Search results for: game engine
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1352

Search results for: game engine

1352 Democracy in Gaming: An Artificial Neural Network Based Approach towards Rule Evolution

Authors: Nelvin Joseph, K. Krishna Milan Rao, Praveen Dwarakanath

Abstract:

The explosive growth of Smart phones around the world has led to the shift of the primary engagement tool for entertainment from traditional consoles and music players to an all integrated device. Augmented Reality is the next big shift in bringing in a new dimension to the play. The paper explores the construct and working of the community engine in Delta T – an Augmented Reality game that allows users to evolve rules in the game basis collective bargaining mirroring democracy even in a gaming world.

Keywords: augmented reality, artificial neural networks, mobile application, human computer interaction, community engine

Procedia PDF Downloads 291
1351 Using Game Engines in Lightning Shielding: The Application of the Rolling Spheres Method on Virtual As-Built Power Substations

Authors: Yuri A. Gruber, Matheus Rosendo, Ulisses G. A. Casemiro, Klaus de Geus, Rafael T. Bee

Abstract:

Lightning strikes can cause severe negative impacts to the electrical sector causing direct damage to equipment as well as shutdowns, especially when occurring in power substations. In order to mitigate this problem, a meticulous planning of the power substation protection system is of vital importance. A critical part of this is the distribution of shielding wires through the substation, which creates a 3D imaginary protection mesh similar to a circus tarpaulin. Equipment enclosed in the volume defined by that 3D mesh is considered protected against lightning strikes. The use of traditional methods of longitudinal cutting analysis based on 2D CAD tools makes the process laborious and the results obtained may not guarantee satisfactory protection of electrical equipment. This work describes the application of a Game Engine to the problem of lightning protection of power substations providing the visualization of the 3D protection mesh, the amount of protected components and the highlight of equipment which remain unprotected. In addition, aspects regarding the implementation and the advantages of approaching the problem using Unreal® Engine 4 are described. In order to validate results, a comparison with traditional 2D methods is applied to the same case study to which the proposed technique has been applied. Finally, a comparative study involving different levels of protection using the technique developed in this work is presented, showing that modern game engines can be a powerful accessory for simulations in several areas of engineering.

Keywords: game engine, rolling spheres method, substation protection, UE4, Unreal Engine 4

Procedia PDF Downloads 498
1350 Using Multi-Arm Bandits to Optimize Game Play Metrics and Effective Game Design

Authors: Kenny Raharjo, Ramon Lawrence

Abstract:

Game designers have the challenging task of building games that engage players to spend their time and money on the game. There are an infinite number of game variations and design choices, and it is hard to systematically determine game design choices that will have positive experiences for players. In this work, we demonstrate how multi-arm bandits can be used to automatically explore game design variations to achieve improved player metrics. The advantage of multi-arm bandits is that they allow for continuous experimentation and variation, intrinsically converge to the best solution, and require no special infrastructure to use beyond allowing minor game variations to be deployed to users for evaluation. A user study confirms that applying multi-arm bandits was successful in determining the preferred game variation with highest play time metrics and can be a useful technique in a game designer's toolkit.

Keywords: game design, multi-arm bandit, design exploration and data mining, player metric optimization and analytics

Procedia PDF Downloads 479
1349 Calculation and Comparison of a Turbofan Engine Performance Parameters with Various Definitions

Authors: O. Onal, O. Turan

Abstract:

In this paper, some performance parameters of a selected turbofan engine (JT9D) are analyzed. The engine is a high bypass turbofan engine which powers a wide-body aircraft and it produces 206 kN thrust force (thrust/weight ratio is 5.4). The objective parameters for the engine include calculation of power, specific fuel consumption, specific thrust, engine propulsive, thermal and overall efficiencies according to the various definitions given in the literature. Furthermore, in the case study, wasted energy from the exhaust is calculated at the maximum power setting (i.e. take off phase) for the engine.

Keywords: turbofan, power, efficiency, trust

Procedia PDF Downloads 267
1348 Study of Dual Fuel Engine as Environmentally Friendly Engine

Authors: Nilam S. Octaviani, Semin

Abstract:

The diesel engine is an internal combustion engine that uses compressed air to combust. The diesel engines are widely used in the world because it has the most excellent combustion efficiency than other types of internal combustion engine.  However, the exhaust emissions of it produce pollutants that are harmful to human health and the environment. Therefore, natural gas used as an alternative fuel using on compression ignition engine to respond those environment issues. This paper aims to discuss the comparison of the technical characteristics and exhaust gases emission from conventional diesel engine and dual fuel diesel engine. According to the study, the dual fuel engine applications have a lower compression pressure and has longer ignition delay compared with normal diesel mode. The engine power is decreased at dual fuel mode. However, the exhaust gases emission on dual fuel engine significantly reduce the nitrogen oxide (NOx), carbon dioxide (CO2) and particular metter (PM) emissions.

Keywords: diesel engine, dual fuel diesel engine, emission reduction, technical characteristics

Procedia PDF Downloads 267
1347 Addictive Use Due to Personality: Focused on Big Five Personality Traits and Game Addiction

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

Abstract:

Recent studies have verified the significant relationship of user personality with Internet use. However, in game studies, little research has emphasized on the effects of personality traits on game addiction. This study examined whether big five personality traits affect game addiction with control of psychological, social, and demographic factors. Specifically, using data from a survey of 789 game users in Korea, we conducted a regression analysis to see the associations of psychological (loneliness/depression), social (activities with family/friends), self-efficacy (game/general), gaming (daily gaming time/perception), demographic (age/gender), and personality traits (extraversion, neuroticism conscientiousness, agreeableness, & openness) with the degree of game addiction. Results showed that neuroticism increase game addiction with no effect of extraversion on the addiction. General self-efficacy negatively affected game addiction, whereas game self-efficacy increased the degree of game addiction. Loneliness enhanced game addiction while depression showed a negative effect on the addiction. Results and implications are discussed.

Keywords: game addiction, big five personality, social activities, self-efficacy, loneliness, depression

Procedia PDF Downloads 524
1346 Model Canvas and Process for Educational Game Design in Outcome-Based Education

Authors: Ratima Damkham, Natasha Dejdumrong, Priyakorn Pusawiro

Abstract:

This paper explored the solution in game design to help game designers in the educational game designing using digital educational game model canvas (DEGMC) and digital educational game form (DEGF) based on Outcome-based Education program. DEGMC and DEGF can help designers develop an overview of the game while designing and planning their own game. The way to clearly assess players’ ability from learning outcomes and support their game learning design is by using the tools. Designers can balance educational content and entertainment in designing a game by using the strategies of the Business Model Canvas and design the gameplay and players’ ability assessment from learning outcomes they need by referring to the Constructive Alignment. Furthermore, they can use their design plan in this research to write their Game Design Document (GDD). The success of the research was evaluated by four experts’ perspectives in the education and computer field. From the experiments, the canvas and form helped the game designers model their game according to the learning outcomes and analysis of their own game elements. This method can be a path to research an educational game design in the future.

Keywords: constructive alignment, constructivist theory, educational game, outcome-based education

Procedia PDF Downloads 315
1345 ANSYS Investigation on Stability and Performance of a Solar Driven Inline Alpha Stirling Engine

Authors: Joseph Soliman, Youssef Attia, Khairy Megalla

Abstract:

The stable operation of an inline Stirling engine will be achieved when both engine configurations and operating conditions are optimum. This paper presents stability and performance investigation of an inline Stirling engine using ANSYS. Dynamic motion of engine pistons such as the displacer and the power piston are both obtained. For engine design, the optimum parameters are given such as engine specifications, engine characteristics and working conditions to yield the maximum efficiency and reliability. The prototype was built and tested and it is used as a validation case. The comparison of both experimental and simulation results are provided and discussed. Results were found to be encouraging to initiate a Stirling engine project for 3 kW power output. The working fluids are air, hydrogen, nitrogen and helum.

Keywords: stirling engine, solar energy, new energy, dynamic motion

Procedia PDF Downloads 379
1344 The Chemistry in the Video Game No Man’s Sky

Authors: Diogo Santos, Nelson Zagalo, Carla Morais

Abstract:

No Man’s Sky (NMS) is a sci-fi video game about survival and exploration where players fly spaceships, search for elements, and use them to survive. NMS isn’t a serious game, and not all the science in the game is presented with scientific evidence. To find how players felt about the scientific content in the game and how they perceive the chemistry in it, a survey was sent to NMS’s players, from which were collected answers from 124 respondents from 23 countries. Chemophobia is still a phenomenon when chemistry or chemicals are a subject of discussion, but 68,9% of our respondents showed a positive attitude towards the presence of chemistry in NMS, with 57% stating that playing the video game motivated them to know more about science. 8% of the players stated that NMS often prompted conversations about the science in the video game between them and teachers, parents, or friends. These results give us ideas on how an entertainment game can potentially help scientists, educators, and science communicators reach a growing, evolving, vibrant, diverse, and demanding audience.

Keywords: digital games, science communication, chemistry, informal learning, No Man’s Sky

Procedia PDF Downloads 71
1343 Serious Gaming for Behaviour Change: A Review

Authors: Ramy Hammady, Sylvester Arnab

Abstract:

Significant attention has been directed to adopt game interventions practically to change certain behaviours in many disciplines such as health, education, psychology through many years. That’s due to the intrinsic motivation that games can cause and the substantial impact the games can leave on the player. Many review papers were induced to highlight and measure the effectiveness of the game’s interventions on changing behaviours; however, most of these studies neglected the game design process itself and the game features and elements that can stimuli changing behaviours. Therefore, this paper aims to identify the most game design mechanics and features that are the most influencing on changing behaviour during or after games interventions. This paper also sheds light on the theories of changing behaviours that clearly can led the game design process. This study gives directions to game designers to spot the most influential game features and mechanics for changing behaviour games in order to exploit it on the same manner.

Keywords: behaviour change, game design, serious gaming, gamification, review

Procedia PDF Downloads 177
1342 Multiplayer Game System for Therapeutic Exercise in Which Players with Different Athletic Abilities Can Participate on an Even Competitive Footing

Authors: Kazumoto Tanaka, Takayuki Fujino

Abstract:

Sports games conducted as a group are a form of therapeutic exercise for aged people with decreased strength and for people suffering from permanent damage of stroke and other conditions. However, it is difficult for patients with different athletic abilities to play a game on an equal footing. This study specifically examines a computer video game designed for therapeutic exercise, and a game system with support given depending on athletic ability. Thereby, anyone playing the game can participate equally. This video-game, to be specific, is a popular variant of balloon volleyball, in which players hit a balloon by hand before it falls to the floor. In this game system, each player plays the game watching a monitor on which the system displays tailor-made video-game images adjusted to the person’s athletic ability, providing players with player-adaptive assist support. We have developed a multiplayer game system with an image generation technique for the tailor-made video-game and conducted tests to evaluate it.

Keywords: therapeutic exercise, computer video game, disability-adaptive assist, tailor-made video-game image

Procedia PDF Downloads 521
1341 Design Manufacture and Testing of a Combined Alpha-Beta Double Piston Stirling Engine

Authors: A. Calvin Antony, Sakthi Kumar Arul Prakash, V. R. Sanal Kumar

Abstract:

In this paper a unique alpha-beta double piston 'stirling engine' is designed, manufactured and conducted laboratory test to ameliorate the efficiency of the stirling engine. The paper focuses on alpha and beta type engines, capturing their benefits and eradicating their short comings; along with the output observed from the flywheel. In this model alpha engine is kinematically with a piston cylinder arrangement which works quite like a beta engine. The piston of the new cylinder is so designed that it replicates a glued displacer and power piston as similar to that of beta engine. The bigger part of the piston is the power piston, which has a gap around it, while the smaller part of the piston is tightly fit in the cylinder and acts like the displacer piston. We observed that the alpha-beta double piston stirling engine produces 25% increase in power compare to a conventional alpha stirling engine. This working model is a pointer towards for the design and development of an alpha-beta double piston Stirling engine for industrial applications for producing electricity from the heat producing exhaust gases.

Keywords: alpha-beta double piston stirling engine , alpha stirling engine , beta double piston stirling engine , electricity from stirling engine

Procedia PDF Downloads 508
1340 Lubrication Performance of Multi-Level Gear Oil in a Gasoline Engine

Authors: Feng-Tsai Weng, Dong- Syuan Cai, Tsochu-Lin

Abstract:

A vehicle gasoline engine converts gasoline into power so that the car can move, and lubricants are important for engines and also gear boxes. Manufacturers have produced numbers of engine oils, and gear oils for engines and gear boxes to SAE International Standards. Some products not only can improve the lubrication of both the engine and gear box but also can raise power of vehicle this can be easily seen in the advertisement declared by the manufacturers. To observe the lubrication performance, a multi-leveled (heavy duty) gear oil was added to a gasoline engine as the oil in the vehicle. The oil was checked at about every 10,000 kilometers. The engine was detailed disassembled, cleaned, and parts were measured. The wear of components of the engine parts were checked and recorded finally. Based on the experiment results, some gear oil seems possible to be used as engine oil in particular vehicles. Vehicle owners should change oil periodically in about every 6,000 miles (or 10,000 kilometers). Used car owners may change engine oil in even longer distance.

Keywords: multi-level gear oil, engine oil, viscosity, abrasion

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1339 A Novel Combustion Engine, Design and Modeling

Authors: M. A. Effati, M. R. Hojjati, M. Razmdideh

Abstract:

Nowadays, engine developments have focused on internal combustion engine design call for increased engine power, reduced engine size and improved fuel economy, simultaneously. In this paper, a novel design for combustion engine is proposed. Two combustion chambers were designed in two sides of cylinder. Piston was designed in a way that two sides of piston would transfer heat energy due to combustion to linear motion. This motion would convert to rotary motion through the designed mechanism connected to connecting rod. Connecting rod operation was analyzed to evaluate applied stress in 3000, 4500 and 6000 rpm. Boundary conditions including generated pressure in each side of cylinder in these 3 situations was calculated.

Keywords: combustion engine, design, finite element method, modeling

Procedia PDF Downloads 474
1338 Solution of Insurance Pricing Model Giving Optimum Premium Level for Both Insured and Insurer by Game Theory

Authors: Betul Zehra Karagul

Abstract:

A game consists of strategies that each actor has in his/her own choice strategies, and a game regulates the certain rules in the strategies that the actors choose, express how they evaluate their knowledge and the utility of output results. Game theory examines the human behaviors (preferences) of strategic situations in which each actor of a game regards the action that others will make in spite of his own moves. There is a balance between each player playing a game with the final number of players and the player with a certain probability of choosing the players, and this is called Nash equilibrium. The insurance is a two-person game where the insurer and insured are the actors. Both sides have the right to act in favor of utility functions. The insured has to pay a premium to buy the insurance cover. The insured will want to pay a low premium while the insurer is willing to get a high premium. In this study, the state of equilibrium for insurance pricing was examined in terms of the insurer and insured with game theory.

Keywords: game theory, insurance pricing, Nash equilibrium, utility function

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1337 Determination of Optimum Torque of an Internal Combustion Engine by Exergy Analysis

Authors: Veena Chaudhary, Rakesh P. Gakkhar

Abstract:

In this study, energy and exergy analysis are applied to the experimental data of an internal combustion engine operating on conventional diesel cycle. The experimental data are collected using an engine unit which enables accurate measurements of fuel flow rate, combustion air flow rate, engine load, engine speed and all relevant temperatures. First and second law efficiencies are calculated for different engine speed and compared. Results indicate that the first law (energy) efficiency is maximum at 1700 rpm whereas exergy efficiency is maximum and exergy destruction is minimum at 1900 rpm.

Keywords: diesel engine, exergy destruction, exergy efficiency, second law of thermodynamics

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1336 BECOME: Body Experience-Based Co-Operation between Juveniles through Mutually Excited Team Gameplay

Authors: Tsugunosuke Sakai, Haruya Tamaki, Ryuichi Yoshida, Ryohei Egusa, Etsuji Yamaguchi, Shigenori Inagaki, Fusako Kusunoki, Miki Namatame, Masanori Sugimoto, Hiroshi Mizoguchi

Abstract:

We aim to develop a full-body interaction game that could let children cooperate and interact with other children in small groups. As the first step for our aim, the objective of the full-body interaction game developed in this study is to make interaction between children. The game requires two children to jump together with the same timing. We let children experience the game and answer the questionnaires. The children using several strategies to coordinate the timing of their jumps were observed. These included shouting time, watching each other, and jumping in a constant rhythm as if they were skipping rope. In this manner, we observed the children playing the game while cooperating with each other. The results of a questionnaire to evaluate the proposed interactive game indicate that the jumping game was a very enjoyable experience in which the participants could immerse themselves. Therefore, the game enabled children to experience cooperation with others by using body movements.

Keywords: children, cooperation, full-body interaction game, kinect sensor

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1335 A Study on Game Theory Approaches for Wireless Sensor Networks

Authors: M. Shoukath Ali, Rajendra Prasad Singh

Abstract:

Game Theory approaches and their application in improving the performance of Wireless Sensor Networks (WSNs) are discussed in this paper. The mathematical modeling and analysis of WSNs may have low success rate due to the complexity of topology, modeling, link quality, etc. However, Game Theory is a field, which can efficiently use to analyze the WSNs. Game Theory is related to applied mathematics that describes and analyzes interactive decision situations. Game theory has the ability to model independent, individual decision makers whose actions affect the surrounding decision makers. The outcome of complex interactions among rational entities can be predicted by a set of analytical tools. However, the rationality demands a stringent observance to a strategy based on measured of perceived results. Researchers are adopting game theory approaches to model and analyze leading wireless communication networking issues, which includes QoS, power control, resource sharing, etc.

Keywords: wireless sensor network, game theory, cooperative game theory, non-cooperative game theory

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1334 Modeling and Optimization of Performance of Four Stroke Spark Ignition Injector Engine

Authors: A. A. Okafor, C. H. Achebe, J. L. Chukwuneke, C. G. Ozoegwu

Abstract:

The performance of an engine whose basic design parameters are known can be predicted with the assistance of simulation programs into the less time, cost and near value of actual. This paper presents a comprehensive mathematical model of the performance parameters of four stroke spark ignition engine. The essence of this research work is to develop a mathematical model for the analysis of engine performance parameters of four stroke spark ignition engine before embarking on full scale construction, this will ensure that only optimal parameters are in the design and development of an engine and also allow to check and develop the design of the engine and it’s operation alternatives in an inexpensive way and less time, instead of using experimental method which requires costly research test beds. To achieve this, equations were derived which describe the performance parameters (sfc, thermal efficiency, mep and A/F). The equations were used to simulate and optimize the engine performance of the model for various engine speeds. The optimal values obtained for the developed bivariate mathematical models are: sfc is 0.2833kg/kwh, efficiency is 28.77% and a/f is 20.75.

Keywords: bivariate models, engine performance, injector engine, optimization, performance parameters, simulation, spark ignition

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1333 Design Improvement of Aircraft Turbofan Engine Following Bird Ingestion Testing

Authors: Ahmed H. Elkholy

Abstract:

Aircraft gas turbine engines are subject to damage by airborne foreign objects such as birds and garbage dumps. In order to assess their effect on engine performance, a complete foreign object damage (FOD) test was carried out and a component failure analysis was used to verify airworthiness standards (AWS) requirements for engine certification as set by international regulations. Ingestion damage due to 1.8 Kg (4 lb.) bird strike on an engine is presented in some detail. Based on the observed damage, improvements to the engine design were suggested in two different locations: the front bearing housing and the low compressor shaft. When these improvements were implemented, the engine showed an acceptable containment capability that meets AWS requirements.

Keywords: aircraft engine, airworthiness standards, bird ingestion, foreign object damage

Procedia PDF Downloads 388
1332 Public and Private Domains: Contradictions and Covenants in Evolution of Game Policy

Authors: Mingzhu Lyu, Runlei Ren, Xinyu Dai, Jiaxuan Pi, Kanghua Li

Abstract:

The study of video game policy in China has been divided into two branches: "pedagogy" and "game industry". The binary perspective of policy reveals the "contradictory" side of policy performance. Based on this suspicion, this paper constructs a three-dimensional sequence of time, content and institutions of game policy, and establishes the "contradictory" aspects of policy performance between 1949 and 2019. A central-level database of game policies, clarifying that our game policies follow a shift from reactive response to proactive guidance, stigmatization and de-stigmatization, the evolutionary logic. The study found that the central government has always maintained a strict requirement and prudent guidance for game policy, and the deep contradictions in game policy stem from the essential conflict between the natural amusement of games and the seriousness of the educational system, and the Chinese government's use of the understanding of the public and private domains and the Managing of the conflict.

Keywords: game industry, gaming policy, public domain, private domain

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1331 Experimental Investigation on Effect of the Zirconium + Magnesium Coating of the Piston and Valve of the Single-Cylinder Diesel Engine to the Engine Performance and Emission

Authors: Erdinç Vural, Bülent Özdalyan, Serkan Özel

Abstract:

The four-stroke single cylinder diesel engine has been used in this study, the pistons and valves of the engine have been stabilized, the aluminum oxide (Al2O3) in different ratios has been added in the power of zirconium (ZrO2) magnesium oxide (MgO), and has been coated with the plasma spray method. The pistons and valves of the combustion chamber of the engine are coated with 5 different (ZrO2 + MgO), (ZrO2 + MgO + 25% Al2O3), (ZrO2 + MgO + 50% Al2O3), (ZrO2 + MgO + 75% Al2O3), (Al2O3) sample. The material tests have been made for each of the coated engine parts with the scanning electron microscopy (SEM), energy dispersive X-ray spectroscopy (EDX) and X-ray diffraction (XRD) using Cu Kα radiation surface analysis methods. The engine tests have been repeated for each sample in any electric dynamometer in full power 1600 rpm, 2000 rpm, 2400 rpm and 2800 rpm engine speeds. The material analysis and engine tests have shown that the best performance has been performed with (ZrO2 + MgO + 50% Al2O3). Thus, there is no significant change in HC and Smoke emissions, but NOx emission is increased, as the engine improves power, torque, specific fuel consumption and CO emissions in the tests made with sample A3.

Keywords: ceramic coating, material characterization, engine performance, exhaust emissions

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1330 Evaluating Key Attributes of Effective Digital Games in Tertiary Education

Authors: Roopali Kulkarni, Yuliya Khrypko

Abstract:

A major problem in educational digital game design is that game developers are often focused on maintaining the fun and playability of an educational game, whereas educators are more concerned with the learning aspect of the game rather than its entertaining characteristics. There is a clear need to understand what key aspects of digital learning games make them an effective learning medium in tertiary education. Through a systematic literature review and content analysis, this paper identifies, evaluates, and summarizes twenty-three key attributes of digital games used in tertiary education and presents a summary digital game-based learning (DGBL) model for designing and evaluating an educational digital game of any genre that promotes effective learning in tertiary education. The proposed solution overcomes limitations of previously designed models for digital game evaluation, such as a small number of game attributes considered or applicability to a specific genre of digital games. The proposed DGBL model can be used to assist game designers and educators with creating effective and engaging educational digital games for the tertiary education curriculum.

Keywords: DGBL model, digital games, educational games, game-based learning, tertiary education

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1329 Metaphorical Perceptions of Middle School Students regarding Computer Games

Authors: Ismail Celik, Ismail Sahin, Fetah Eren

Abstract:

The computer, among the most important inventions of the twentieth century, has become an increasingly important component in our everyday lives. Computer games also have become increasingly popular among people day-by-day, owing to their features based on realistic virtual environments, audio and visual features, and the roles they offer players. In the present study, the metaphors students have for computer games are investigated, as well as an effort to fill the gap in the literature. Students were asked to complete the sentence—‘Computer game is like/similar to….because….’— to determine the middle school students’ metaphorical images of the concept for ‘computer game’. The metaphors created by the students were grouped in six categories, based on the source of the metaphor. These categories were ordered as ‘computer game as a means of entertainment’, ‘computer game as a beneficial means’, ‘computer game as a basic need’, ‘computer game as a source of evil’, ‘computer game as a means of withdrawal’, and ‘computer game as a source of addiction’, according to the number of metaphors they included.

Keywords: computer game, metaphor, middle school students, virtual environments

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1328 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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1327 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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1326 Optimal Diesel Engine Technology Analysis Matching the Platform of the Helicopter

Authors: M. Wendeker, K. Siadkowska, P. Magryta, Z. Czyz, K. Skiba

Abstract:

In the paper environmental impact analysis the optimal Diesel engine for a light helicopter was performed. The paper consist an answer to the question of what the optimal Diesel engine for a light helicopter is, taking into consideration its expected performance and design capacity. The use of turbocharged engine with self-ignition and an electronic control system can substantially reduce the negative impact on the environment by decreasing toxic substance emission, fuel consumption and therefore carbon dioxide emission. In order to establish the environmental benefits of the diesel engine technologies, mathematical models were created, providing additional insight on the environmental impact and performance of a classic turboshaft and an advanced diesel engine light helicopter, incorporating technology developments.

Keywords: diesel engine, helicopter, simulation, environmental impact

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1325 By-Product Alcohol: Fusel Oil as an Alternative Fuel in Spark Ignition Engine

Authors: Omar Awad, R. Mamat, F. Yusop, M. M. Noor, I. M. Yusri

Abstract:

Fusel oil is a by-product obtained through the fermentation of some agricultural products. The fusel oil properties are closer to other alternative combustible types and the limited number of studies on the use of fusel oil as an alcohol derivative in SI engines constitutes to the base of this study. This paper experimentally examined the impacts of a by-product of alcohol, which is fusel oil by blending it with gasoline, on engine performance, combustion characteristics, and emissions in a 4-cylinder SI engine. The test was achieved at different engine speeds and a 60 % throttle valve (load). As results, brake power, BTE, and BSFC of F10 are higher at all engine speeds. Maximum engine BTE was 33.9%, at the lowest BSFC with F10. Moreover, it is worth seeing that the F10 under rich air-fuel ratio has less variation of COVIMEP compared to the F20 and gasoline. F10 represents shorter combustion duration, thereby, the engine power increased. NOx emission for F10 at 4500 rpm was lower than gasoline. The highest value of HC emission is obtained with F10 compared to gasoline and F20 with an average increase of 11% over the engine speed range. CO and CO2 emissions increased when using fusel oil blends.

Keywords: fusel oil, spark ignition engine, by-product alcohol, combustion characteristics, engine emissions, alternative fuel

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1324 Variation of Stagnation Properties at Various Altitudes of an Klimov RD-33 Engine

Authors: Upamanyu Majumder, Angshuman Das

Abstract:

The Klimov RD-33 is a turbofan jet engine for a lightweight fighter jet that is the primary engine for the Mikoyan MiG-29. Its production started in 1981. The RD-33 was the first afterburning turbofan engine produced by the Klimov Company of Russia in the 8,000 to 9,000 kilograms-force (78,000 to 88,000 N; 18,000 to 20,000 lbf) thrust class. It features a modular twin-shaft design with individual parts that can be replaced separately and has a good tolerance to the environment. The RD-33 is simple to maintain and retains good performance in challenging environments. In this paper the stagnation properties(pressure and temperature) at the intake diffuser, compressor and turbine sections of the RD-33 engine are calculated using the standard atmosphere conditions at different altitudes( take-off, 5000m, 10000m, 15000m, 20000m and 22500m). The results are plotted against altitude values using MS-Excel.

Keywords: Klimov RD-33 engine, stagnation properties, various altitudes, ms-excel

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1323 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

Procedia PDF Downloads 340