Search results for: Sabi Sand Game Reserve
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1579

Search results for: Sabi Sand Game Reserve

1549 Unveiling Game Designers’ Designing Practices: Five-Essential-Steps Model

Authors: Mifrah Ahmad

Abstract:

Game designing processes vary with the intentions of the game. Digital games have versatile starting and finishing processes and these have been reported throughout the literature over decades. However, the need to understand how game designers’ practice in designing games is approached in the industry and how do they approach designing games is yet to be informed and whether they consider existing models or frameworks in their practice to assist their designing process of games. Therefore, this paper discusses 17 game designers’ participants' perspectives on how they approach designing games and how their experience of designing various games influences their practice. This research is conducted in an Australian context, through a phenomenology approach, where semi-structured interviews were designed and grounded by theory of experience by John Dewey. The audio data collected was analyzed using NVivo and interpreted using the interpretivism paradigm to contextualize the essence of game designers’ experiences in their practice and unfold their designing, developing, and iterative methodologies. As a result, a generic game-designing model is proposed that illuminates a sequence of steps that enables game designers’ initiatives toward a successful game design process. A ‘Five-Essential-Steps’ model (5ESM) for designing digital games may potentially assist early career game designers, gaming researchers as well as academics pursuing the designing process of games, educational games, or serious games.

Keywords: game designers practice, experiential design, designing models, game design approaches, designing process, software design, top-down model

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1548 Experimental Evaluation of Compressive Strength of Concrete with Several Local Sand Exposed to Freeze-Thaw Cycles

Authors: Mlk. Khouadjia, B. Mezghiche

Abstract:

The environment protection has led to a growing interest in the use of crushed sand, which is not correctly exploited due to the high rate of fine particles that it contains and which affect concrete properties. This study will examine the variation of the compressive strength of concrete with several local areas of sand exposed to freeze-thaw cycles and chemical solutions. The experiments have been realized on crushed, river, and dune sands. We use software (MATLAB) to find the coefficient of particle shape. Finally, we have found a relationship between the reference concrete without modification and concrete modified with river and dune sands to predict the variations of resistance after curing in different environments. The results showed that the behavior of concrete is different according to the types of sand and the environment of exposition.

Keywords: crushed sand, compressive strength, freeze-thaw, MATLAB, dune sand, river sand

Procedia PDF Downloads 95
1547 Detection of Leishmania Mixed Infection from Phlebotomus papatasi in Central Iran

Authors: Nassibeh Hosseini-Vasoukolaei, Amir Ahmad Akhavan, Mahmood Jeddi-Tehrani, Ali Khamesipour, Mohammad Reza Yaghoobi Ershadi, Kamhawi Shaden, Valenzuela Jesus, Hossein Mirhendi, Mohammad Hossein Arandian

Abstract:

Zoonotic cutaneous leishmaniasis (ZCL) is an endemic disease in many rural areas of Iran. Sand flies were collected from rural areas of Esfahan province and were identified using valid identification keys. DNA was extracted from sand flies and Nested PCRs were done using specific primers. In this study, 44 out of 152 (28.9 %) sand flies were infected with L. majoralone. Eight sand flies showed mixed infection: four sand flies (2.6 %) were infected with L. major, L. turanicaand L. gerbili, one sand fly (0.7 %) was infected with L. major and L. turanica and three sand flies (2 %) were infected with L. turanicaand L. gerbili. Our results demonstrate the natural infection of P. papatasi sand fly with three species of L. major, L. turanica and L. gerbili which are circulating among R. opimusreservoir host and P. papatasi sand fly vector in central Iran.

Keywords: Phlebotomus papatasi, Leishmania major, Leishmania turanica, Leishmania gerbili, mixed infection, Iran

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1546 A Self-Coexistence Strategy for Spectrum Allocation Using Selfish and Unselfish Game Models in Cognitive Radio Networks

Authors: Noel Jeygar Robert, V. K.Vidya

Abstract:

Cognitive radio is a software-defined radio technology that allows cognitive users to operate on the vacant bands of spectrum allocated to licensed users. Cognitive radio plays a vital role in the efficient utilization of wireless radio spectrum available between cognitive users and licensed users without making any interference to licensed users. The spectrum allocation followed by spectrum sharing is done in a fashion where a cognitive user has to wait until spectrum holes are identified and allocated when the licensed user moves out of his own allocated spectrum. In this paper, we propose a self –coexistence strategy using bargaining and Cournot game model for achieving spectrum allocation in cognitive radio networks. The game-theoretic model analyses the behaviour of cognitive users in both cooperative and non-cooperative scenarios and provides an equilibrium level of spectrum allocation. Game-theoretic models such as bargaining game model and Cournot game model produce a balanced distribution of spectrum resources and energy consumption. Simulation results show that both game theories achieve better performance compared to other popular techniques

Keywords: cognitive radio, game theory, bargaining game, Cournot game

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1545 Comparison Study between Deep Mixed Columns and Encased Sand Column for Soft Clay Soil in Egypt

Authors: Walid El Kamash

Abstract:

Sand columns (or granular piles) can be employed as soil strengthening for flexible constructions such as road embankments, oil storage tanks in addition to multistory structures. The challenge of embedding the sand columns in soft soil is that the surrounding soft soil cannot avail the enough confinement stress in order to keep the form of the sand column. Therefore, the sand columns which were installed in such soil will lose their ability to perform needed load-bearing capacity. The encasement, besides increasing the strength and stiffness of the sand column, prevents the lateral squeezing of sands when the column is installed even in extremely soft soils, thus enabling quicker and more economical installation. This paper investigates the improvement in load capacity of the sand column by encasement through a comprehensive parametric study using the 3-D finite difference analysis for the soft clay of soil in Egypt. Moreover, the study was extended to include a comparison study between encased sand column and Deep Mixed columns (DM). The study showed that confining the sand by geosynthetic resulted in an increment of shear strength. That result paid the attention to use encased sand stone rather than deep mixed columns due to relative high permeability of the first material.

Keywords: encased sand column, Deep mixed column, numerical analysis, improving soft soil

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1544 An Augmented-Reality Interactive Card Game for Teaching Elementary School Students

Authors: YuLung Wu, YuTien Wu, ShuMey Yu

Abstract:

Game-based learning can enhance the learning motivation of students and provide a means for them to learn through playing games. This study used augmented reality technology to develop an interactive card game as a game-based teaching aid for delivering elementary school science course content with the aim of enhancing student learning processes and outcomes. Through playing the proposed card game, students can familiarize themselves with appearance, features, and foraging behaviors of insects. The system records the actions of students, enabling teachers to determine their students’ learning progress. In this study, 37 students participated in an assessment experiment and provided feedback through questionnaires. Their responses indicated that they were significantly more motivated to learn after playing the game, and their feedback was mostly positive.

Keywords: game-based learning, learning motivation, teaching aid, augmented reality

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1543 Associations between Game Users and Life Satisfaction: The Role of Self-Esteem, Self- Efficacy and Social Capital

Authors: Hye Rim Lee, Eui Jun Jeong, Ji Hye Yoo

Abstract:

This study makes an integrated investigation on how life satisfaction is associated with the Korean game users' psychological variables (self-esteem, game and life self- efficacy), social variables (bonding and bridging social capital), and demographic variables (age, gender). The data used for the empirical analysis came from a representative sample survey conducted in South Korea. Results show that self-esteem and game efficacy were an important antecedent to the degree of users’ life satisfaction. Both bonding social capital and bridging social capital enhance the level of the users’ life satisfaction. The importance of perspectives as well as their implications for the game users and further associated research, are explored.

Keywords: life satisfaction, self-esteem, game efficacy, life-efficacy, social capital

Procedia PDF Downloads 559
1542 Analysis of Preferences in Decision Making in a Bilateral Negotiation Context: An Experimental Approach from Game Theory

Authors: Laura V. Gonzalez, Juan B. Duarte, Luis A. Palacio

Abstract:

Decision making can be conditioned by factors such as the environments, circumstances, behavioral biases, emotions, beliefs and preferences of the participants. The objective of this paper is to analyze the effect ‘amount of information’ and ‘number of options’, on the behavior of competitors under a bilateral negotiation context. For the above, it has been designed an experiment as a classroom game where they negotiate goods, under the condition that none of the players knows exactly the real value of the asset. The game is designed under the concept of zero-sum (non-cooperative game) and focuses on the fact that agents must anticipate the strategies of their opponent to improve their chances of winning in the negotiation. The empirical results show that, contrary to the traditional view of expected utility theory, players prefer to obtain low profits and losses, when faced with a higher expectation of losses, using sub-optimal strategies not in accordance with game theory.

Keywords: bilateral negotiation, classroom game, decision making, game theory

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1541 Structural Analysis on the Composition of Video Game Virtual Spaces

Authors: Qin Luofeng, Shen Siqi

Abstract:

For the 58 years since the first video game came into being, the video game industry is getting through an explosive evolution from then on. Video games exert great influence on society and become a reflection of public life to some extent. Video game virtual spaces are where activities are taking place like real spaces. And that’s the reason why some architects pay attention to video games. However, compared to the researches on the appearance of games, we observe a lack of theoretical comprehensive on the construction of video game virtual spaces. The research method of this paper is to collect literature and conduct theoretical research about the virtual space in video games firstly. And then analogizing the opinions on the space phenomena from the theory of literature and films. Finally, this paper proposes a three-layer framework for the construction of video game virtual spaces: “algorithmic space-narrative space players space”, which correspond to the exterior, expressive, affective parts of the game space. Also, we illustrate each sub-space according to numerous instances of published video games. Hoping this writing could promote the interactive development of video games and architecture.

Keywords: video game, virtual space, narrativity, social space, emotional connection

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1540 How Do You Blow Off Steam? : The Impact of Therapeutic Catharsis Seeking, Self-Construal, and Social Capital in Gaming Context

Authors: Hye Rim Lee, Eui Jun Jeong, Ju Woo Kim

Abstract:

This study will examine how the therapeutic factors (therapeutic catharsis-seeking and game-efficacy of the game player) and self-construal factors (independent and interdependent self-construal of the game player) as well as social capital factors (bonding and bridging social capital of the game player) affect trait aggression in the game. Results show that both therapeutic catharsis-seeking and game self-efficacy are particularly important to the players since they cause the game players’ aggressive tendencies to be greatly diminished. Independent self-construal reduces the level of the players’ aggression. Interestingly enough, the bonding social capital enhances the level of the players’ aggression, while individuals with bridging social capital did not show any significant effects. The results and implications will be discussed herein.

Keywords: aggression catharsis, game self-efficacy, self-construal, social capital, therapeutic catharsis seeking

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1539 The Need for a More Robust Legal Framework to Curb the Rise in Violence against Game Officials

Authors: A. Roomy

Abstract:

The dramatic rise in violence against game officials has affected all levels of sports including recreational, amateur, and professional sports. One way to combat this rise in violence is through the creation of laws specifically aimed at preventing and punishing this kind of violence. This paper will use related legal cases as a starting point to explore possible ways of better protecting the safety of game officials. It will do this by looking at relevant cases, related legal issues, and two specific ways of reducing violence against game officials. In closing, it will be argued that there needs to be a more robust legal approach with emphasis on criminal and civil penalties for assault and battery, and a more comprehensive social approach with emphasis on raising social awareness on the need to protect game officials from violence.

Keywords: game officials, legal issues, safety, violence

Procedia PDF Downloads 348
1538 Applying Serious Game Design Frameworks to Existing Games for Integration of Custom Learning Objectives

Authors: Jonathan D. Moore, Mark G. Reith, David S. Long

Abstract:

Serious games (SGs) have been shown to be an effective teaching tool in many contexts. Because of the success of SGs, several design frameworks have been created to expedite the process of making original serious games to teach specific learning objectives (LOs). Even with these frameworks, the time required to create a custom SG from conception to implementation can range from months to years. Furthermore, it is even more difficult to design a game framework that allows an instructor to create customized game variants supporting multiple LOs within the same field. This paper proposes a refactoring methodology to apply the theoretical principles from well-established design frameworks to a pre-existing serious game. The expected result is a generalized game that can be quickly customized to teach LOs not originally targeted by the game. This methodology begins by describing the general components in a game, then uses a combination of two SG design frameworks to extract the teaching elements present in the game. The identified teaching elements are then used as the theoretical basis to determine the range of LOs that can be taught by the game. This paper evaluates the proposed methodology by presenting a case study of refactoring the serious game Battlespace Next (BSN) to teach joint military capabilities. The range of LOs that can be taught by the generalized BSN are identified, and examples of creating custom LOs are given. Survey results from users of the generalized game are also provided. Lastly, the expected impact of this work is discussed and a road map for future work and evaluation is presented.

Keywords: serious games, learning objectives, game design, learning theory, game framework

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1537 The Structure and Composition of Plant Communities in Ajluon Forest Reserve in Jordan

Authors: Maher J. Tadros, Yaseen Ananbeh

Abstract:

The study area is located in Ajluon Forest Reserve northern part of Jordan. It consists of Mediterranean hills dominated by open woodlands of oak and pistachio. The aims of the study were to investigate the positive and negative relationships between the locals and the protected area and how it can affect the long-term forest conservation. The main research objectives are to review the impact of establishing Ajloun Forest Reserve on nature conservation and on the livelihood level of local communities around the reserve. The Ajloun forest reserve plays a fundamental role in Ajloun area development. The existence of initiatives of nature conservation in the area supports various socio-economic activities around the reserve that contribute towards the development of local communities in Ajloun area. A part of this research was to conduct a survey to study the impact of Ajloun forest reserve on biodiversity composition. Also, studying the biodiversity content especially for vegetation to determine the economic impacts of Ajloun forest reserve on its surroundings was studied. In this study, several methods were used to fill the objectives including point-centered quarter method which involves selecting randomly 50 plots at the study site. The collected data from the field showed that the absolute density was (1031.24 plant per hectare). Density was recorded and found to be the highest for Quecus coccifera, and relative density of (73.7%), this was followed by Arbutus andrachne and relative density (7.1%), Pistacia palaestina and relative density (10.5%) and Crataegus azarulus (82.5 p/ha) and relative density (5.1%),

Keywords: composition, density, frequency, importance value, point-centered quarter, structure, tree cover

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1536 Reclamation of Molding Sand: A Chemical Approach to Recycle Waste Foundry Sand

Authors: Mohd Moiz Khan, S. M. Mahajani, G. N. Jadhav

Abstract:

Waste foundry sand (total clay content 15%) contains toxic heavy metals and particulate matter which make dumping of waste sand an environmental and health hazard. Disposal of waste foundry sand (WFS) remains one of the substantial challenges faced by Indian foundries nowadays. To cope up with this issue, the chemical method was used to reclaim WFS. A stirrer tank reactor was used for chemical reclamation. Experiments were performed to reduce the total clay content from 15% to as low as 0.9% in chemical reclamation. This method, although found to be effective for WFS reclamation, it may face a challenge due to the possibly high operating cost. Reclaimed sand was found to be satisfactory in terms of sand qualities such as total clay (0.9%), active clay (0.3%), acid demand value (ADV) (2.6%), loss on igniting (LOI) (3 %), grain fineness number (GFN) (56), and compressive strength (60 kPa). The experimental data generated on chemical reactor under different conditions is further used to optimize the design and operating parameters (rotation speed, sand to acidic solution ratio, acid concentration, temperature and time) for the best performance. The use of reclaimed sand within the foundry would improve the economics and efficiency of the process and reduce environmental concerns.

Keywords: chemical reclamation, clay content, environmental concerns, recycle, waste foundry sand

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1535 Gamification to Enhance Learning Using Gagne's Learning Model

Authors: M. L. McLain, R. Sreelakshmi, Abhishek, Rajeshwaran, Bhavani Rao, Kamal Bijlani, R. Jayakrishnan

Abstract:

Technology enhanced learning has brought drastic changes in the field of education in the modern world. In this study we explore a novel way to improve how high school students learn by building a serious game that uses a pedagogical model developed by Robert Gagne. By integrating serious game with principles of Gagne’s learning model can provide engaging and meaningful instructions to students. The game developed in this study is a waste sorting game that can easily and succinctly demonstrate the principles of this learning model. All the tasks in the game that the player has to accomplish correspond to Gagne’s “Nine Events of Learning”. A quiz is incorporated in order to get data on the progress made by the player in understanding the concept and as well as to assess them. Additionally, an experimental study was conducted which demonstrates that game based learning using Gagne’s event is more effective than a traditional classroom setup.

Keywords: game based learning, sorting and recycling of waste, Gagne’s learning model, e-Learning, technology enhanced learning

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1534 Game Space Program: Therapy for Children with Autism Spectrum Disorder

Authors: Khodijah Salimah

Abstract:

Game Space Program is the program design and development game for therapy the autistic child who had problems with sensory processing and integration. This program is the basic for game space to expand treatment therapy in many areas to help autistic's ability to think through visual perception. This problem can be treated with sensory experience and integration with visual experience to learn how to think and how to learn with visual perception. This perception can be accommodated through an understanding of visual thinking received from sensory exist in game space as virtual healthcare facilities are adjusted based on the sensory needs of children with autism. This paper aims to analyze the potential of virtual visual thinking for treatment autism with the game space program.

Keywords: autism, game space program, sensory, virtual healthcare facilities, visual perception

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1533 An Owen Value for Cooperative Games with Pairwise a Priori Incompatibilities

Authors: Jose M. Gallardo, Nieves Jimenez, Andres Jimenez-Losada, Esperanza Lebron

Abstract:

A game with a priori incompatibilities is a triple (N,v,g) where (N,v) is a cooperative game, and (N,g) is a graph which establishes initial incompatibilities between some players. In these games, the negotiation has two stages. In the first stage, players can only negotiate with others with whom they are compatible. In the second stage, the grand coalition will be formed. We introduce a value for these games. Given a game with a priori incompatibility (N,v,g), we consider the family of coalitions without incompatibility relations among their players. This family is a normal set system or coalition configuration Ig. Therefore, we can assign to each game with a priori incompatibilities (N,v,g) a game with coalition configuration (N,v, Ig). Now, in order to obtain a payoff vector for (N,v,g), it suffices to calculate a payoff vector for (N,v, Ig). To this end, we apply a value for games with coalition configuration. In our case, we will use the dual configuration value, which has been studied in the literature. With this method, we obtain a value for games with a priori incompatibilities, which is called the Owen value for a priori incompatibilities. We provide a characterization of this value.

Keywords: cooperative game, game with coalition configuration, graph, independent set, Owen value, Shapley value

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1532 A Comprehensive Study on Quality Assurance in Game Development

Authors: Maria Komal, Zaineb Khalil, Mehreen Sirshar

Abstract:

Due to the recent technological advancements, Games have become one of the most demanding applications. Gaming industry is rapidly growing and the key to success in this industry is the development of good quality games, which is a highly competitive issue. The ultimate goal of game developers is to provide player’s satisfaction by developing high-quality games. This research is the comprehensive survey of techniques followed by game industries to ensure games quality. After analysis of various techniques, it has been found that quality simulation according to ISO standards and play test methods are used to ensure games quality. Because game development requires cross-disciplined team, an increasing trend towards distributed game development has been observed. This paper evaluates the strengths and weaknesses of current methodologies used in game industry and draws a conclusion. We have also proposed quality parameters which can be used as a heuristic framework to identify those attributes which have high testing priorities.

Keywords: game development, computer games, video games, gaming industry, quality assurance, playability, user experience

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1531 Characterization of Petrophysical Properties of Reservoirs in Bima Formation, Northeastern Nigeria: Implication for Hydrocarbon Exploration

Authors: Gabriel Efomeh Omolaiye, Jimoh Ajadi, Olatunji Seminu, Yusuf Ayoola Jimoh, Ubulom Daniel

Abstract:

Identification and characterization of petrophysical properties of reservoirs in the Bima Formation were undertaken to understand their spatial distribution and impacts on hydrocarbon saturation in the highly heterolithic siliciclastic sequence. The study was carried out using nine well logs from Maiduguri and Baga/Lake sub-basins within the Borno Basin. The different log curves were combined to decipher the lithological heterogeneity of the serrated sand facies and to aid the geologic correlation of sand bodies within the sub-basins. Evaluation of the formation reveals largely undifferentiated to highly serrated and lenticular sand bodies from which twelve reservoirs named Bima Sand-1 to Bima Sand-12 were identified. The reservoir sand bodies are bifurcated by shale beds, which reduced their thicknesses variably from 0.61 to 6.1 m. The shale content in the sand bodies ranged from 11.00% (relatively clean) to high shale content of 88.00%. The formation also has variable porosity values, with calculated total porosity ranged as low as 10.00% to as high as 35.00%. Similarly, effective porosity values spanned between 2.00 to 24.00%. The irregular porosity values also accounted for a wide range of field average permeability estimates computed for the formation, which measured between 0.03 to 319.49 mD. Hydrocarbon saturation (Sh) in the thin lenticular sand bodies also varied from 40.00 to 78.00%. Hydrocarbon was encountered in three intervals in Ga-1, four intervals in Da-1, two intervals in Ar-1, and one interval in Ye-1. Ga-1 well encountered 30.78 m thick of hydrocarbon column in 14 thin sand lobes in Bima Sand-1, with thicknesses from 0.60 m to 5.80 m and average saturation of 51.00%, while Bima Sand-2 intercepted 45.11 m thick of hydrocarbon column in 12 thin sand lobes with an average saturation of 61.00% and Bima Sand-9 has 6.30 m column in 4 thin sand lobes. Da-1 has hydrocarbon in Bima Sand-8 (5.30 m, Sh of 58.00% in 5 sand lobes), Bima Sand-10 (13.50 m, Sh of 52.00% in 6 sand lobes), Bima Sand-11 (6.20 m, Sh of 58.00% in 2 sand lobes) and Bima Sand-12 (16.50 m, Sh of 66% in 6 sand lobes). In the Ar-1 well, hydrocarbon occurs in Bima Sand-3 (2.40 m column, Sh of 48% in a sand lobe) and Bima Sand-9 (6.0 m, Sh of 58% in a sand lobe). Ye-1 well only intersected 0.5 m hydrocarbon in Bima Sand-1 with 78% saturation. Although Bima Formation has variable saturation of hydrocarbon, mainly gas in Maiduguri, and Baga/Lake sub-basins of the research area, its highly thin serrated sand beds, coupled with very low effective porosity and permeability in part, would pose a significant exploitation challenge. The sediments were deposited in a fluvio-lacustrine environment, resulting in a very thinly laminated or serrated alternation of sand and shale beds lithofacies.

Keywords: Bima, Chad Basin, fluvio-lacustrine, lithofacies, serrated sand

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1530 Preparation of Ceramic Membranes from Syrian Sand Loaded with Silver Nanoparticles for Water Treatment

Authors: Abdulrazzaq Hammal

Abstract:

In this study, Syrian sand was used to create ceramic membranes. The process of preparing the membranes involved several steps, starting with the purification of the studied sand using hydrochloric acid, sorting according to granular size, and mixing the sand with liquid sodium silicates as a binder. Next, the effects of binder ratio, pressure formation, treatment temperature, and sand grain size were studied. Further, nanoparticles of silver were added to the formed membranes to improve their ability to purify bacterially polluted water. Prepared membranes were quite successful in removing bacteria and chemicals from water, and the water's requirements were brought up to level with Syrian drinking water standards.

Keywords: ceramic, membrane, water, wastewater

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1529 An Experimental Investigation in Effect of Confining Stress and Matric Suction on the Mechanical Behavior of Sand with Different Fine Content

Authors: S. Asreazad

Abstract:

This paper presents the results that the soil volumetric strain and shear strength are closely related to the confining stress and initial matric suction under constant water content testing on the specimens of unsaturated sand with clay and silt fines contents. The silty sand specimens reached their peak strength after a very small axial strain followed by a post-peak softening towards an ultimate value. The post-peak drop in stress increased by an increment of the suction, while there is no peak strength for clayey sand specimens. The clayey sand shows compressibility and possesses ductile stress-strain behaviour. Shear strength increased nonlinearly with respect to matric suction for both soil types. When suction exceeds a certain range, the effect of suction on shear strength increment weakens gradually. Under the same confining stress, the dilatant tendencies in the silty sand increased under lower values of suction and decreased for higher suction values under the same confining stress. However, the amount of contraction increased with increasing initial suction for clayey sand specimens.

Keywords: unsaturated soils, silty sand, clayey sand, triaxial test

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1528 Integer Programming-Based Generation of Difficulty Level for a Racing Game

Authors: Sangchul Kim, Dosaeng Park

Abstract:

It is one of the important design issues to provide various levels of difficulty in order to suit the skillfulness of an individual. In this paper we propose an integer programming-based method for selecting a mixture of challenges for a racing game that meet a given degree of difficulty. The proposed method can also be used to dynamically adjust the difficulty of the game during the progression of playing. By experiments, it is shown that our method performs well enough to generate games with various degrees of difficulty that match the perception of players.

Keywords: level generation, level adjustment, racing game, ip

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1527 In-Game Business and the Problem of Gambling: Legal Analysis of Loot Boxes from the Perspective of Iranian Law

Authors: Vesali Naseh Morteza, Najafi Mohammad Hosein

Abstract:

The possibility of trading in-game items for real money provides a high economic capacity for online games and turns them into a business model. Nowadays, the market for in-game item purchases and microtransactions or micropayments has been growing increasingly. Since the market should be legal, lawyers and lawmakers around the world have expressed concerns over the legality of online gaming and in-game transactions. The issue is highlighted by the recent emergence of an in-game business model in the name of loot boxes. Similarities between loot boxes gaming and gambling features activities have started a legal debate as to whether loot boxes constitute a form of gambling or whether the game’s use of loot boxes should be considered gambling. Hence, based on the relationship between loot boxes purchasing and problem gambling, the paper investigates the legal effect of the newly emergent phenomenon of loot boxes on online games from the perspective of Iranian law.

Keywords: serious games, loot boxes, online gambling, in-game purchase, virtual items

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1526 A Multi-Agent Simulation of Serious Games to Predict Their Impact on E-Learning Processes

Authors: Ibtissem Daoudi, Raoudha Chebil, Wided Lejouad Chaari

Abstract:

Serious games constitute actually a recent and attractive way supposed to replace the classical boring courses. However, the choice of the adapted serious game to a specific learning environment remains a challenging task that makes teachers unwilling to adopt this concept. To fill this gap, we present, in this paper, a multi-agent-based simulator allowing to predict the impact of a serious game integration in a learning environment given several game and players characteristics. As results, the presented tool gives intensities of several emotional aspects characterizing learners reactions to the serious game adoption. The presented simulator is tested to predict the effect of basing a coding course on the serious game ”CodeCombat”. The obtained results are compared with feedbacks of using the same serious game in a real learning process.

Keywords: emotion, learning process, multi-agent simulation, serious games

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1525 The Effect of Sand Content on Behavior of Kaolin Clay

Authors: Hamed Tohidi, James W. Mahar

Abstract:

One of the unknowns in the design of zoned earth dams is the percentage of sand which can be present in a clay core and still retain the necessary plasticity to prevent cracking in response to deformation. Cracks in the clay core of a dam caused by differential settlement can lead to failure of the dam. In this study, a series of Atterberg Limit tests and unconfined compression strength tests have been conducted in the ISU soil mechanics laboratory on prepared mixes of quartz sand and commercial clays (Kaolin and Smectite) to determine the relationship between sand content, plasticity and squeezing behavior. The prepared mixes have variable percentages of sand ranging between 10 and 90% by weight. Plastic limit test results in which specimens can be rolled into 1/8 in. threads without crumbling and plasticity index values which represent the range of water content over which the specimens can be remolded without cracking were used to evaluate the plasticity of the sand-clay mixtures. The test results show that the design mixes exhibit plastic behavior with sand contents up to 80% by weight. However, the plasticity of the mixes decreases with increasing sand content. For unconfined compression strength tests, the same mixtures of sand and clay (Kaolin) were made in plastic limit. The results which were concluded from the UCC tests represent the relationship between sand-clay content and chance of having squeezing behavior, also according to the results from UCC, strength of different samples and stress-strain curves can be obtained.

Keywords: clay's behaviour, plasticity, sand content, Kaolin clay

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1524 Heavy Metals and Antibiotic Resistant Bacteria as Indicators of Effluent Environmental Pollution in the Green Turtles, Chelonia Mydas

Authors: S. K. Al-Musharafi, I. Y. Mahmoud, S. N. Al-Bahry

Abstract:

At Ras Al-Hadd Reserve, Eggs from green turtles and Chelonia mydas were randomly collected immediately after Oviposition. Eggshells taken from fresh eggs and sand collected from the body chamber were analyzed for eight heavy metals (Al, Br, Cd, Co, Cu, Fe, S, and Zn) using inductively coupled plasma mass spectrometry (ICP). Heavy metal concentrations varied significantly (P<0.05) between nest sand and eggshells. Zn values were significantly higher than the other heavy metals. A total of 60 heterotrophic bacteria belong to eight genera were isolated from fresh egg contents (albumen and yolk). Resistance of the isolates to Amikacin, ampicillin, chloramphenicol, gentamycine, minocylin, nalidixicacid, neomycin, streptomycin, tetracycline, tobramycin, and Trimethoprim was tested. More than 40 % of the isolates were multiple resistant to 2-7 antibiotics. Most of the resistant strains were also resistant to Zn. The value of these findings may indicate that the origin of pollution is of human contaminated effluents.

Keywords: antibiotic resistance, bacteria, environment, heavy metals, sea turtles

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1523 How Different Perceived Affordances of Game Elements Shape Motivation and Performance in Gamified Learning: A Cognitive Evaluation Theory Perspective

Authors: Kibbeum Na

Abstract:

Previous gamification research has produced mixed results regarding the effectiveness of gamified learning. One possible explanation for this is that individuals perceive the game elements differently. Cognitive Evaluation Theory posits that external rewards can boost or undermine intrinsic motivation, depending on whether the rewards are perceived as informational or controlling. This research tested the hypothesis that game elements can be perceived as either informational feedback or external reward, and the motivational impact differ accordingly. An experiment was conducted using an educational math puzzle to compare the motivation and performance as a result of different perceived affordances game elements. Participants were primed to perceive the game elements as either informational feedback or external reward, and the duration of an attempt to solve the unsolvable puzzle – amotivation indicator – and the puzzle score – a performance indicator–were measured with the game elements incorporated and then without the game elements. Badges and points were deployed as the main game elements. Results showed that, regardless of priming, a significant decrease in performance occurred when the game elements were removed, whereas the control group who solved non-gamified math puzzles maintained their performance. The undermined performance with gamification removal indicates that learners may perceive some game elements as controlling factors irrespective of the way they are presented. The results of the current study also imply that some game elements are better not being implemented to preserve long-term performance. Further research delving into the extrinsic reward-like nature of game elements and its impact on learning motivation is called for.

Keywords: cognitive Evaluation Theory, game elements, gamification, motivation, motivational affordance, performance

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1522 Serious Game as a Performance Assessment Tool that Reduces Examination Anxiety

Authors: R. Ajith, Kamal Bijlani

Abstract:

Over the past few years, tremendous evolutions have happened in the educational discipline. Serious game, which is regarded as one of the most important inventions is being widely for learning purposes. Serious games can be used to negate the various drawbacks that the current evaluation and assessment methods have, like examination anxiety and the lack of proper feedback given to the learners. This paper proposes serious game as a tool for conducting evaluations and assessments. The examination anxiety faced by learners can be reduced, as they are provided with a game as an examination. The serious game also tracks learner’s actions, records them and provide feedback based on the predefined set of actions according to the course objectives. The appropriate feedback given to the learner will help in developmental activities in the learning process.

Keywords: serious games, evaluation, performance assessment, examination anxiety, performance feedback

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1521 Collapse Surface Definition of Clayey Sands

Authors: Omid Naeemifar, Ibrahim Naeimifar, Roza Rahbari

Abstract:

It has been shown that a certain collapse surface may be defined for loose sands in the three dimensional space in which the sample sand experiences collapse and instability leading to an unsteady and strain-softening behaviour. The unsteady state due to collapse surface may lead to such phenomena in the sand as liquefaction and flow behaviour during undrained loading. Investigating the existence of the collapse surface in Firoozkooh 161 sand and its different clay mixtures with various plasticities, the present study aims to carry out an in-depth investigation of the effects of clay percent and its plasticity on the clayey sand behaviours. The results obtained indicate that collapse surface characteristics largely depend on fine percent and its plasticity. Interesting findings are also reported in this paper on the effects of fine sand percent and its plasticity on the behavioural characteristics and liquefaction potential of clayey sands.

Keywords: critical state, collapse surface, liquefaction, clayey sand

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1520 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 137