Search results for: Royale Hardenstine
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 2

Search results for: Royale Hardenstine

2 Observations on the Eastern Red Sea Elasmobranchs: Data on Their Distribution and Ecology

Authors: Frappi Sofia, Nicolas Pilcher, Sander DenHaring, Royale Hardenstine, Luis Silva, Collin Williams, Mattie Rodrigue, Vincent Pieriborne, Mohammed Qurban, Carlos M. Duarte

Abstract:

Nowadays, elasmobranch populations are disappearing at a dangerous rate, mainly due to overexploitation, extensive fisheries, as well as climate change. The decline of these species can trigger a cascade effect, which may eventually lead to detrimental impacts on local ecosystems. The Elasmobranch in the Red Sea is facing one of the highest risks of extinction, mainly due to unregulated fisheries activities. Thus, it is of paramount importance to assess their current distribution and unveil their environmental preferences in order to improve conservation measures. Important data have been collected throughout the whole red Sea during the Red Sea Decade Expedition (RSDE) to achieve this goal. Elasmobranch sightings were gathered through the use of submarines, remotely operated underwater vehicles (ROV), scuba diving operations, and helicopter surveys. Over a period of 5 months, we collected 891 sightings, 52 with submarines, 138 with the ROV, 67 with the scuba diving teams, and 634 from helicopters. In total, we observed 657 and 234 individuals from the superorder Batoidea and Selachimorpha, respectively. The most common shark encountered was Iago omanensis, a deep-water shark of the order Carcharhiniformes. To each sighting, data on temperature, salinity density, and dissolved oxygen were integrated to reveal favorable conditions for each species. Additionally, an extensive literature review on elasmobranch research in the Eastern Red Sea has been carried out in order to obtain more data on local populations and to be able to highlight patterns of their distribution.

Keywords: distribution, elasmobranchs, habitat, rays, red sea, sharks

Procedia PDF Downloads 51
1 A Study on How to Influence Players Interactive Behavior of Victory or Defeat in Party Games

Authors: Shih-Chieh Liao, Cheng-Yan Shuai

Abstract:

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

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

Procedia PDF Downloads 134