Search results for: Combinatorial games
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 232

Search results for: Combinatorial games

202 Best Starting Pitcher of the Chinese Professional Baseball League in 2009

Authors: Chih-Cheng Chen, Meng-Lung Lin, Yung-Tan Lee, Tien-Tze Chen, Ching-Yu Tseng

Abstract:

Baseball is unique among other sports in Taiwan. Baseball has become a “symbol of the Taiwanese spirit and Taiwan-s national sport". Taiwan-s first professional sports league, the Chinese Professional Baseball League (CPBL), was established in 1989. Starters pitch many more innings over the course of a season and for a century teams have made all their best pitchers starters. In this study, we attempt to determine the on-field performance these pitchers and which won the most CPBL games in 2009. We utilize the discriminate analysis approach to solve the problem, examining winning pitchers and their statistics, to reliably find the best starting pitcher. The data employed in this paper include innings pitched (IP), earned runs allowed (ERA) and walks plus hits per inning pitched (WPHIP) provided by the official website of the CPBL. The results show that Aaron Rakers was the best starting pitcher of the CPBL. The top 10 CPBL starting pitchers won 14 games to 8 games in the 2009 season. Though Fisher Discriminant Analysis, predicted to top 10 CPBL starting pitchers probably won 20 games to 9 games, more 1 game to 7 games in actually counts in 2009 season.

Keywords: Chinese Professional Baseball League, startingpitcher, Fisher's Discriminate analysis

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201 Endogenous Fantasy – Based Serious Games: Intrinsic Motivation and Learning

Authors: Robert F. Kenny, Glenda A. Gunter

Abstract:

Current technological advances pale in comparison to the changes in social behaviors and 'sense of place' that is being empowered since the Internet made it on the scene. Today-s students view the Internet as both a source of entertainment and an educational tool. The development of virtual environments is a conceptual framework that needs to be addressed by educators and it is important that they become familiar with who these virtual learners are and how they are motivated to learn. Massively multiplayer online role playing games (MMORPGs), if well designed, could become the vehicle of choice to deliver learning content. We suggest that these games, in order to accomplish these goals, must begin with well-established instructional design principles that are co-aligned with established principles of video game design. And have the opportunity to provide an instructional model of significant prescriptive power. The authors believe that game designers need to take advantage of the natural motivation player-learners have for playing games by developing them in such a way so as to promote, intrinsic motivation, content learning, transfer of knowledge, and naturalization.

Keywords: serious games, endogenous fantasy, intrinsic motivation, online learning.

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200 Comparison between Approaches Used in Two WalkAbout Projects

Authors: Derek O Reilly, Piotr Milczarski, Shane Dowdall, Artur Hłobaż, Krzysztof Podlaski, Hiram Bollaert

Abstract:

Learning through creation of contextual games is a very promising approach when undertaking interdisciplinary and international group projects. During 2013 and 2014 the authors organized two intensive student projects. The two projects were in different countries and different conditions. Between them, the two projects involved 68 students and 12 mentors from five EU countries and from various academic disciplines. In this paper we share our experience of these two projects and we suggest approaches that can be utilized to strengthen the chances of succeeding in short (12-15 days long) intensive student projects.

Keywords: Contextual games, mobile games, GGULIVRR, WalkAbout, Erasmus Intensive Programme.

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199 A Game Design Framework for Vocational Education

Authors: Heide Lukosch, Roy Van Bussel, Sebastiaan Meijer

Abstract:

Serious games have proven to be a useful instrument to engage learners and increase motivation. Nevertheless, a broadly accepted, practical instructional design approach to serious games does not exist. In this paper, we introduce the use of an instructional design model that has not been applied to serious games yet, and has some advantages compared to other design approaches. We present the case of mechanics mechatronics education to illustrate the close match with timing and role of knowledge and information that the instructional design model prescribes and how this has been translated to a rigidly structured game design. The structured approach answers the learning needs of applicable knowledge within the target group. It combines advantages of simulations with strengths of entertainment games to foster learner-s motivation in the best possible way. A prototype of the game will be evaluated along a well-respected evaluation method within an advanced test setting including test and control group.

Keywords: Serious Gaming, Simulation, Complex Learning.

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198 Combinatorial Optimisation of Worm Propagationon an Unknown Network

Authors: Eric Filiol, Edouard Franc, Alessandro Gubbioli, Benoit Moquet, Guillaume Roblot

Abstract:

Worm propagation profiles have significantly changed since 2003-2004: sudden world outbreaks like Blaster or Slammer have progressively disappeared and slower but stealthier worms appeared since, most of them for botnets dissemination. Decreased worm virulence results in more difficult detection. In this paper, we describe a stealth worm propagation model which has been extensively simulated and analysed on a huge virtual network. The main features of this model is its ability to infect any Internet-like network in a few seconds, whatever may be its size while greatly limiting the reinfection attempt overhead of already infected hosts. The main simulation results shows that the combinatorial topology of routing may have a huge impact on the worm propagation and thus some servers play a more essential and significant role than others. The real-time capability to identify them may be essential to greatly hinder worm propagation.

Keywords: Combinatorial worm, worm spreading, worm virulence, stealth worm, spreading simulation, vertex cover, networktopology, WAST simulator, SuWAST simulator.

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197 A Combinatorial Approach to Planning Manufacturing Safety Programme

Authors: Kazeem A. Adebiyi

Abstract:

Despite many success stories of manufacturing safety, many organizations are still reluctant, perceiving it as cost increasing and time consuming. The clear contributor may be due to the use of lagging indicators rather than leading indicator measures. The study therefore proposes a combinatorial model for determining the best safety strategy. A combination theory and cost benefit analysis was employed to develop a monetary saving / loss function in terms value of preventions and cost of prevention strategy. Documentations, interviews and structured questionnaire were employed to collect information on Before-And-After safety programme records from a Tobacco company between periods of 1993-2001(for pre-safety) and 2002-2008 (safety period) for the model application. Three combinatorial alternatives A, B, C were obtained resulting into 4, 6 and 4 strategies respectively with PPE and Training being predominant. A total of 728 accidents were recorded for a 9 year period of pre-safety programme and 163 accidents were recorded for 7 years period of safety programme. Six preventions activities (alternative B) yielded the best results. However, all the years of operation experienced except year 2004. The study provides a leading resources for planning successful safety programme

Keywords: Combination, Manufacturing Safety, Monetary Savings, Prevention Strategies.

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196 Annual Power Load Forecasting Using Support Vector Regression Machines: A Study on Guangdong Province of China 1985-2008

Authors: Zhiyong Li, Zhigang Chen, Chao Fu, Shipeng Zhang

Abstract:

Load forecasting has always been the essential part of an efficient power system operation and planning. A novel approach based on support vector machines is proposed in this paper for annual power load forecasting. Different kernel functions are selected to construct a combinatorial algorithm. The performance of the new model is evaluated with a real-world dataset, and compared with two neural networks and some traditional forecasting techniques. The results show that the proposed method exhibits superior performance.

Keywords: combinatorial algorithm, data mining, load forecasting, support vector machines

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195 New Scheme in Determining nth Order Diagrams for Cross Multiplication Method via Combinatorial Approach

Authors: Sharmila Karim, Haslinda Ibrahim, Zurni Omar

Abstract:

In this paper, a new recursive strategy is proposed for determining $\frac{(n-1)!}{2}$ of $n$th order diagrams. The generalization of $n$th diagram for cross multiplication method were proposed by Pavlovic and Bankier but the specific rule of determining $\frac{(n-1)!}{2}$ of the $n$th order diagrams for square matrix is yet to be discovered. Thus using combinatorial approach, $\frac{(n-1)!}{2}$ of the $n$th order diagrams will be presented as $\frac{(n-1)!}{2}$ starter sets. These starter sets will be generated based on exchanging one element. The advantages of this new strategy are the discarding process was eliminated and the sign of starter set is alternated to each others.

Keywords: starter sets, permutation, exchanging one element, determinant

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194 Simulation Games in Business Process Management Education

Authors: Vesna Bosilj Vuksic, Mirjana Pejic Bach

Abstract:

Business process management (BPM) has become widely accepted within business community as a means for improving business performance. However, it is of the highest importance to incorporate BPM as part of the curriculum at the university level education in order to achieve the appropriate acceptance of the method. Goal of the paper is to determine the current state of education in business process management (BPM) at the Croatian universities and abroad. It investigates the applied forms of instruction and teaching methods and gives several proposals for BPM courses improvement. Since majority of undergraduate and postgraduate students have limited understanding of business processes and lack of any practical experience, there is a need for introducing new teaching approaches. Therefore, we offer some suggestions for further improvement, among which the introduction of simulation games environment in BPM education is strongly recommended.

Keywords: business process management, simulation games, education

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193 A Study on Multi-Agent Behavior in a Soccer Game Domain

Authors: S. R. Mohd Shukri, M. K. Mohd Shaukhi

Abstract:

There have been many games developing simulation of soccer games. Many of these games have been designed with highly realistic features to attract more users. Many have also incorporated better artificial intelligent (AI) similar to that in a real soccer game. One of the challenging issues in a soccer game is the cooperation, coordination and negotiation among distributed agents in a multi-agent system. This paper focuses on the incorporation of multi-agent technique in a soccer game domain. The better the cooperation of a multi-agent team, the more intelligent the game will be. Thus, past studies were done on the robotic soccer game because of the better multi-agent system implementation. From this study, a better approach and technique of multi-agent behavior could be select to improve the author-s 2D online soccer game.

Keywords: Multi-Agent, Robotic Intelligent, Role Assignment, Formation.

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192 Split-Pipe Design of Water Distribution Network Using Simulated Annealing

Authors: J. Tospornsampan, I. Kita, M. Ishii, Y. Kitamura

Abstract:

In this paper a procedure for the split-pipe design of looped water distribution network based on the use of simulated annealing is proposed. Simulated annealing is a heuristic-based search algorithm, motivated by an analogy of physical annealing in solids. It is capable for solving the combinatorial optimization problem. In contrast to the split-pipe design that is derived from a continuous diameter design that has been implemented in conventional optimization techniques, the split-pipe design proposed in this paper is derived from a discrete diameter design where a set of pipe diameters is chosen directly from a specified set of commercial pipes. The optimality and feasibility of the solutions are found to be guaranteed by using the proposed method. The performance of the proposed procedure is demonstrated through solving the three well-known problems of water distribution network taken from the literature. Simulated annealing provides very promising solutions and the lowest-cost solutions are found for all of these test problems. The results obtained from these applications show that simulated annealing is able to handle a combinatorial optimization problem of the least cost design of water distribution network. The technique can be considered as an alternative tool for similar areas of research. Further applications and improvements of the technique are expected as well.

Keywords: Combinatorial problem, Heuristics, Least-cost design, Looped network, Pipe network, Optimization

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191 Serious Game for Autism Children: Review of Literature

Authors: Helmi Adly Mohd Noor, Faaizah Shahbodin, Naim Che Pee

Abstract:

Autism Spectrum Disorder (ASD) is a pervasive developmental disorder which affects individuals with varying degrees of impairment. Currently, there has been ample research done in serious game for autism children. Although serious games are traditionally associated with software developments, developing them in the autism field involves studying the associated technology and paying attention to aspects related to interaction with the game. Serious Games for autism cover matters related to education, therapy for communication, psychomotor treatment and social behavior enhancement. In this paper, a systematic review sets out the lines of development and research currently being conducted into serious games which pursue some form of benefit in the field of autism. This paper includes a literature review of relevant serious game developments since in year 2007 and examines new trends.

Keywords: Serious Game, Autism, Education, Therapy

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190 Applying Sequential Pattern Mining to Generate Block for Scheduling Problems

Authors: Meng-Hui Chen, Chen-Yu Kao, Chia-Yu Hsu, Pei-Chann Chang

Abstract:

The main idea in this paper is using sequential pattern mining to find the information which is helpful for finding high performance solutions. By combining this information, it is defined as blocks. Using the blocks to generate artificial chromosomes (ACs) could improve the structure of solutions. Estimation of Distribution Algorithms (EDAs) is adapted to solve the combinatorial problems. Nevertheless many of these approaches are advantageous for this application, but only some of them are used to enhance the efficiency of application. Generating ACs uses patterns and EDAs could increase the diversity. According to the experimental result, the algorithm which we proposed has a better performance to solve the permutation flow-shop problems.

Keywords: Combinatorial problems, Sequential Pattern Mining, Estimation of Distribution Algorithms, Artificial Chromosomes.

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189 Real-Time 3D City Generation using Shape Grammars with LOD Variations

Authors: Pearl Goswell, Jun Jo

Abstract:

Creating3D environments, including characters and cities, is a significantly time consuming process due to a large amount of workinvolved in designing and modelling.There have been a number of attempts to automatically generate 3D objects employing shape grammars. However it is still too early to apply the mechanism to real problems such as real-time computer games.The purpose of this research is to introduce a time efficient and cost effective method to automatically generatevarious 3D objects for real-time 3D games. This Shape grammar-based real-time City Generation (RCG) model is a conceptual model for generating 3Denvironments in real-time and can be applied to 3D gamesoranimations. The RCG system can generate even a large cityby applying fundamental principles of shape grammars to building elementsin various levels of detailin real-time.

Keywords: real-time city generation, shape grammars, 3D games, 3D modelling.

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188 Analysis of Effect of Pre-Logic Factoring on Cell Based Combinatorial Logic Synthesis

Authors: Padmanabhan Balasubramanian, Bashetty Raghavendra

Abstract:

In this paper, an analysis is presented, which demonstrates the effect pre-logic factoring could have on an automated combinational logic synthesis process succeeding it. The impact of pre-logic factoring for some arbitrary combinatorial circuits synthesized within a FPGA based logic design environment has been analyzed previously. This paper explores a similar effect, but with the non-regenerative logic synthesized using elements of a commercial standard cell library. On an overall basis, the results obtained pertaining to the analysis on a variety of MCNC/IWLS combinational logic benchmark circuits indicate that pre-logic factoring has the potential to facilitate simultaneous power, delay and area optimized synthesis solutions in many cases.

Keywords: Algebraic factoring, Combinational logic synthesis, Standard cells, Low power, Delay optimization, Area reduction.

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187 Innovation in Traditional Game: A Case Study of Trainee Teachers' Learning Experiences

Authors: Malathi Balakrishnan, Cheng Lee Ooi, Chander Vengadasalam

Abstract:

The purpose of this study is to explore a case study of trainee teachers’ learning experience on innovating traditional games during the traditional game carnival. It explores issues arising from multiple case studies of trainee teachers learning experiences in innovating traditional games. A qualitative methodology was adopted through observations, semi-structured interviews and reflective journals’ content analysis of trainee teachers’ learning experiences creating and implementing innovative traditional games. Twelve groups of 36 trainee teachers who registered for Sports and Physical Education Management Course were the participants for this research during the traditional game carnival. Semi structured interviews were administrated after the trainee teachers learning experiences in creating innovative traditional games. Reflective journals were collected after carnival day and the content analyzed. Inductive data analysis was used to evaluate various data sources. All the collected data were then evaluated through the Nvivo data analysis process. Inductive reasoning was interpreted based on the Self Determination Theory (SDT). The findings showed that the trainee teachers had positive game participation experiences, game knowledge about traditional games and positive motivation to innovate the game. The data also revealed the influence of themes like cultural significance and creativity. It can be concluded from the findings that the organized game carnival, as a requirement of course work by the Institute of Teacher Training Malaysia, was able to enhance teacher trainers’ innovative thinking skills. The SDT, as a multidimensional approach to motivation, was utilized. Therefore, teacher trainers may have more learning experiences using the SDT.

Keywords: Learning experiences, innovation, traditional games, trainee teachers.

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

Authors: Ibtissem Daoudi, Raoudha Chebil, Wided Lejouad Chaari

Abstract:

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

Keywords: Emotion, learning process, multi-agent simulation, serious games.

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185 Performance Evaluation of an Online Text-Based Strategy Game

Authors: Nazleeni S. Haron, Mohd K. Zaime , Izzatdin A. Aziz, Mohd H. Hasan

Abstract:

Text-based game is supposed to be a low resource consumption application that delivers good performances when compared to graphical-intensive type of games. But, nowadays, some of the online text-based games are not offering performances that are acceptable to the users. Therefore, an online text-based game called Star_Quest has been developed in order to analyze its behavior under different performance measurements. Performance metrics such as throughput, scalability, response time and page loading time are captured to yield the performance of the game. The techniques in performing the load testing are also disclosed to exhibit the viability of our work. The comparative assessment between the results obtained and the accepted level of performances are conducted as to determine the performance level of the game. The study reveals that the developed game managed to meet all the performance objectives set forth.

Keywords: Online text-based games, performance evaluation

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184 A Discrete Choice Modeling Approach to Modular Systems Design

Authors: Ivan C. Mustakerov, Daniela I. Borissova

Abstract:

The paper proposes an approach for design of modular systems based on original technique for modeling and formulation of combinatorial optimization problems. The proposed approach is described on the example of personal computer configuration design. It takes into account the existing compatibility restrictions between the modules and can be extended and modified to reflect different functional and users- requirements. The developed design modeling technique is used to formulate single objective nonlinear mixedinteger optimization tasks. The practical applicability of the developed approach is numerically tested on the basis of real modules data. Solutions of the formulated optimization tasks define the optimal configuration of the system that satisfies all compatibility restrictions and user requirements.

Keywords: Constrained discrete combinatorial choice, modular systems design, optimization problem, PC configuration.

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183 The Impact of Video Games in Children-s Learning of Mathematics

Authors: Muhammad Ridhuan Tony Lim Abdullah, Zulqarnain Abu Bakar, Razol Mahari Ali, Ibrahima Faye, Hilmi Hasan

Abstract:

This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.

Keywords: Technology for education, Gaming for education, Computer-based video games, Cognitive learning

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182 A Community Compromised Approach to Combinatorial Coalition Problem

Authors: Laor Boongasame, Veera Boonjing, Ho-fung Leung

Abstract:

Buyer coalition with a combination of items is a group of buyers joining together to purchase a combination of items with a larger discount. The primary aim of existing buyer coalition with a combination of items research is to generate a large total discount. However, the aim is hard to achieve because this research is based on the assumption that each buyer completely knows other buyers- information or at least one buyer knows other buyers- information in a coalition by exchange of information. These assumption contrast with the real world environment where buyers join a coalition with incomplete information, i.e., they concerned only with their expected discounts. Therefore, this paper proposes a new buyer community coalition formation with a combination of items scheme, called the Community Compromised Combinatorial Coalition scheme, under such an environment of incomplete information. In order to generate a larger total discount, after buyers who want to join a coalition propose their minimum required saving, a coalition structure that gives a maximum total retail prices is formed. Then, the total discount division of the coalition is divided among buyers in the coalition depending on their minimum required saving and is a Pareto optimal. In mathematical analysis, we compare concepts of this scheme with concepts of the existing buyer coalition scheme. Our mathematical analysis results show that the total discount of the coalition in this scheme is larger than that in the existing buyer coalition scheme.

Keywords: group decision and negotiations, group buying, gametheory, combinatorial coalition formation, Pareto optimality

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181 An Evaluation of Kahoot Application and Its Environment as a Learning Tool

Authors: Muhammad Yasir Babar, Ebrahim Panah

Abstract:

Over the past 20 years, internet has seen continual advancement and with the advent of online technology, various types of web-based games have been developed. Games are frequently being used among different age groups from baby boomers to generation Z. Games are not only used for entertainment but also utilized as a learning approach transmitting education to a level that is more interesting and effective for students. One of the popular web-based education games is Kahoot with growing popularity and usage, which is being used in different fields of studies. However, little knowledge is available on university students’ perception of Kahoot environment and application for learning subjects. Hence, the objective of the current study is to investigate students’ perceptions of Kahoot application and environment as a learning tool. The study employed a survey approach by distributing Google Forms –created questionnaire, with high level of reliability index, to 62 students (11 males and 51 females). The findings show that students have positive attitudes towards Kahoot application and its environment for learning. Regarding Kahoot application, it was indicated that activities created using Kahoot are more interesting for students, Kahoot is useful for collaborative learning, and Kahoot enhances interest in learning lesson. In terms of Kahoot environment, it was found that using this application through mobile is easy for students, its design is simple and useful, Kahoot-created activities can easily be shared, and the application can easily be used on any platform. The findings of the study have implications for instructors, policymakers and curriculum developers.

Keywords: Application, environment, Kahoot, learning tool.

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180 A Genetic and Simulated Annealing Based Algorithms for Solving the Flow Assignment Problem in Computer Networks

Authors: Tarek M. Mahmoud

Abstract:

Selecting the routes and the assignment of link flow in a computer communication networks are extremely complex combinatorial optimization problems. Metaheuristics, such as genetic or simulated annealing algorithms, are widely applicable heuristic optimization strategies that have shown encouraging results for a large number of difficult combinatorial optimization problems. This paper considers the route selection and hence the flow assignment problem. A genetic algorithm and simulated annealing algorithm are used to solve this problem. A new hybrid algorithm combining the genetic with the simulated annealing algorithm is introduced. A modification of the genetic algorithm is also introduced. Computational experiments with sample networks are reported. The results show that the proposed modified genetic algorithm is efficient in finding good solutions of the flow assignment problem compared with other techniques.

Keywords: Genetic Algorithms, Flow Assignment, Routing, Computer network, Simulated Annealing.

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179 The Effect on Lead Times When Normalizing a Supply Chain Process

Authors: Bassam Istanbouli

Abstract:

Organizations are living in a very competitive and dynamic environment which is constantly changing. In order to achieve a high level of service, the products and processes of these organizations need to be flexible and evolvable. If the supply chains are not modular and well designed, changes can bring combinatorial effects to most areas of a company from its management, financial, documentation, logistics and its information structure. Applying the normalized system’s concept to segments of the supply chain may help in reducing those ripple effects, but it may also increase lead times. Lead times are important and can become a decisive element in gaining customers. Industries are always under the pressure in providing good quality products, at competitive prices, when and how the customer wants them. Most of the time, the customers want their orders now, if not yesterday. The above concept will be proven by examining lead times in a manufacturing example before and after applying normalized systems concept to that segment of the chain. We will then show that although we can minimize the combinatorial effects when changes occur, the lead times will be increased.

Keywords: Supply chain, lead time, normalization, modular.

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178 An Educational Application of Online Games for Learning Difficulties

Authors: M. Margoudi, Z. Smyrnaiou

Abstract:

The current paper presents the results of a conducted case study. During the past few years the number of children diagnosed with Learning Difficulties has drastically augmented and especially the cases of ADHD (Attention Deficit Hyperactivity Disorder). One of the core characteristics of ADHD is a deficit in working memory functions. The review of the literature indicates a plethora of educational software that aim at training and enhancing the working memory. Nevertheless, in the current paper, the possibility of using for the same purpose free, online games will be explored. Another issue of interest is the potential effect of the working memory training to the core symptoms of ADHD. In order to explore the abovementioned research questions, three digital tests are employed, all of which are developed on the E-slate platform by the author, in order to check the levels of ADHD’s symptoms and to be used as diagnostic tools, both in the beginning and in the end of the case study. The tools used during the main intervention of the research are free online games for the training of working memory. The research and the data analysis focus on the following axes: a) the presence and the possible change in two of the core symptoms of ADHD, attention and impulsivity and b) a possible change in the general cognitive abilities of the individual. The case study was conducted with the participation of a thirteen year-old, female student, diagnosed with ADHD, during after-school hours. The results of the study indicate positive changes both in the levels of attention and impulsivity. Therefore, we conclude that the training of working memory through the use of free, online games has a positive impact on the characteristics of ADHD. Finally, concerning the second research question, the change in general cognitive abilities, no significant changes were noted.

Keywords: ADHD, attention, impulsivity, online games.

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177 MEAL Project: Modifying Eating Attitudes and Actions through Learning

Authors: E. Oliver, A. Cebolla, A. Dominguez, A. Gonzalez-Segura, E. de la Cruz, S. Albertini, L. Ferrini, K. Kronika, T. Nilsen, R. Baños

Abstract:

The main objective of MEAL is to develop a pedagogical tool aimed to help teachers and nutritionists (students and professionals) to acquire, train, promote and deliver to children basic nutritional education and healthy eating behaviours competencies. MEAL is focused on eating behaviours and not only in nutritional literacy, and will use new technologies like Information and Communication Technologies (ICTs) and serious games (SG) platforms to consolidate the nutritional competences and habits.

Keywords: Nutritional Education, Pedagogical ICT Platform, Serious Games, Teachers and Nutritionists, Training Course.

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176 Centre Of Mass Selection Operator Based Meta-Heuristic For Unbounded Knapsack Problem

Authors: D.Venkatesan, K.Kannan, S. Raja Balachandar

Abstract:

In this paper a new Genetic Algorithm based on a heuristic operator and Centre of Mass selection operator (CMGA) is designed for the unbounded knapsack problem(UKP), which is NP-Hard combinatorial optimization problem. The proposed genetic algorithm is based on a heuristic operator, which utilizes problem specific knowledge. This center of mass operator when combined with other Genetic Operators forms a competitive algorithm to the existing ones. Computational results show that the proposed algorithm is capable of obtaining high quality solutions for problems of standard randomly generated knapsack instances. Comparative study of CMGA with simple GA in terms of results for unbounded knapsack instances of size up to 200 show the superiority of CMGA. Thus CMGA is an efficient tool of solving UKP and this algorithm is competitive with other Genetic Algorithms also.

Keywords: Genetic Algorithm, Unbounded Knapsack Problem, Combinatorial Optimization, Meta-Heuristic, Center of Mass

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175 Underlying Cognitive Complexity Measure Computation with Combinatorial Rules

Authors: Benjapol Auprasert, Yachai Limpiyakorn

Abstract:

Measuring the complexity of software has been an insoluble problem in software engineering. Complexity measures can be used to predict critical information about testability, reliability, and maintainability of software systems from automatic analysis of the source code. During the past few years, many complexity measures have been invented based on the emerging Cognitive Informatics discipline. These software complexity measures, including cognitive functional size, lend themselves to the approach of the total cognitive weights of basic control structures such as loops and branches. This paper shows that the current existing calculation method can generate different results that are algebraically equivalence. However, analysis of the combinatorial meanings of this calculation method shows significant flaw of the measure, which also explains why it does not satisfy Weyuker's properties. Based on the findings, improvement directions, such as measures fusion, and cumulative variable counting scheme are suggested to enhance the effectiveness of cognitive complexity measures.

Keywords: Cognitive Complexity Measure, Cognitive Weight of Basic Control Structure, Counting Rules, Cumulative Variable Counting Scheme.

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174 Analysis of Aiming Performance for Games Using Mapping Method of Corneal Reflections Based on Two Different Light Sources

Authors: Yoshikazu Onuki, Itsuo Kumazawa

Abstract:

Fundamental motivation of this paper is how gaze estimation can be utilized effectively regarding an application to games. In games, precise estimation is not always important in aiming targets but an ability to move a cursor to an aiming target accurately is also significant. Incidentally, from a game producing point of view, a separate expression of a head movement and gaze movement sometimes becomes advantageous to expressing sense of presence. A case that panning a background image associated with a head movement and moving a cursor according to gaze movement can be a representative example. On the other hand, widely used technique of POG estimation is based on a relative position between a center of corneal reflection of infrared light sources and a center of pupil. However, a calculation of a center of pupil requires relatively complicated image processing, and therefore, a calculation delay is a concern, since to minimize a delay of inputting data is one of the most significant requirements in games. In this paper, a method to estimate a head movement by only using corneal reflections of two infrared light sources in different locations is proposed. Furthermore, a method to control a cursor using gaze movement as well as a head movement is proposed. By using game-like-applications, proposed methods are evaluated and, as a result, a similar performance to conventional methods is confirmed and an aiming control with lower computation power and stressless intuitive operation is obtained.

Keywords: Point-of-gaze, gaze estimation, head movement, corneal reflections, two infrared light sources, game.

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173 Analysis on Fun Elements of the SNG in ANIPANG

Authors: Jangwon Lee, Joonsung Yoon

Abstract:

This study analyzes on the Social Network Game (SNG), ANIPANG, in order to discover its unique fun elements, so that suggest new methodologies for development of SNGs. ANIPANG is the most popular SNG in the South Korea on 2012. Recently, the game industry is paying close attention to mobile-based SNGs due to the rapid prevalence of smart-phones and social network services. However, SNGs are not online games simply. Although the fun of most online games is the victory through competition with other players or the game system, the fun of SNG is the communication through the collaboration with other players. Thus, features of users and environments of game should be considered for the game industry and for the fun of SNG to users.

Keywords: Social Network Game, Casual user, Fun, ANIPANG.

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