Search results for: game self-efficacy
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 620

Search results for: game self-efficacy

260 Integrating Historical Narratives with Merge Games as Tools for Pedagogy In Education

Authors: Aathira H.

Abstract:

Digital games can act as catalysts for educational transformation in the current scenario. Children and adolescence acquire this digital knowledge quickly and hence digital games can act as one of the most effective media for technology-mediated learning. Mobile gaming industries have seen the rise of a new trending genre of games, i.e., “Merge games” which is currently thriving in the market. This paper analysis on how gamifying historic and cultural narratives with merge mechanics can be an effective way to educate school children. Through the study of how merge mechanics in games have currently emerged as a trend., this paper argues how it can be integrated with a strong narrative which can convey history in an engaging way for education.

Keywords: game-based learning, merge mechanics, historical narratives, gaming innovations

Procedia PDF Downloads 76
259 Festival Gamification: Conceptualization and Scale Development

Authors: Liu Chyong-Ru, Wang Yao-Chin, Huang Wen-Shiung, Tang Wan-Ching

Abstract:

Although gamification has been concerned and applied in the tourism industry, limited literature could be found in tourism academy. Therefore, to contribute knowledge in festival gamification, it becomes essential to start by establishing a Festival Gamification Scale (FGS). This study defines festival gamification as the extent of a festival to involve game elements and game mechanisms. Based on self-determination theory, this study developed an FGS. Through the multi-study method, in study one, five FGS dimensions were sorted through literature review, followed by twelve in-depth interviews. A total of 296 statements were extracted from interviews and were later narrowed down to 33 items under six dimensions. In study two, 226 survey responses were collected from a cycling festival for exploratory factor analysis, resulting in twenty items under five dimensions. In study three, 253 survey responses were obtained from a marathon festival for confirmatory factor analysis, resulting in the final sixteen items under five dimensions. Then, results of criterion-related validity confirmed the positive effects of these five dimensions on flow experience. In study four, for examining the model extension of the developed five-dimensional 16-item FGS, which includes dimensions of relatedness, mastery, competence, fun, and narratives, cross-validation analysis was performed using 219 survey responses from a religious festival. For the tourism academy, the FGS could further be applied in other sub-fields such as destinations, theme parks, cruise trips, or resorts. The FGS serves as a starting point for examining the mechanism of festival gamification in changing tourists’ attitudes and behaviors. Future studies could work on follow-up studies of FGS by testing outcomes of festival gamification or examining moderating effects of enhancing outcomes of festival gamification. On the other hand, although the FGS has been tested in cycling, marathon, and religious festivals, the research settings are all in Taiwan. Cultural differences of FGS is another further direction for contributing knowledge in festival gamification. This study also contributes to several valuable practical implications. First, this FGS could be utilized in tourist surveys for evaluating the extent of gamification of a festival. Based on the results of the performance assessment by FGS, festival management organizations and festival planners could learn the relative scores among dimensions of FGS, and plan for future improvement of gamifying the festival. Second, the FGS could be applied in positioning a gamified festival. Festival management organizations and festival planners could firstly consider the features and types of their festival, and then gamify their festival based on investing resources in key FGS dimensions.

Keywords: festival gamification, festival tourism, scale development, self-determination theory

Procedia PDF Downloads 124
258 Multilevel Gray Scale Image Encryption through 2D Cellular Automata

Authors: Rupali Bhardwaj

Abstract:

Cryptography is the science of using mathematics to encrypt and decrypt data; the data are converted into some other gibberish form, and then the encrypted data are transmitted. The primary purpose of this paper is to provide two levels of security through a two-step process, rather than transmitted the message bits directly, first encrypted it using 2D cellular automata and then scrambled with Arnold Cat Map transformation; it provides an additional layer of protection and reduces the chance of the transmitted message being detected. A comparative analysis on effectiveness of scrambling technique is provided by scrambling degree measurement parameters i.e. Gray Difference Degree (GDD) and Correlation Coefficient.

Keywords: scrambling, cellular automata, Arnold cat map, game of life, gray difference degree, correlation coefficient

Procedia PDF Downloads 346
257 From Prince to Vampire: The Image of Vlad Tepeș Dracula in Popular Culture. Case Study: Castlevania, From Video Game to Netflix Production

Authors: Claudia Horeanu

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Ever since the first horror films, Count Dracula, the image inspired mainly by the novel written by Bram Stoker, is an almost indispensable character in popular culture. In the shadow of his vampire image is a Romanian ruler, Vlad Țepeș, from Wallachia, a ruler who was also nicknamed Drăculea. The purpose of this research is to analyze the evolution of the image of Vlad Tepeș/Dracula in popular culture, identifying the reasons and themes associated with this character, and to explore how the figure of Vlad Tepeș/Dracula evolved according to social and political changes in different historical periods. It is also believed that there are elements that have remained constant in the depictions of Vlad the Impaler/Dracula.

Keywords: popular culture, dracula, vlad tepes, castlevania, vampire

Procedia PDF Downloads 28
256 Hand Motion Tracking as a Human Computer Interation for People with Cerebral Palsy

Authors: Ana Teixeira, Joao Orvalho

Abstract:

This paper describes experiments using Scratch games, to check the feasibility of employing cerebral palsy users gestures as an alternative of interaction with a computer carried out by students of Master Human Computer Interaction (HCI) of IPC Coimbra. The main focus of this work is to study the usability of a Web Camera as a motion tracking device to achieve a virtual human-computer interaction used by individuals with CP. An approach for Human-computer Interaction (HCI) is present, where individuals with cerebral palsy react and interact with a scratch game through the use of a webcam as an external interaction device. Motion tracking interaction is an emerging technology that is becoming more useful, effective and affordable. However, it raises new questions from the HCI viewpoint, for example, which environments are most suitable for interaction by users with disabilities. In our case, we put emphasis on the accessibility and usability aspects of such interaction devices to meet the special needs of people with disabilities, and specifically people with CP. Despite the fact that our work has just started, preliminary results show that, in general, computer vision interaction systems are very useful; in some cases, these systems are the only way by which some people can interact with a computer. The purpose of the experiments was to verify two hypothesis: 1) people with cerebral palsy can interact with a computer using their natural gestures, 2) scratch games can be a research tool in experiments with disabled young people. A game in Scratch with three levels is created to be played through the use of a webcam. This device permits the detection of certain key points of the user’s body, which allows to assume the head, arms and specially the hands as the most important aspects of recognition. Tests with 5 individuals of different age and gender were made throughout 3 days through periods of 30 minutes with each participant. For a more extensive and reliable statistical analysis, the number of both participants and repetitions in further investigations should be increased. However, already at this stage of research, it is possible to draw some conclusions. First, and the most important, is that simple scratch games on the computer can be a research tool that allows investigating the interaction with computer performed by young persons with CP using intentional gestures. Measurements performed with the assistance of games are attractive for young disabled users. The second important conclusion is that they are able to play scratch games using their gestures. Therefore, the proposed interaction method is promising for them as a human-computer interface. In the future, we plan to include the development of multimodal interfaces that combine various computer vision devices with other input devices improvements in the existing systems to accommodate more the special needs of individuals, in addition, to perform experiments on a larger number of participants.

Keywords: motion tracking, cerebral palsy, rehabilitation, HCI

Procedia PDF Downloads 213
255 The Basketball Show in the North of France: When the NBA Globalized Culture Meets the Local Carnival Culture

Authors: David Sudre

Abstract:

Today, the National Basketball Association (NBA) is the cultural model of reference for most of the French basketball community stakeholders (players, coaches, team and league managers). In addition to the strong impact it has on how this sport is played and perceived, the NBA also influences the ways professional basketball shows are organized in France (within the Jeep Elite league). The objective of this research is to see how and to what extent the NBA show, as a globalized cultural product, disrupts Jeep Elite's professional basketball cultural codes in the organization of its shows. The article will aim at questioning the intercultural phenomenon at stake in sports cultures in France through the prism of the basketball match. This angle will shed some light on the underlying relationships between local and global elements. The results of this research come from a one-year survey conducted in a small town in northern France, Le Portel, where the Etoile Sportive Saint Michel (ESSM), a Jeep Elite's club, operates. An ethnographic approach was favored. It entailed many participating observations and semi-directive interviews with supporters of the ESSM Le Portel. Through this ethnographic work with the team's fan groups (before the games, during the games and after the games), it was possible for the researchers to understand better all the cultural and identity issues that play out in the "Cauldron," the basketball arena of the ESSM Le Portel. The results demonstrate, at first glance, that many basketball events organized in France are copied from the American model. It seems difficult not to try to imitate the American reference that the NBA represents, whether it be at the French All-Star Game or a Jeep Elite Game at Le Portel. In this case, an acculturation process seems to occur, not only in the way people play but also in the creation of the show (cheerleaders, animations, etc.). However, this American culture of globalized basketball, although re-appropriated, is also being modified by the members of ESSM Le Portel within their locality. Indeed, they juggle between their culture of origin and their culture of reference to build their basketball show within their sociocultural environment. In this way, Le Portel managers and supporters introduce elements that are characteristic of their local culture into the show, such as carnival customs and celebrations, two ingredients that fully contribute to the creation of their identity. Ultimately, in this context of "glocalization," this research will ascertain, on the one hand, that the identity of French basketball becomes harder to outline, and, on the other hand, that the "Cauldron" turns out to be a place to preserve (fantasized) local identities, or even a place of (unconscious) resistance to the dominant model of American basketball culture.

Keywords: basketball, carnival, culture, globalization, identity, show, sport, supporters.

Procedia PDF Downloads 126
254 Using Educational Gaming as a Blended Learning Tool in South African Education

Authors: Maroonisha Maharajh

Abstract:

Based on the Black Swan and Disruptive Innovation Theories, this study proposes an educational game based learning model within the context of the traditional classroom learning environment. In the proposed model, the perceived e-learning component is decomposed into accessibility, perceived quality and perceived usability within the traditional rural classroom environment. A sample of 92 respondents took part in this study. The results suggest that users’ continuance intention is determined by both economic and grassroots internet accessibility, which in turn is jointly determined by perceived usefulness, information quality, service quality, system quality, perceived ease of use and cognitive absorption of learning.

Keywords: blended learning, flipped classroom, e-learning, gaming

Procedia PDF Downloads 225
253 Effects of Gender on Kinematics Kicking in Soccer

Authors: Abdolrasoul Daneshjoo

Abstract:

Soccer is a game which draws more attention in different countries especially in Brazil. Kicking among different skills in soccer and soccer players is an excellent role for the success and preference of a team. The way of point gaining in this game is passing the ball over the goal lines which are gained by shoot skill in attack time and or during the penalty kicks.Regarding the above assumption, identifying the effective factors in instep kicking in different distances shoot with maximum force and high accuracy or pass and penalty kick, may assist the coaches and players in raising qualitative level of performing the skill.The aim of the present study was to study of a few kinematical parameters in instep kicking from 5 and 7 meter distance among the male and female elite soccer players.24 right dominant lower limb subjects (12 males and 12 females) among Tehran elite soccer players with average and the standard deviation (22.5 ± 1.5) & (22.08± 1.31) years, height of (179.5 ± 5.81) & (164.3 ± 4.09) cm, weight of (69.66 ± 4.09) & (53.16 ± 3.51) kg, %BMI (21.06 ± .731) & (19.67 ± .709), having playing history of (4 ± .73) & (3.08 ± .66) years respectively participated in this study. They had at least two years of continuous playing experience in Tehran soccer league.For sampling player's kick; Kinemetrix Motion analysis with three cameras with 1000 Hz was used. Five reflective markers were placed laterally on the kicking leg over anatomical points (the iliac crest, major trochanter, lateral epicondyle of femur, lateral malleolus, and lateral aspect of distal head of the fifth metatarsus). Instep kick was filmed, with one step approach and 30 to 45 degrees angle from stationary ball. Three kicks were filmed, one kick selected for further analyses. Using Kinemetrix 3D motion analysis software, the position of the markers was analyzed. Descriptive statistics were used to describe the mean and standard deviation, while the analysis of variance, and independent t-test (P < 0.05) were used to compare the kinematic parameters between two genders.Among the evaluated parameters, the knee acceleration, the thigh angular velocity, the angle of knee proportionately showed significant relationship with consequence of kick. While company performance on 5m in 2 genders, significant differences were observed in internal – external displacement of toe, ankle, hip and the velocity of toe, ankle and the acceleration of toe and the angular velocity of pelvic, thigh and before time contact . Significant differences showed the internal – external displacement of toe, the ankle, the knee and the hip, the iliac crest and the velocity of toe, the ankle and acceleration of ankle and angular velocity of the pelvic and the knee.

Keywords: biomechanics, kinematics, instep kicking, soccer

Procedia PDF Downloads 466
252 Fractal Behaviour of Earthquake Sequences in Himalaya

Authors: Kamal, Adil Ahmad

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Earthquakes are among the most versatile natural and dynamic processes, and hence a fractal model is considered to be the best representative of the same. We present a novel method to process and analyse information hidden in earthquake sequences using Fractal Dimensions and Iterative Function Systems (IFS). Spatial and temporal variations in the fractal dimensions of seismicity observed around the Indian peninsula in last 30 years are studied. This was used as a possible precursor before large earthquakes in the region. IFS images for observed seismicity in the Himalayan belt were also obtained. We scan the whole data set and coarse grain of a selected window to reduce it to four bins. A critical analysis of four-cornered chaos-game clearly shows that the spatial variation in earthquake occurrences in Himalayan range is not random. Two subzones of Himalaya have a tendency to follow each other in time.

Keywords: earthquakes, fractals, Himalaya, iterated function systems

Procedia PDF Downloads 269
251 Development of Evolutionary Algorithm by Combining Optimization and Imitation Approach for Machine Learning in Gaming

Authors: Rohit Mittal, Bright Keswani, Amit Mithal

Abstract:

This paper provides a sense about the application of computational intelligence techniques used to develop computer games, especially car racing. For the deep sense and knowledge of artificial intelligence, this paper is divided into various sections that is optimization, imitation, innovation and combining approach of optimization and imitation. This paper is mainly concerned with combining approach which tells different aspects of using fitness measures and supervised learning techniques used to imitate aspects of behavior. The main achievement of this paper is based on modelling player behaviour and evolving new game content such as racing tracks as single car racing on single track.

Keywords: evolution algorithm, genetic, optimization, imitation, racing, innovation, gaming

Procedia PDF Downloads 612
250 Injury Prediction for Soccer Players Using Machine Learning

Authors: Amiel Satvedi, Richard Pyne

Abstract:

Injuries in professional sports occur on a regular basis. Some may be minor, while others can cause huge impact on a player's career and earning potential. In soccer, there is a high risk of players picking up injuries during game time. This research work seeks to help soccer players reduce the risk of getting injured by predicting the likelihood of injury while playing in the near future and then providing recommendations for intervention. The injury prediction tool will use a soccer player's number of minutes played on the field, number of appearances, distance covered and performance data for the current and previous seasons as variables to conduct statistical analysis and provide injury predictive results using a machine learning linear regression model.

Keywords: injury predictor, soccer injury prevention, machine learning in soccer, big data in soccer

Procedia PDF Downloads 146
249 Gaming Tools for Efficient Low Cost Urban Planning Using Nature Based Solutions

Authors: Ioannis Kavouras, Eftychios Protopapadakis, Emmanuel Sardis, Anastasios Doulamis

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In this paper, we investigate the appropriateness and usability of three different free and open-source rendering tools for urban planning visualizations. The process involves the selection of a map area, the 3D rendering transformation, the addition of nature-based solution placement, and the evaluation and assessment of the suggested applied interventions. The manuscript uses a case study involved at Dilaveri Coast, Piraeus region, Greece. Research outcomes indicate that a Blender-OSM implementation is an appropriate tool capable of supporting high-fidelity urban planning, with quick and accurate visibility of related results for end users and involved in NBS transformations.

Keywords: urban planning, nature based solution, 3D gaming tools, game engine, free and open source

Procedia PDF Downloads 75
248 A Study of Kinematical Parameters I9N Instep Kicking in Soccer

Authors: Abdolrasoul Daneshjoo

Abstract:

Introduction: Soccer is a game which draws more attention in different countries especially in Brazil. Kicking among different skills in soccer and soccer players is an excellent role for the success and preference of a team. The way of point gaining in this game is passing the ball over the goal lines which are gained by shoot skill in attack time and or during the penalty kicks.Regarding the above assumption, identifying the effective factors in instep kicking in different distances shoot with maximum force and high accuracy or pass and penalty kick, may assist the coaches and players in raising qualitative level of performing the skill. Purpose: The aim of the present study was to study of a few kinematical parameters in instep kicking from 3 and 5 meter distance among the male and female elite soccer players. Methods: 24 right dominant lower limb subjects (12 males and 12 females) among Tehran elite soccer players with average and the standard deviation (22.5 ± 1.5) & (22.08± 1.31) years, height of (179.5 ± 5.81) & (164.3 ± 4.09) cm, weight of (69.66 ± 4.09) & (53.16 ± 3.51) kg, %BMI (21.06 ± .731) & (19.67 ± .709), having playing history of (4 ± .73) & (3.08 ± .66) years respectively participated in this study. They had at least two years of continuous playing experience in Tehran soccer league.For sampling player's kick; Kinemetrix Motion analysis with three cameras with 500 Hz was used. Five reflective markers were placed laterally on the kicking leg over anatomical points (the iliac crest, major trochanter, lateral epicondyle of femur, lateral malleolus, and lateral aspect of distal head of the fifth metatarsus). Instep kick was filmed, with one step approach and 30 to 45 degrees angle from stationary ball. Three kicks were filmed, one kick selected for further analyses. Using Kinemetrix 3D motion analysis software, the position of the markers was analyzed. Descriptive statistics were used to describe the mean and standard deviation, while the analysis of variance, and independent t-test (P < 0.05) were used to compare the kinematic parameters between two genders. Results and Discussion: Among the evaluated parameters, the knee acceleration, the thigh angular velocity, the angle of knee proportionately showed significant relationship with consequence of kick. While company performance on 5m in 2 genders, significant differences were observed in internal – external displacement of toe, ankle, hip and the velocity of toe, ankle and the acceleration of toe and the angular velocity of pelvic, thigh and before time contact. Significant differences showed the internal – external displacement of toe, the ankle, the knee and the hip, the iliac crest and the velocity of toe, the ankle and acceleration of ankle and angular velocity of the pelvic and the knee.

Keywords: biomechanics, kinematics, soccer, instep kick, male, female

Procedia PDF Downloads 396
247 Development Framework Based on Mobile Augmented Reality for Pre-Literacy Kit

Authors: Nazatul Aini Abd Majid, Faridah Yunus, Haslina Arshad, Mohammad Farhan Mohammad Johari

Abstract:

Mobile technology, augmented reality, and game-based learning are some of the key learning technologies that can be fully optimized to promote pre-literacy skills. The problem is how to design an effective pre-literacy kit that utilizes some of the learning technologies. This paper presents a framework based on mobile augmented reality for the development of pre-literacy kit. This pre-literacy kit incorporates three main components which are contents, design, and tools. A prototype of a mobile app based on the three main components was developed for promoting pre-literacy. The results show that the children and teachers gave positive feedbacks after using the mobile app for the pre-literacy.

Keywords: framework, mobile technology, augmented reality, pre-literacy skills

Procedia PDF Downloads 557
246 Game of Funds: Efficiency and Policy Implications of the United Kingdom Research Excellence Framework

Authors: Boon Lee

Abstract:

Research publication is an essential output of universities because it not only promotes university recognition, it also receives government funding. The history of university research culture has been one of ‘publish or perish’ and universities have consistently encouraged their academics and researchers to produce research articles in reputable journals in order to maintain a level of competitiveness. In turn, the United Kingdom (UK) government funding is determined by the number and quality of research publications. This paper aims to investigate on whether more government funding leads to more quality papers. To that end, the paper employs a Network DEA model to evaluate the UK higher education performance over a period. Sources of efficiency are also determined via second stage regression analysis.

Keywords: efficiency, higher education, network data envelopment analysis, universities

Procedia PDF Downloads 91
245 Brain-Motor Disablement: Using Virtual Reality-Based Therapeutic Simulations

Authors: Vince Macri, Jakub Petioky, Paul Zilber

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Virtual-reality-based technology, i.e. video-game-like simulations (collectively, VRSims) are used in therapy for a variety of medical conditions. The purpose of this paper is to contribute to a discussion on criteria for selecting VRSims to augment treatment of survivors of acquired brain injury. Specifically, for treatments to improve or restore brain motor function in upper extremities affected by paresis or paralysis. Six uses of virtual reality are reviewed video games for entertainment, training simulations, unassisted or device-assisted movements of affected or unaffected extremities displayed in virtual environments and virtual anatomical interactivity.

Keywords: acquired brain injury, brain-motor function, virtual anatomical interactivity, therapeutic simulations

Procedia PDF Downloads 554
244 Evaluating the Performance of Offensive Lineman in the National Football League

Authors: Nikhil Byanna, Abdolghani Ebrahimi, Diego Klabjan

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How does one objectively measure the performance of an individual offensive lineman in the NFL? The existing literature proposes various measures that rely on subjective assessments of game film, but has yet to develop an objective methodology to evaluate performance. Using a variety of statistics related to an offensive lineman’s performance, we develop a framework to objectively analyze the overall performance of an individual offensive lineman and determine specific linemen who are overvalued or undervalued relative to their salary. We identify eight players across the 2013-2014 and 2014-2015 NFL seasons that are considered to be overvalued or undervalued and corroborate the results with existing metrics that are based on subjective evaluation. To the best of our knowledge, the techniques set forth in this work have not been utilized in previous works to evaluate the performance of NFL players at any position, including offensive linemen.

Keywords: offensive lineman, player performance, NFL, machine learning

Procedia PDF Downloads 117
243 “We’ve Got to Get This Out of Our Game”: A Reddit Study on the Immediate Reaction to Homophobia in the United Soccer League

Authors: Steffanie Kiourkas

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This study sought to examine fans’ responses to San Diego Loyal player Collin Martin being called a homophobic slur by Phoenix Rising player Junior Flemmings. Fans’ responses were gathered from Reddit comments on a thread posted immediately after the incident. Fans specifically centered their conversations on the homophobic slur, the coaches’ reactions, and the use of homophobia in sports in general. This study identified five themes present in the conversations between soccer fans. The themes generally highlighted critiques of the Phoenix Rising team and head coach, critiques of the use of homophobia in soccer, and support for the San Diego Loyal and hopefulness about the state of society moving forward.

Keywords: homophobia, LGBTQ+, United Soccer League, Reddit

Procedia PDF Downloads 58
242 From Design, Experience and Play Framework to Common Design Thinking Tools: Using Serious Modern Board Games

Authors: Micael Sousa

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Board games (BGs) are thriving as new designs emerge from the hobby community to greater audiences all around the world. Although digital games are gathering most of the attention in game studies and serious games research fields, the post-digital movement helps to explain why in the world dominated by digital technologies, the analog experiences are still unique and irreplaceable to users, allowing innovation in new hybrid environments. The BG’s new designs are part of these post-digital and hybrid movements because they result from the use of powerful digital tools that enable the production and knowledge sharing about the BGs and their face-to-face unique social experiences. These new BGs, defined as modern by many authors, are providing innovative designs and unique game mechanics that are still not yet fully explored by the main serious games (SG) approaches. Even the most established frameworks settled to address SG, as fun games implemented to achieve predefined goals need more development, especially when considering modern BGs. Despite the many anecdotic perceptions, researchers are only now starting to rediscover BGs and demonstrating their potentials. They are proving that BGs are easy to adapt and to grasp by non-expert players in experimental approaches, with the possibility of easy-going adaptation to players’ profiles and serious objectives even during gameplay. Although there are many design thinking (DT) models and practices, their relations with SG frameworks are also underdeveloped, mostly because this is a new research field, lacking theoretical development and the systematization of the experimental practices. Using BG as case studies promise to help develop these frameworks. Departing from the Design, Experience, and Play (DPE) framework and considering the Common Design Think Tools (CDST), this paper proposes a new experimental framework for the adaptation and development of modern BG design for DT: the Design, Experience, and Play for Think (DPET) experimental framework. This is done through the systematization of the DPE and CDST approaches applied in two case studies, where two different sequences of adapted BG were employed to establish a DT collaborative process. These two sessions occurred with different participants and in different contexts, also using different sequences of games for the same DT approach. The first session took place at the Faculty of Economics at the University of Coimbra in a training session of serious games for project development. The second session took place in the Casa do Impacto through The Great Village Design Jam light. Both sessions had the same duration and were designed to progressively achieve DT goals, using BGs as SGs in a collaborative process. The results from the sessions show that a sequence of BGs, when properly adapted to address the DPET framework, can generate a viable and innovative process of collaborative DT that is productive, fun, and engaging. The DPET proposed framework intents to help establish how new SG solutions could be defined for new goals through flexible DT. Applications in other areas of research and development can also benefit from these findings.

Keywords: board games, design thinking, methodology, serious games

Procedia PDF Downloads 87
241 Consumer Innovativeness and Shopping Styles: An Empirical Study in Turkey

Authors: Hande Begum Bumin Doyduk, Elif Okan Yolbulan

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Innovation is very important for success and competitiveness of countries, as well as business sectors and individuals' firms. In order to have successful and sustainable innovations, the other side of the game, consumers, should be aware of the innovations and appreciate them. In this study, the consumer innovativeness is focused and the relationship between motivated consumer innovativeness and consumer shopping styles is analyzed. Motivated consumer innovativeness scale by (Vandecasteele & Geuens, 2010) and consumer shopping styles scale by (Sproles & Kendall, 1986) is used. Data is analyzed by SPSS 20 program through realibility, factor, and correlation analysis. According to the findings of the study, there are strong positive relationships between hedonic innovativeness and recreational shopping style; social innovativeness and brand consciousness; cognitive innovativeness and price consciousness and functional innovativeness and perfectionistic high-quality conscious shopping styles.

Keywords: consumer innovativeness, consumer decision making, shopping styles, innovativeness

Procedia PDF Downloads 396
240 Using Machine Learning to Enhance Win Ratio for College Ice Hockey Teams

Authors: Sadixa Sanjel, Ahmed Sadek, Naseef Mansoor, Zelalem Denekew

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Collegiate ice hockey (NCAA) sports analytics is different from the national level hockey (NHL). We apply and compare multiple machine learning models such as Linear Regression, Random Forest, and Neural Networks to predict the win ratio for a team based on their statistics. Data exploration helps determine which statistics are most useful in increasing the win ratio, which would be beneficial to coaches and team managers. We ran experiments to select the best model and chose Random Forest as the best performing. We conclude with how to bridge the gap between the college and national levels of sports analytics and the use of machine learning to enhance team performance despite not having a lot of metrics or budget for automatic tracking.

Keywords: NCAA, NHL, sports analytics, random forest, regression, neural networks, game predictions

Procedia PDF Downloads 81
239 Operations Research Applications in Audit Planning and Scheduling

Authors: Abdel-Aziz M. Mohamed

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This paper presents a state-of-the-art survey of the operations research models developed for internal audit planning. Two alternative approaches have been followed in the literature for audit planning: (1) identifying the optimal audit frequency; and (2) determining the optimal audit resource allocation. The first approach identifies the elapsed time between two successive audits, which can be presented as the optimal number of audits in a given planning horizon, or the optimal number of transactions after which an audit should be performed. It also includes the optimal audit schedule. The second approach determines the optimal allocation of audit frequency among all auditable units in the firm. In our review, we discuss both the deterministic and probabilistic models developed for audit planning. In addition, game theory models are reviewed to find the optimal auditing strategy based on the interactions between the auditors and the clients.

Keywords: operations research applications, audit frequency, audit-staff scheduling, audit planning

Procedia PDF Downloads 788
238 Compromised Sexual Territoriality under Reflexive Cosmopolitanism: From Coffee Bean to Gay Bean in South Korea

Authors: Robert Christopher Hamilton

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This research examined the effects of reflexive cosmopolitanism on the competition for sexual territoriality. By adopting Michel De Certeau’s (1984) spatial didactic model, the article maps out the key elements at play and the dynamics explaining how gays gay place in the backdrop of rapid modernization. It found that heterosexual space and heteronormative assumptions helped to create temporal and spatial opportunities that allow for sexual performativity of gay males. Moreover, using data collected from multiple semi-controlled one-on-one interviews over 13 months, this article illustrates how spatial competition culminates in non-zero sum game outcomes and particularly to compromise of sexual territoriality while further demonstrating the need to understand the sexual coping tactics used in cultures with similar backgrounds. The findings enable researchers to better understand how gay men gay space, and how space performatively embodies gay men.

Keywords: South Korea, coffee bean, sexual territoriality, reflexive cosmopolitanism

Procedia PDF Downloads 299
237 The Next Game Changer: 3-D Printed Musical Instruments

Authors: Leonardo Ko

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In an era marked by rapid technological innovation, the classical instrument industry nonetheless has not seen significant change. Is this a matter of stubborn traditionalism, or do old, conventional instruments really sound better? Because of the widespread use of 3-D printing, it seems feasible to produce modern, 3-D printed instruments that adhere to the basic conventions of standard construction. This study aimed to design and create a practical, effective 3-D printed acoustic violin. A cost-benefit analysis of materials and design is presented in addition to a report on sound tests in which a pool of professional musicians compared the traditional violin to its synthetic counterpart with regard to acoustic properties. With a low-cost yet functional instrument, musicians of all levels would be able to afford instruments with much greater ease; the present study thus hopes to contribute to efforts to increase the accessibility of classical music education.

Keywords: acoustic musical instrument, classical musical education, low-cost, 3-D printing

Procedia PDF Downloads 200
236 Competitive Advantages of a Firm without Fundamental Technology: A Case Study of Sony, Casio and Nintendo

Authors: Kiyohiro Yamazaki

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A purpose of this study is to examine how a firm without fundamental technology is able to gain the competitive advantage. This paper examines three case studies, Sony in the flat display TV industry, Casio in the digital camera industry and Nintendo in the home game machine industry. This paper maintain the firms without fundamental technology construct two advantages, economic advantage and organizational advantage. An economic advantage involves the firm can select either high-tech or cheap devices out of several device makers, and change the alternatives cheaply and quickly. In addition, organizational advantage means that a firm without fundamental technology is not restricted by organizational inertia and cognitive restraints, and exercises the characteristic of strength.

Keywords: firm without fundamental technology, economic advantage, organizational advantage, Sony, Casio, Nintendo

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235 Using Learning Apps in the Classroom

Authors: Janet C. Read

Abstract:

UClan set collaboration with Lingokids to assess the Lingokids learning app's impact on learning outcomes in classrooms in the UK for children with ages ranging from 3 to 5 years. Data gathered during the controlled study with 69 children includes attitudinal data, engagement, and learning scores. Data shows that children enjoyment while learning was higher among those children using the game-based app compared to those children using other traditional methods. It’s worth pointing out that engagement when using the learning app was significantly higher than other traditional methods among older children. According to existing literature, there is a direct correlation between engagement, motivation, and learning. Therefore, this study provides relevant data points to conclude that Lingokids learning app serves its purpose of encouraging learning through playful and interactive content. That being said, we believe that learning outcomes should be assessed with a wider range of methods in further studies. Likewise, it would be beneficial to assess the level of usability and playability of the app in order to evaluate the learning app from other angles.

Keywords: learning app, learning outcomes, rapid test activity, Smileyometer, early childhood education, innovative pedagogy

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234 Appraisal of Maintenance Practices in Selected Tourist Attraction in Bauchi State, Nigeria

Authors: Eldah Ephraim Buba, Amina Bata Zoaka, Aishatu Ibrahim

Abstract:

This study appraised maintenance practices in selected tourist attractions in Bauchi state, Nigeria. Four tourist attractions were used for the research. Checklists were used to assess operations and repairs maintenance practices in the different attractions. The study carried out personal assessment thrice in six months without prior knowledge of the staff in charge for operational maintenance. Records of repairs maintenance from the attractions maintenance unit for a period of ten years were assessed using the checklists. The findings of the study show that operations maintenance was not adequately carried out in the four tourists attractions. Repairs maintenance was carried out in Yankari game reserve and safari, but repairs maintenance was poor in the other three attractions. The study therefore, recommends that adequate maintenance should be practiced in tourist attractions to expand the lifespan of the facilities and also encourage tourist patronage.

Keywords: appraisal, maintenance, practices, tourist attraction

Procedia PDF Downloads 270
233 Gamification of a Business Intelligence Tool

Authors: Stephen Miller

Abstract:

The act of applying game mechanics and dynamics (which have been traditionally used in video games) into business applications is being widely trialed in an effort to make conventional business software a bit more participative, fun and engaging. This new trend, named ‘gamification’ has its believers and of course, its critics who still need convincing that the concept is an effective and beneficial business tool worthy of investment. The literature reveals that user engagement of business intelligence (BI) tools is much lower than expected and investors are failing to get a good return on their investment (ROI). So, a software prototype will be designed and developed to add gamification to a BI tool to determine its effect upon the user engagement levels of test participants. The experimental study will be evaluated using the comprehensive User Engagement Scale (UES) to see if there are improvements in areas such as; aesthetics, perceived usability, endurability, novelty, felt involvement and focused attention. The results of this unique study should demonstrate whether or not ‘gamifying’ a BI tool has the potential to increase an individual’s motivation to use BI software more often.

Keywords: business intelligence, gamification, human computer interaction, user engagement

Procedia PDF Downloads 557
232 Investigating Breakdowns in Human Robot Interaction: A Conversation Analysis Guided Single Case Study of a Human-Robot Communication in a Museum Environment

Authors: B. Arend, P. Sunnen, P. Caire

Abstract:

In a single case study, we show how a conversation analysis (CA) approach can shed light onto the sequential unfolding of human-robot interaction. Relying on video data, we are able to show that CA allows us to investigate the respective turn-taking systems of humans and a NAO robot in their dialogical dynamics, thus pointing out relevant differences. Our fine grained video analysis points out occurring breakdowns and their overcoming, when humans and a NAO-robot engage in a multimodally uttered multi-party communication during a sports guessing game. Our findings suggest that interdisciplinary work opens up the opportunity to gain new insights into the challenging issues of human robot communication in order to provide resources for developing mechanisms that enable complex human-robot interaction (HRI).

Keywords: human robot interaction, conversation analysis, dialogism, breakdown, museum

Procedia PDF Downloads 271
231 Idea, Creativity, Design, and Ultimately, Playing with Mathematics

Authors: Yasaman Azarmjoo

Abstract:

Since ancient times, it has been said that mathematics is the mother of all sciences and the foundation of basic concepts in every field and profession. It would be great if, after learning this subject, we could enable students to create games and activities based on the same mathematical concepts. This article explores the design of various mathematical activities in the form of games, utilizing different mathematical topics such as algebra, equations, binary systems, and one-to-one correspondence. The theoretical significance of this article lies in uncovering alternative approaches to teaching and learning mathematics. By employing creative and interactive methods such as game design, it challenges the traditional perception of mathematics as a difficult and laborious subject. The theoretical significance of this article lies in demonstrating that mathematics can be made more accessible and enjoyable, which can result in heightened interest and engagement in the subject. In general, this article reveals another aspect of mathematics.

Keywords: playing with mathematics, algebra and equations, binary systems, one-to-one correspondence

Procedia PDF Downloads 50