation is essential to the long-term success of protected areas. Hence, it is important to understand what drives neighbouring communities’ attitudes and perceptions towards protected areas. This study sought to determine local community attitudes towards conservation and protected areas, as well as their perceptions of benefits and participation at Somkhanda Game Reserve. Semi-structured interviews were held with experienced park officials, while a structured household survey and focus group discussions were conducted across two surrounding villages. The results highlighted a number of interesting findings, including support for biodiversity conservation and protected areas balanced by considerable negativity towards the Somkhanda Game Reserve itself. It was also determined that despite stated co-management policies, community residents perceived there was little meaningful participation, and benefits were poorly communicated and unfairly distributed. Practical suggestions were made for cooperatively developing more effective participation with the communities, despite limited available resources.

Keywords: communities, protected areas, perceptions, co-management, land restitution

Procedia PDF Downloads 115
3067 A Study on the Influence of Planet Pin Parallelism Error to Load Sharing Factor

Authors: Kyung Min Kang, Peng Mou, Dong Xiang, Yong Yang, Gang Shen

Abstract:

In this paper, planet pin parallelism error, which is one of manufacturing error of planet carrier, is employed as a main variable to influence planet load sharing factor. This error is categorize two group: (i) pin parallelism error with rotation on the axis perpendicular to the tangent of base circle of gear(x axis rotation in this paper) (ii) pin parallelism error with rotation on the tangent axis of base circle of gear(y axis rotation in this paper). For this study, the planetary gear system in 1.5MW wind turbine is applied and pure torsional rigid body model of this planetary gear is built using Solidworks and MSC.ADAMS. Based on quantified parallelism error and simulation model, dynamics simulation of planetary gear is carried out to obtain dynamic mesh load results with each type of error and load sharing factor is calculated with mesh load results. Load sharing factor formula and the suggestion for planetary reliability design is proposed with the conclusion of this study.

Keywords: planetary gears, planet load sharing, MSC. ADAMS, parallelism error

Procedia PDF Downloads 400
3066 Effect of Modification and Expansion on Emergence of Cooperation in Demographic Multi-Level Donor-Recipient Game

Authors: Tsuneyuki Namekata, Yoko Namekata

Abstract:

It is known that the mean investment evolves from a very low initial value to some high level in the Continuous Prisoner's Dilemma. We examine how the cooperation level evolves from a low initial level to a high level in our Demographic Multi-level Donor-Recipient situation. In the Multi-level Donor-Recipient game, one player is selected as a Donor and the other as a Recipient randomly. The Donor has multiple cooperative moves and one defective move. A cooperative move means the Donor pays some cost for the Recipient to receive some benefit. The more cooperative move the Donor takes, the higher cost the Donor pays and the higher benefit the Recipient receives. The defective move has no effect on them. Two consecutive Multi-level Donor-Recipient games, one as a Donor and the other as a Recipient, can be viewed as a discrete version of the Continuous Prisoner's Dilemma. In the Demographic Multi-level Donor-Recipient game, players are initially distributed spatially. In each period, players play multiple Multi-level Donor-Recipient games against other players. He leaves offspring if possible and dies because of negative accumulated payoff of him or his lifespan. Cooperative moves are necessary for the survival of the whole population. There is only a low level of cooperative move besides the defective move initially available in strategies of players. A player may modify and expand his strategy by his recent experiences or practices. We distinguish several types of a player about modification and expansion. We show, by Agent-Based Simulation, that introducing only the modification increases the emergence rate of cooperation and introducing both the modification and the expansion further increases it and a high level of cooperation does emerge in our Demographic Multi-level Donor-Recipient Game.

Keywords: agent-based simulation, donor-recipient game, emergence of cooperation, spatial structure, TFT, TF2T

Procedia PDF Downloads 375
3065 Lies of Police Interrogators in the Ultimatum Game

Authors: Eitan Elaad

Abstract:

The present study's purpose was to examine lyingand pretend fairness by police interrogators in sharing situations. Forty police officers and 40 laypeople from the community, all males, self-assessed their lie-telling ability, rated the frequency of their lies, evaluated the acceptability of lying, and indicated using rational and intuitive thinking while lying. Next, according to the ultimatum game procedure, participants were asked to share 100 points with a virtual target, either a male police interrogator or a male layman. Participantsallocated points to the target person bearing in mind that the other person must accept their offer. Participants' goal was to retain as many points as possible, and to this end, they could tell the target person that fewer than 100 points were available for distribution. The difference between the available 100 points and the sum of points designated for sharing defines lying. The ratio of offered and designated points defines pretend fairness. Results indicate that those police officers lied more than laypeople. Similar results emergedeven when the target person was a police interrogator. However, police interrogators presented higher pretend fairness than laypeople. The higher pretend fairness may be in line with interrogation tactics of persuasion used in the criminal interrogation. Higher-lying frequency reported by police interrogators compared with laypeople support the present results. Finally, lie acceptability predicted lying in the ultimatum game. Specifically, participants who rated lying as more acceptable tended to lie more than low acceptability raters.

Keywords: lying, police interrogators, lie acceptability, ultimatum game, pretend fairness

Procedia PDF Downloads 154
3064 On the Optimization of a Decentralized Photovoltaic System

Authors: Zaouche Khelil, Talha Abdelaziz, Berkouk El Madjid

Abstract:

In this paper, we present a grid-tied photovoltaic system. The studied topology is structured around a seven-level inverter, supplying a non-linear load. A three-stage step-up DC/DC converter ensures DC-link balancing. The presented system allows the extraction of all the available photovoltaic power. This extracted energy feeds the local load; the surplus energy is injected into the electrical network. During poor weather conditions, where the photovoltaic panels cannot meet the energy needs of the load, the missing power is supplied by the electrical network. At the common connexion point, the network current shows excellent spectral performances.

Keywords: seven-level inverter, multi-level DC/DC converter, photovoltaic, non-linear load

Procedia PDF Downloads 194
3063 Weight Regulation Mechanism on Bridges

Authors: S. Siddharth, Saravana Kumar

Abstract:

All Metros across the world tend to have a large number of bridges and there have been concerns about the safety of these bridges. As the traffic in most cities in India is heterogeneous, Trucks and Heavy vehicles traverse on our roads on an everyday basis this will lead to structural damage on the long run. All bridges are designed with a maximum Load limit and this limit is seldom checked. We have hence come up with an idea to check the load of all the vehicles entering the bridge and block the bridge with barricades if the vehicle surpasses the maximum load , this is done to catch hold of the perpetrators. By doing this we can avoid further structural damage and also provide an effective way to enforce the law. If our solution is put in place structural damage and accidents would be reduced to a great deal and it would also make the law enforcement job easier.

Keywords: heterogeneous, structural, load, law, heavy, vehicles

Procedia PDF Downloads 453
3062 Design of Structure for a Heavy-Duty Mineral Tow Machine by Evaluating the Dynamic and Static Loads

Authors: M. Akhondizadeh, Mohsen Khajoei, Mojtaba Khajoei

Abstract:

The purpose of the present work was the design of a towing machine which was decided to be manufactured by Arman Gohar-e-Sirjan company in the Gol-e-Gohar iron ore complex in Iran. The load analysis has been conducted to determine the static and dynamic loads at the critical conditions. The inertial forces due to the velocity increment and road bump have been considered in load evaluation. The form of loading of the present machine is hauling and/or conveying the mineral machines on the mini ramp. Several stages of these forms of loading, from the initial touch of the tow and carried machine to the final position, have been assessed to determine the critical state. The stress analysis has been performed by the ANSYS software. Several geometries for the main load-carrying elements have been analyzed to have the optimum design by the minimum weight of the structure. Finally, a structure with a total weight of 38 tons has been designed with a static load-carrying capacity of 80 tons by considering the 40 tons additional capacity for dynamic effects. The stress analysis for 120 tons load gives the minimum safety factor of 1.18.

Keywords: mechanical design, stress analysis, tow structure, dynamic load, static load

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3061 Gas Network Noncooperative Game

Authors: Teresa Azevedo PerdicoúLis, Paulo Lopes Dos Santos

Abstract:

The conceptualisation of the problem of network optimisation as a noncooperative game sets up a holistic interactive approach that brings together different network features (e.g., com-pressor stations, sources, and pipelines, in the gas context) where the optimisation objectives are different, and a single optimisation procedure becomes possible without having to feed results from diverse software packages into each other. A mathematical model of this type, where independent entities take action, offers the ideal modularity and subsequent problem decomposition in view to design a decentralised algorithm to optimise the operation and management of the network. In a game framework, compressor stations and sources are under-stood as players which communicate through network connectivity constraints–the pipeline model. That is, in a scheme similar to tatonnementˆ, the players appoint their best settings and then interact to check for network feasibility. The devolved degree of network unfeasibility informs the players about the ’quality’ of their settings, and this two-phase iterative scheme is repeated until a global optimum is obtained. Due to network transients, its optimisation needs to be assessed at different points of the control interval. For this reason, the proposed approach to optimisation has two stages: (i) the first stage computes along the period of optimisation in order to fulfil the requirement just mentioned; (ii) the second stage is initialised with the solution found by the problem computed at the first stage, and computes in the end of the period of optimisation to rectify the solution found at the first stage. The liability of the proposed scheme is proven correct on an abstract prototype and three example networks.

Keywords: connectivity matrix, gas network optimisation, large-scale, noncooperative game, system decomposition

Procedia PDF Downloads 153
3060 Development of a Testing Rig for a Cold Formed-Hot Rolled Steel Hybrid Wall Panel System

Authors: Mina Mortazavi, Hamid Ronagh, Pezhman Sharafi

Abstract:

The new concept of a cold formed-hot rolled hybrid steel wall panel system is introduced to overcome the deficiency in lateral load resisting capacity of cold-formed steel structures. The hybrid system is composed of a cold-formed steel part laterally connected to hot rolled part. The hot rolled steel part is responsible for carrying the whole lateral load; while the cold formed steel part is only required to transfer the lateral load to the hot rolled part without any local failure. The vertical load is beared by both hot rolled, and cold formed steel part, proportionally. In order to investigate the lateral performance of the proposed system, it should be tested under simultaneous lateral and vertical load. The main concern is to deliver the loads to each part during the test to simulate the real load distribution in the structure. In this paper, a detailed description of the proposed wall panel system and the designed testing rig is provided.

Keywords: cold-formed steel, hybrid system, wall panel system, testing rig design

Procedia PDF Downloads 423
3059 Exploring the Impact of Additive Manufacturing on Supply Chains: A Game-Theoretic Analysis of Manufacturer-Retailer Dynamics

Authors: Mohammad Ebrahim Arbabian

Abstract:

This paper investigates the impact of 3D printing, also known as additive manufacturing, on a multi-item supply chain comprising a manufacturer and retailer. Operating under a wholesale-price contract and catering to stochastic customer demand, this study delves into the largely unexplored realm of how 3D printing technology reshapes supply chain dynamics. A distinguishing aspect of 3D printing is its versatility in producing various product types, yet its slower production pace compared to traditional methods poses a challenge. We analyze the trade-off between 3D printing's limited capacity and its enhancement of production flexibility. By delineating the economic circumstances favoring 3D printing adoption by the manufacturer, we establish the Stackelberg equilibrium in the retailer-manufacturer game. Additionally, we determine optimal order quantities for the retailer considering 3D printing as an option for the manufacturer, ascertain optimal wholesale prices in the presence of 3D printing, and compute optimal profits for both parties involved in the supply chain.

Keywords: additive manufacturing, supply chain management, contract theory, Stackelberg game, optimization

Procedia PDF Downloads 63