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

1489 Enhancement of Dune Sand from the Western Erg (Algeria) in the Formulation of New Concrete

Authors: Ahmed Tafraoui, Gilles Escadeillas, Thierry Vidal

Abstract:

The southern Algeria is known for its huge sand dunes that cover part of its territory (Sahara). This sand has features that allow a glimpse of a recovery in the construction field in the form of Ultra High Performance Concrete (UHPC). This type of concrete using a large amount of silica fume, ultra fine addition that gives very high performance but is also relatively rare and expensive. Replacing it with another addition to equivalent properties, such as metakaolin, can also be considered. The objective of this study is to both enhance the sand dunes of Erg south west western Algeria but also reduce manufacturing costs of Ultra High Performance Concrete to incorporating metakaolin to instead of silica fume. Performances to determine mechanical performance are instantaneous, compression and bending. Initially, we characterized the Algerian sand dune. Then, we have to find a formulation of UHPC, adequate in terms of implementation and to replace silica fume by metakaolin. Finally, we studied the actual value of the sand dune. Concrete obtained have very high mechanical performance, up to a compressive strength of 250 MPa, a tensile strength of 45 MPa by bending with the method of heat treatment. This study shows that the enhancement of dune sand studied is quite possible in UHPC, and in particular UHPC bundles and the replacement of silica fume by metakaolin do not alter the properties of these concretes.

Keywords: Ultra High Performance Concrete, sand dune, formulations, silica fume, metakaolin, strength

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1488 Online Escape Room for Intergenerational Play

Authors: David Kaufman

Abstract:

Despite the ‘silver Tsunami’ that is occurring worldwide, ageism is still a problem in modern society. As well, families are becoming increasingly separated geographically. This paper will discuss these issues and one potential solution - an online escape room game that is played by two players over the internet while talking to each other. The payers can be two seniors or one senior and one youth, e.g., a grandchild. Each player sees a different view of the game environment and players must collaborate in order to solve the puzzles presented and escape from the three rooms, all connected by a maze. The game was developed by Masters students at the Centre for Digital Media in Vancouver, BC in collaboration with a team of post-doctoral scholar, graduate students and faculty member, as well as 10 seniors who assisted. This paper will describe the game, development process and results of our pilot studies. The research study conducted comprises several stages: 1. several formative evaluation sessions with seniors to obtain feedback to assist further design, and 2. field testing of the game. Preliminary results have been extremely positive and results of our field tests will be presented in this paper.

Keywords: digital game, online escape room, intergenerational play, seniors

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1487 A Game-Based Methodology to Discriminate Executive Function – a Pilot Study With Institutionalized Elderly People

Authors: Marlene Rosa, Susana Lopes

Abstract:

There are few studies that explore the potential of board games as a performance measure, despite it can be an interesting strategy in the context of frailty populations. In fact, board games are immersive strategies than can inhibit the pressure of being evaluated. This study aimed to test the ability of gamed-base strategies to assess executive function in elderly population. Sixteen old participants were included: 10 with affected executive functions (G1 – 85.30±6.00 yrs old; 10 male); 6 with executive functions with non-clinical important modifications (G2 - 76.30±5.19 yrs old; 6 male). Executive tests were assessed using the Frontal Assessment Battery (FAB), which is a quick-applicable cognitive screening test (score<12 means impairment). The board game used in this study was the TATI Hand Game, specifically for training rhythmic coordination of the upper limbs with multiple cognitive stimuli. This game features 1 table grid, 1 set of Single Game cards (to play with one hand); Double Game cards (to play simultaneously with two hands); 1 dice to plan Single Game mode; cards to plan the Double Game mode; 1 bell; 2 cups. Each participant played 3 single game cards, and the following data were collected: (i) variability in time during board game challenges (SD); (ii) number of errors; (iii) execution speed (sec). G1 demonstrated: high variability in execution time during board game challenges (G1 – 13.0s vs G2- 0.5s); a higher number of errors (1.40 vs 0.67); higher execution velocity (607.80s vs 281.83s). These results demonstrated the potential of implementing board games as a functional assessment strategy in geriatric care. Future studies might include larger samples and statistical methodologies to find cut-off values for impairment in executive functions during performance in TATI game.

Keywords: board game, aging, executive function, evaluation

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1486 Mean-Field Type Modeling of Non-Local Congestion in Pedestrian Crowd Dynamics

Authors: Alexander Aurell

Abstract:

One of the latest trends in the modeling of human crowds is the mean-field game approach. In the mean-field game approach, the motion of a human crowd is described by a nonstandard stochastic optimal control problem. It is nonstandard since congestion is considered, introduced through a dependence in the performance functional on the distribution of the crowd. This study extends the class of mean-field pedestrian crowd models to allow for non-local congestion and arbitrary, but finitely, many interacting crowds. The new congestion feature grants pedestrians a 'personal space' where crowding is undesirable. The model is treated as a mean-field type game which is derived from a particle picture. This, in contrast to a mean-field game, better describes a situation where the crowd can be controlled by a central planner. The latter is suitable for decentralized situations. Solutions to the mean-field type game are characterized via a Pontryagin-type Maximum Principle.

Keywords: congestion, crowd dynamics, interacting populations, mean-field approximation, optimal control

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1485 Affective Adaptation Design for Better Gaming Experiences

Authors: Ollie Hall, Salma ElSayed

Abstract:

Affective adaptation is a novel way for game designers to add an extra layer of engagement to their productions. When player’s emotions factor in game design, endless possibilities for creative gameplay emerge. Whilst gaining popularity, existing affective game research mostly runs controlled experiments carried in restrictive settings and relies on one or more specialist devices for measuring a player’s emotional state. These conditions, albeit effective, are not necessarily realistic. Moreover, the simplified narrative and intrusive wearables may not be suitable for the average player. This exploratory study investigates delivering an immersive affective experience in the wild with minimal requirements in an attempt for the average developer to reach the average player. A puzzle game is created with a rich narrative and creative mechanics. It employs both explicit and implicit adaptation and only requires a web camera. Participants played the game on their own machines in various settings. Whilst it was rated feasible, very engaging, and enjoyable, it remains questionable whether a fully immersive experience was delivered due to the limited sample size.

Keywords: affective games, dynamic adaptation, emotion recognition, game design

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1484 Enhancement of Capacity in a MC-CDMA based Cognitive Radio Network Using Non-Cooperative Game Model

Authors: Kalyani Kulkarni, Bharat Chaudhari

Abstract:

This paper addresses the issue of resource allocation in the emerging cognitive technology. Focusing the quality of service (QoS) of primary users (PU), a novel method is proposed for the resource allocation of secondary users (SU). In this paper, we propose the unique utility function in the game theoretic model of Cognitive Radio which can be maximized to increase the capacity of the cognitive radio network (CRN) and to minimize the interference scenario. The utility function is formulated to cater the need of PUs by observing Signal to Noise ratio. The existence of Nash equilibrium is for the postulated game is established.

Keywords: cognitive networks, game theory, Nash equilibrium, resource allocation

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1483 Effect of Clay Content on the Drained Shear Strength

Authors: Navid Khayat

Abstract:

Drained shear strength of saturated soils is fully understood. Shear strength of unsaturated soils is usually expressed in terms of soil suction. Evaluation of shear strength of compacted mixtures of sand–clay at optimum water content is main purpose of this research. To prepare the required samples, first clay and sand are mixed in 10, 30, 50, and 70 percent by dry weight and then compacted at the proper optimum water content according to the standard proctor test. The samples were sheared in direct shear machine. Stress –strain relationship of samples indicated a ductile behavior. Most of the samples showed a dilatancy behavior during the shear and the tendency for dilatancy increased with the increase in sand proportion. The results show that with the increase in percentage of sand a decrease in cohesion intercept c' for mixtures and an increase in the angle of internal friction Φ’is observed.

Keywords: clay, sand, drained shear strength, cohesion intercept

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1482 Influence of Thermal History on the Undrained Shear Strength of the Bentonite-Sand Mixture

Authors: K. Ravi, Sabu Subhash

Abstract:

Densely compacted bentonite or bentonite–sand mixture has been identified as a suitable buffer in the deep geological repository (DGR) for the safe disposal of high-level nuclear waste (HLW) due to its favourable physicochemical and hydro-mechanical properties. The addition of sand to the bentonite enhances the thermal conductivity and compaction properties and reduces the drying shrinkage of the buffer material. The buffer material may undergo cyclic wetting and drying upon ingress of groundwater from the surrounding rock mass and from evaporation due to high temperature (50–210 °C) derived from the waste canister. The cycles of changes in temperature may result in thermal history, and the hydro-mechanical properties of the buffer material may be affected. This paper examines the influence of thermal history on the undrained shear strength of bentonite and bentonite-sand mixture. Bentonite from Rajasthan state and sand from the Assam state of India are used in this study. The undrained shear strength values are obtained by conducting unconfined compressive strength (UCS) tests on cylindrical specimens (dry densities 1.30 and 1.5 Mg/m3) of bentonite and bentonite-sand mixture consisting of 30 % bentonite+ 70 % sand. The specimens are preheated at temperatures varying from 50-150 °C for one, two and four hours in hot air oven. The results indicate that the undrained shear strength is increased by the thermal history of the buffer material. The specimens of bentonite-sand mixture exhibited more increase in strength compared to the pure bentonite specimens. This indicates that the sand content of the mixture plays a vital role in taking the thermal stresses of the bentonite buffer in DGR conditions.

Keywords: bentonite, deep geological repository, thermal history, undrained shear strength

Procedia PDF Downloads 320
1481 Threshold Sand Detection Limits for Acoustic Monitors in Multiphase Flow

Authors: Vinod Ponnagandla, Brenton McLaury, Siamack Shirazi

Abstract:

Sand production can lead to deposition of particles or erosion. Low production rates resulting in deposition can partially clog systems and cause under deposit corrosion. Commercially available nonintrusive acoustic sand detectors are attractive as they claim to detect sand production. Acoustic sand detectors are used during oil and gas production; however, operators often do not know the threshold detection limits of these devices. It is imperative to know the detection limits to appropriately plan for cleaning of separation equipment or examine risk of erosion. These monitors are based on detecting the acoustic signature of sand as the particles impact the pipe walls. The objective of this work is to determine threshold detection limits for acoustic sand monitors that are commercially available. The minimum threshold sand concentration that can be detected in a pipe are determined as a function of flowing gas and liquid velocities. A large scale flow loop with a 4-inch test section is utilized. Commercially available sand monitors (ClampOn and Roxar) are evaluated for different flow regimes, sand sizes and pipe orientation (vertical and horizontal). The manufacturers’ recommend that the monitors be placed on a bend to maximize the number of particle impacts, so results are shown for monitors placed at 45 and 90 degree positions in a bend. Acoustic sand monitors that clamp to the outside of pipe are passive and listen for solid particle impact noise. The threshold sand rate is calculated by eliminating the background noise created by the flow of gas and liquid in the pipe for various flow regimes that are generated in horizontal and vertical test sections. The average sand sizes examined are 150 and 300 microns. For stratified and bubbly flows the threshold sand rates are much higher than other flow regimes such as slug and annular flow regimes that are investigated. However, the background noise generated by slug flow regime is very high and cause a high uncertainty in detection limits. The threshold sand rates for annular flow and dry gas conditions are the lowest because of high gas velocities. The effects of monitor placement around elbows that are in vertical and horizontal pipes are also examined for 150 micron. The results show that the threshold sand rates that are detected in vertical orientation are generally lower for all various flow regimes that are investigated.

Keywords: acoustic monitor, sand, multiphase flow, threshold

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1480 Exploiting Domino Games "Cassava H154M" in Order to Improve Students' Understanding about the Value of Trigonometry in Various Quadrants

Authors: Hisyam Hidayatullah

Abstract:

Utilization game on a lesson needs to be done in order to provide proper motoric learning model to improve students' skills. Approach to the game, as one of the models of a motoric learning, is intended to improve student learning outcomes math trigonometry materials generally that prioritize a Memory or rote. The purpose of this study is producting innovation to improve a cognitive abilities of students in the field, to improve student performance, and ultimately to improve student understanding in determining a value of trigonometry in various quadrants, and it apply a approach to the game Domino "Cassava H154M" who is adopted from cassava game and it has made total revised in cassava content. The game is divided into 3 sessions: sine cassava, cosine cassava and cassava tangent. Researchers using action of research method, which consists of several stages such as: planning, implementation, observation, reporting and evaluation. Researchers found that a game approaches can improve student learning outcomes, enhance students' creativity in terms of their motoric learning, and creating a supportive learning environment.

Keywords: cassava "H154M", motoric, value of trigonometry, quadrant

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1479 An ANOVA Approach for the Process Parameters Optimization of Al-Si Alloy Sand Casting

Authors: Manjinder Bajwa, Mahipal Singh, Manish Nagpal

Abstract:

This research paper aims to propose a novel approach using ANOVA technique for the strategic investigation of process parameters and their effects on the mechanical properties of Aluminium alloy cast. The two process parameters considered here were permeability of sand and pouring temperature of aluminium alloy. ANOVA has been employed for the first time to determine the effects of these selected parameters on the impact strength of alloy. The experimental results show that this proposed technique has great potential for analyzing sand casting process. Using this approach we have determined the treatment mean square, response mean square and mean square of error as 8.54, 8.255 and 0.435 respectively. The research concluded that at the 5% level of significance, permeability of sand is the more significant parameter influencing the impact strength of cast alloy.

Keywords: aluminium alloy, pouring temperature, permeability of sand, impact strength, ANOVA

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1478 Response of Six Organic Soil Media on the Germination, Seedling Vigor Performance of Jack Fruit Seeds in Chitwan Nepal

Authors: Birendra Kumar Bhattachan

Abstract:

Organic soil media plays an important role for seed germination, growing, and producing organic jack fruits as the source of food such as vitamin A, C, and others for human health. An experiment was conducted to find out the appropriate organic soil medias to induce germination and seedling vigor of jack fruit seeds at the farm of Agriculture and Forestry University (AFU) Chitwan Nepal during June 2022 to October 2022. The organic soil medias used as treatments were as 1. soil collected under the Molingia tree; 2. soil, FYM and RH (2:1;1); 3. soil, FYM (1:1); 4. sand, FYM and RH (2:1:1), 5, sand, soil, FYM and RH (1:1:1:1) and 6. sand, soil and RH (1:2:1) under Completely Randomized Design (CRD) with four replications. Significantly highest germination of 88% was induced by soil media, followed by media of soil and FYM (!:1) i.e. 63% and the media of soil, FYM and RH (2:1;1) and the least media was sand, soil, FYM and RH (1:1:1:) to induce germination of 28%. Significantly highest seedling length of 73 cm was produced by soil media followed by the media soil, sand, and RH (1:2:1), i.e. 72 cm and the media soil, sand, FYM, and RH (1:1:1:1) and the least media was soil, FYM and RH (2:1:1) to produce 62 cm seedling length, Similarly, significantly highest seedling vigor of 6257 was produced by soil media followed by the media soil and FYM (1:1) i.e. 4253 and the least was the media sand, soil, FYM and RH (1:1:1:1) to produce seedling vigor of1916. Based on this experiment, it was concluded that soil media collected under the Moringia tree could induce the highest germinating capacity of jack fruit seeds and then seedling vigor.

Keywords: jack fruit seed, soil media, farm yard manure, sand media, rice husk

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1477 Characterization of the Microbial Induced Carbonate Precipitation Technique as a Biological Cementing Agent for Sand Deposits

Authors: Sameh Abu El-Soud, Zahra Zayed, Safwan Khedr, Adel M. Belal

Abstract:

The population increase in Egypt is urging for horizontal land development which became a demand to allow the benefit of different natural resources and expand from the narrow Nile valley. However, this development is facing challenges preventing land development and agriculture development. Desertification and moving sand dunes in the west sector of Egypt are considered the major obstacle that is blocking the ideal land use and development. In the proposed research, the sandy soil is treated biologically using Bacillus pasteurii bacteria as these bacteria have the ability to bond the sand partials to change its state of loose sand to cemented sand, which reduces the moving ability of the sand dunes. The procedure of implementing the Microbial Induced Carbonate Precipitation Technique (MICP) technique is examined, and the different factors affecting on this process such as the medium of bacteria sample preparation, the optical density (OD600), the reactant concentration, injection rates and intervals are highlighted. Based on the findings of the MICP treatment for sandy soil, conclusions and future recommendations are reached.

Keywords: soil stabilization, biological treatment, microbial induced carbonate precipitation (MICP), sand cementation

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1476 Community Perception of Dynamics and Drivers of Land Cover Change around Pendjari Biosphere Reserve in Northern Benin

Authors: Jesugnon E. A. Kpodo, Aurlus D. Ouindeyama, Jan H. Sommer, Fifanou G. Vodouhe, Kolo Yeo

Abstract:

Local communities are recognized as key actors for sustainable land use and to some extent actors driving land use land cover (LULC) change around protected areas. Understanding drivers responsible for these changes are very crucial for better policy decisions making. This study analyzed perception of 425 local people in 28 villages towards land cover change around Pendjari Biosphere Reserve using semi-structured questionnaire. 72.9% of local communities perceive land cover as degrading while 24.5% as improving and only 2.6% as stable during the five last years. Women perceived more land cover degradation than men do (84.1 vs. 67.1%). Local communities identified cultivated land expansion, logging, firewood collection, charcoal production, population growth, and poverty as the key drivers of declined LULC in the study area. Education has emerged as a significant factor influencing respondents’ perceptions of these drivers of LULC changes. Appropriate management measures and government policies should be implemented around Pendjari Biosphere Reserve to control drivers of LULC change.

Keywords: local perceptions, LULC drivers, LULC dynamics, Pendjari Biosphere Reserve, rural livelihoods, sustainable resource management

Procedia PDF Downloads 91
1475 Integrating Neural Linguistic Programming with Exergaming

Authors: Shyam Sajan, Kamal Bijlani

Abstract:

The widespread effects of digital media help people to explore the world more and get entertained with no effort. People became fond of these kind of sedentary life style. The increase in sedentary time and a decrease in physical activities has negative impacts on human health. Even though the addiction to video games has been exploited in exergames, to make people exercise and enjoy game challenges, the contribution is restricted only to physical wellness. This paper proposes creation and implementation of a game with the help of digital media in a virtual environment. The game is designed by collaborating ideas from neural linguistic programming and Stroop effect that can also be used to identify a person’s mental state, to improve concentration and to eliminate various phobias. The multiplayer game is played in a virtual environment created with Kinect sensor, to make the game more motivating and interactive.

Keywords: exergaming, Kinect Sensor, Neural Linguistic Programming, Stroop Effect

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1474 Field Trips inside Digital Game Environments

Authors: Amani Alsaqqaf, Frederick W. B. Li

Abstract:

Field trips are essential methods of learning in different subjects, and in recent times, there has been a reduction in the number of field trips (FTs) across all learning levels around the world. Virtual field trips (VFTs) in game environments provide FT experience based on the experiential learning theory (ELT). A conceptual framework for designing virtual field trip games (VFTGs) is developed with an aim to support game designers and educators to produce an effective FT experience where technology would enhance education. The conceptual framework quantifies ELT as an internal economy to link learning elements to game mechanics such as feedback loops which leads to facilitating VFTGs design and implementation. This study assesses the conceptual framework for designing VFTGs by investigating the possibility of applying immersive VFTGs in a secondary classroom and compare them with traditional learning that uses video clips and PowerPoint slides from the viewpoint of students’ perceived motivation, presence, and learning. The assessment is achieved by evaluating the learning performance and learner experience of a prototype VFT game, Island of Volcanoes. A quasi-experiment was conducted with 60 secondary school students. The findings of this study are that the VFTG enhanced learning performance to a better level than did the traditional way of learning, and in addition, it provided motivation and a general feeling of presence in the VFTG environment.

Keywords: conceptual framework, game-based learning, game design, virtual field trip game

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1473 Effect of Three Sand Types on Potato Vegetative Growth and Yield

Authors: Shatha A. Yousif, Qasim M. Zamil, Hasan Y. Al Muhi, Jamal A. Al Shammari

Abstract:

Potato (Solanum tuberosum L.) is one of the major vegetable crops that are grown world wide because of its economic importance. This experiment investigated the effect of local sands (River Base, Al-Ekader and Karbala) on number and total weight of mini tubers. Statistical analysis revealed that there were no significant differences among sand cultures in number of stem/plant, chlorophyll index and tubers dry weight. River Base sand had the highest plant height (74.9 cm), leaf number/plant number (39.3), leaf area (84.4 dcm2⁄plant), dry weight/plant (26.31), tubers number/plant (8.5), tubers weight/plant (635.53 gm) and potato tuber yields/trove (28.60 kg), whereas the Karbala sand had lower performance. All the characters had positive and significant correlation with yields except the traits number of stem and tuber dry weight.

Keywords: correlation, potato, sand culture, yield

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1472 Development and Evaluation of Virtual Basketball Game Using Motion Capture Technology

Authors: Shunsuke Aoki, Taku Ri, Tatsuya Yamazaki

Abstract:

These days, along with the development of e-sports, video games as a competitive sport is attracting attention. But, in many cases, action in the screen does not match the real motion of operation. Inclusiveness of player motion is needed to increase reality and excitement for sports games. Therefore, in this study, the authors propose a method to recognize player motion by using the motion capture technology and develop a virtual basketball game. The virtual basketball game consists of a screen with nine targets, players, depth sensors, and no ball. The players pretend a two-handed basketball shot without a ball aiming at one of the nine targets on the screen. Time-series data of three-dimensional coordinates of player joints are captured by the depth sensor. 20 joints data are measured for each player to estimate the shooting motion in real-time. The trajectory of the thrown virtual ball is calculated based on the time-series data and hitting on the target is judged as success or failure. The virtual basketball game can be played by 2 to 4 players as a competitive game among the players. The developed game was exhibited to the public for evaluation on the authors' university open campus days. 339 visitors participated in the exhibition and enjoyed the virtual basketball game over the two days. A questionnaire survey on the developed game was conducted for the visitors who experienced the game. As a result of the survey, about 97.3% of the players found the game interesting regardless of whether they had experienced actual basketball before or not. In addition, it is found that women are easy to comfort for shooting motion. The virtual game with motion capture technology has the potential to become a universal entertainment between e-sports and actual sports.

Keywords: basketball, motion capture, questionnaire survey, video ga

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1471 The Influence of the Soil in the Vegetation of the Luki Biosphere Reserve in the Democratic Republic of Congo

Authors: Sarah Okende

Abstract:

It is universally recognized that the forests of the Congo Basin remain a common good and a complex ecosystem, and insufficiently known. Historically and throughout the world, forests have been valued for the multiple products and benefits they provide. In addition to their major role in the conservation of global biodiversity and in the fight against climate change, these forests also have an essential role in the regional and global ecology. This is particularly the case of the Luki Biosphere Reserve, a highly diversified evergreen Guinean-Congolese rainforest. Despite the efforts of sustainable management of the said reserve, the understanding of the place occupied by the soil under the influence of the latter does not seem to be an interesting subject for the general public or even scientists. The Luki biosphere reserve is located in the west of the DRC, more precisely in the south-east of Mayombe Congolais, in the province of Bas-Congo. The vegetation of the Luki Biosphere Reserve is very heterogeneous and diversified. It ranges from grassy formations to semi-evergreen dense humid forests, passing through edaphic formations on hydromorphic soils (aquatic and semi-aquatic vegetation; messicole and segetal vegetation; gascaricole vegetation; young secondary forests with Musanga cercropioides, Xylopia aethiopica, Corynanthe paniculata; mature secondary forests with Terminalia superba and Hymenostegia floribunda; primary forest with Prioria balsamifera; climax forests with Gilbertiodendron dewevrei, and Gilletiodendron kisantuense). Field observations and reading of previous and up-to-date work carried out in the Luki biosphere reserve are the methodological approaches for this study, the aim of which is to show the impact of soil types in determining the varieties of vegetation. The results obtained prove that the four different types of soil present (purplish red soils, developing on amphibolites; red soils, developed on gneisses; yellow soils occurring on gneisses and quartzites; and alluvial soils, developed on recent alluvium) have a major influence apart from other environmental factors on the determination of different facies of the vegetation of the Luki Biosphere Reserve. In conclusion, the Luki Biosphere Reserve is characterized by a wide variety of biotopes determined by the nature of the soil, the relief, the microclimates, the action of man, or the hydrography. Overall management (soil, biodiversity) in the Luki Biosphere Reserve is important for maintaining the ecological balance.

Keywords: soil, biodiversity, forest, Luki, rainforest

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1470 Design of a Computer Vision Based Exercise Video Game for Senior Citizens

Authors: June Tay, Ivy Chia

Abstract:

There are numerous changes, both mental and physical, taking place when people age. We need to understand the different aspects required for healthy living, including meeting nutritional needs, regular physical activities to keep agility, sufficient rest and sleep to have physical and mental well-being, social engagement to avoid the risk of social isolation and depression, and access to healthcare to detect and manage chronic conditions. Promoting physical activities for an ageing population is necessary as many may have enjoyed sedentary lifestyles for some time. In our study, we evaluate the considerations when designing a computer vision video game for the elderly. We need to design some low-impact activities, such as stretching and gentle movements, because some elderly individuals may have joint pains or mobility issues. The exercise game should consist of simple movements that are easy to follow and remember. It should be fun and enjoyable so that they can be motivated to do some exercise. Social engagement can keep the elderly motivated and competitive, and they are more willing to engage in game exercises. Elderly citizens can compare their game scores and try to improve them. We propose a computer vision-based video game for the elderly that will capture and track the movement of the elderly hand pushing a ball on the screen into a circle. It can be easily set up using a PC laptop with a webcam. Our video game adhered to the design framework we employed, and it encompassed ease of use, a simple graphical interface, easy-to-play game exercise, and fun gameplay.

Keywords: about computer vision, video games, gerontology technology, caregiving

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1469 Game-Based Learning in a Higher Education Course: A Case Study with Minecraft Education Edition

Authors: Salvador Antelmo Casanova Valencia

Abstract:

This study documents the use of the Minecraft Education Edition application to explore immersive game-based learning environments. We analyze the contributions of fourth-year university students who are pursuing a degree in Administrative Computing at the Universidad Michoacana de San Nicolas de Hidalgo. In this study, descriptive data and statistical inference are detailed using a quasi-experimental design using the Wilcoxon test. The instruments will provide data validation. Game-based learning in immersive environments necessarily implies greater student participation and commitment, resulting in the study, motivation, and significant improvements, promoting cooperation and autonomous learning.

Keywords: game-based learning, gamification, higher education, Minecraft

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1468 Terraria AI: YOLO Interface for Decision-Making Algorithms

Authors: Emmanuel Barrantes Chaves, Ernesto Rivera Alvarado

Abstract:

This paper presents a method to enable agents for the Terraria game to evaluate algorithms commonly used in general video game artificial intelligence competitions. The usage of the ‘You Only Look Once’ model in the first layer of the process obtains information from the screen, translating this information into a video game description language known as “Video Game Description Language”; the agents take that as input to make decisions. For this, the state-of-the-art algorithms were tested and compared; Monte Carlo Tree Search and Rolling Horizon Evolutionary; in this case, Rolling Horizon Evolutionary shows a better performance. This approach’s main advantage is that a VGDL beforehand is unnecessary. It will be built on the fly and opens the road for using more games as a framework for AI.

Keywords: AI, MCTS, RHEA, Terraria, VGDL, YOLOv5

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1467 Incorporating Ground Sand in Production of Self-Consolidating Concrete to Decrease High Paste Volume and Improve Passing Ability of Self-Consolidating Concrete

Authors: S. K. Ling, A. K. H. Kwan

Abstract:

The production of SCC (self-consolidating concrete) generally requires a fairy high paste volume, ranging from 35% to 40% of the total concrete volume. Such high paste volume would lead to low dimensional stability and high carbon footprint. Direct lowering the paste volume would deteriorate the performance of SCC, especially the passing ability. It is often observed that at narrow gap of congested reinforcements, the paste often flows in the front leaving the coarse aggregate particle behind to block the subsequent flow of concrete. Herein, it is suggested to increase the mortar volume through incorporating ground sand with a mean size of 0.3 mm while keeping the paste volume small. Trial concrete mixes with paste volumes of 30% and 34% and different ground sand contents have been tested to demonstrate how the paste volume can be lowered without sacrificing the passing ability. Overall, the results demonstrated that the addition of ground sand would enable the achievement of high passing ability at a relatively small paste volume.

Keywords: ground sand, mortar volume, paste volume, self-consolidating concrete

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1466 An Approximation Technique to Automate Tron

Authors: P. Jayashree, S. Rajkumar

Abstract:

With the trend of virtual and augmented reality environments booming to provide a life like experience, gaming is a major tool in supporting such learning environments. In this work, a variant of Voronoi heuristics, employing supervised learning for the TRON game is proposed. The paper discusses the features that would be really useful when a machine learning bot is to be used as an opponent against a human player. Various game scenarios, nature of the bot and the experimental results are provided for the proposed variant to prove that the approach is better than those that are currently followed.

Keywords: artificial Intelligence, automation, machine learning, TRON game, Voronoi heuristics

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1465 Collaborative Energy Optimization for Multi-Microgrid Distribution System Based on Two-Stage Game Approach

Authors: Hanmei Peng, Yiqun Wang, Mao Tan, Zhuocen Dai, Yongxin Su

Abstract:

Efficient energy management in multi-microgrid distribution systems holds significant importance for enhancing the economic benefits of regional power grids. To better balance conflicts among various stakeholders, a two-stage game-based collaborative optimization approach is proposed in this paper, effectively addressing the realistic scenario involving both competition and collaboration among stakeholders. The first stage, aimed at maximizing individual benefits, involves constructing a non-cooperative tariff game model for the distribution network and surplus microgrid. In the second stage, considering power flow and physical line capacity constraints we establish a cooperative P2P game model for the multi-microgrid distribution system, and the optimization involves employing the Lagrange method of multipliers to handle complex constraints. Simulation results demonstrate that the proposed approach can effectively improve the system economics while harmonizing individual and collective rationality.

Keywords: cooperative game, collaborative optimization, multi-microgrid distribution system, non-cooperative game

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1464 A Process to Support Multidisciplinary Teams to Design Serious Games

Authors: Naza Djafarova, Tony Bates, Margaret Verkuyl, Leonora Zefi, Ozgur Turetken, Alex Ferworn, Mastrilli Paula, Daria Romaniuk, Kosha Bramesfeld, Anastasia Dimitriadou, Cheryl To

Abstract:

Designing serious games for education is a challenging and resource-intensive effort. If a well-designed process that balances pedagogical principles with game mechanics is in place, it can help to simplify the design process of serious games and increase efficiency. Multidisciplinary teams involved in designing serious games can benefit tremendously from such a process in their endeavours to develop and implement these games at undergraduate and graduate levels. This paper presentation will outline research results on identified gaps within existing processes and frameworks and present an adapted process that emerged from the research. The research methodology was based on a survey, semi-structured interviews and workshops for testing the adapted process for game design. Based on the findings, the authors propose a simple process for the pre-production stage of serious game design that may help guide multidisciplinary teams in their work. This process was used to facilitate team brainstorming, and is currently being tested to assess if multidisciplinary teams find value in using it in their process of designing serious games.

Keywords: serious game-design, multidisciplinary team, game design framework, learning games, multidisciplinary game design process

Procedia PDF Downloads 392
1463 Effect of Installation Method on the Ratio of Tensile to Compressive Shaft Capacity of Piles in Dense Sand

Authors: A. C. Galvis-Castro, R. D. Tovar, R. Salgado, M. Prezzi

Abstract:

It is generally accepted that the shaft capacity of piles in the sand is lower for tensile loading that for compressive loading. So far, very little attention has been paid to the role of the influence of the installation method on the tensile to compressive shaft capacity ratio. The objective of this paper is to analyze the effect of installation method on the tensile to compressive shaft capacity of piles in dense sand as observed in tests on half-circular model pile tests in a half-circular calibration chamber with digital image correlation (DIC) capability. Model piles are either monotonically jacked, jacked with multiple strokes or pre-installed into the dense sand samples. Digital images of the model pile and sand are taken during both the installation and loading stages of each test and processed using the DIC technique to obtain the soil displacement and strain fields. The study provides key insights into the mobilization of shaft resistance in tensile and compressive loading for both displacement and non-displacement piles.

Keywords: digital image correlation, piles, sand, shaft resistance

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1462 Grounded Theory of Consumer Loyalty: A Perspective through Video Game Addiction

Authors: Bassam Shaikh, R. S. A. Jumain

Abstract:

Game addiction has become an extremely important topic in psychology researchers, particularly in understanding and explaining why individuals become addicted (to video games). In previous studies, effect of online game addiction on social responsibilities, health problems, government action, and the behaviors of individuals to purchase and the causes of making individuals addicted on the video games has been discussed. Extending these concepts in marketing, it could be argued than the phenomenon could enlighten and extending our understanding on consumer loyalty. This study took the Grounded Theory approach, and found that motivation, satisfaction, fulfillments, exploration and achievements to be part of the important elements that builds consumer loyalty.

Keywords: grounded theory, consumer loyalty, video games, video game addiction

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1461 Comparison of Reserve Strength Ratio and Capacity Curve Parameters of Offshore Platforms with Distinct Bracing Arrangements

Authors: Aran Dezhban, Hooshang Dolatshahi Pirooz

Abstract:

The phenomenon of corrosion, especially in the Persian Gulf region, is the main cause of the deterioration of offshore platforms, due to the high corrosion of its water. This phenomenon occurs mostly in the area of water spraying, threatening the members of the first floor of the jacket, legs, and piles in this area. In the current study, the effect of bracing arrangement on the Capacity Curve and Reserve Strength Ratio of Fixed-Type Offshore Platforms is investigated. In order to continue the operation of the platform, two modes of robust and damaged structures are considered, while checking the adequacy of the platform capacity based on the allowable values of API RP-2SIM regulations. The platform in question is located in the Persian Gulf, which is modeled on the OpenSEES software. In this research, the Nonlinear Pushover Analysis has been used. After validation, the Capacity Curve of the studied platforms is obtained and then their Reserve Strength Ratio is calculated. Results are compared with the criteria in the API-2SIM regulations.

Keywords: fixed-type jacket structure, structural integrity management, nonlinear pushover analysis, robust and damaged structure, reserve strength ration, capacity curve

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1460 Investigating Software Engineering Challenges in Game Development

Authors: Fawad Zaidi

Abstract:

This paper discusses a variety of challenges and solutions involved with creating computer games and the issues faced by the software engineers working in this field. This review further investigates the articles coverage of project scope and the problem of feature creep that appears to be inherent with game development. The paper tries to answer the following question: Is this a problem caused by a shortage, or bad software engineering practices, or is this outside the control of the software engineering component of the game production process?

Keywords: software engineering, computer games, software applications, development

Procedia PDF Downloads 451