Search results for: side-scrolling shooting game
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 244

Search results for: side-scrolling shooting game

64 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.

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63 Evaluating the Performance of Offensive Lineman in the NFL

Authors: Nikhil Byanna, Abdolghani Ebrahimi, Diego Klabjan

Abstract:

In this paper we 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

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62 Examining How Constraints Influence NCAA Division II Athlete’s Physical Performance

Authors: Timothy Hinchman, Carrie Taylor

Abstract:

This quantitative quasi-experimental research investigated disparities in mean and median performance among millennial soccer players. According to research, the fear of failure causes millennials to struggle with difficult jobs. The application of specified limitations has been found to increase individual productivity. The study utilized the constraint-based model of novelty (C-BMN) framework and the game performance assessment instrument (GPAI) to assess data concerning constraint-type and its impact on the productivity of 18 soccer players. Individual components cooperation and trapping had statistical significance throughout the intervention, while positioning, passing, and dribbling did not. The GPAI was statistically significant between the control and both restriction types. A two-way mixed ANOVA revealed no significant interaction between limitations and temperaments, however only 72% of individuals completed the temperament exam.

Keywords: Constraints, temperament, physical performance, GPAI.

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61 Operations Research Applications in Audit Planning and Scheduling

Authors: Abdel-Aziz M. Mohamed

Abstract:

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 planning, audit-staff scheduling.

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60 Evaluation of Evolution Strategy, Genetic Algorithm and their Hybrid on Evolving Simulated Car Racing Controllers

Authors: Hidehiko Okada, Jumpei Tokida

Abstract:

Researchers have been applying tional intelligence (AI/CI) methods to computer games. In this research field, further researchesare required to compare AI/CI methods with respect to each game application. In th our experimental result on the comparison of three evolutionary algorithms – evolution strategy, genetic algorithm, and their hybrid applied to evolving controller agents for the CIG 2007 Simulated Car Racing competition. Our experimental result shows that, premature convergence of solutions was observed in the case of ES, and GA outperformed ES in the last half of generations. Besides, a hybrid which uses GA first and ES next evolved the best solution among the whole solutions being generated. This result shows the ability of GA in globally searching promising areas in the early stage and the ability of ES in locally searching the focused area (fine-tuning solutions).

Keywords: Evolutionary algorithm, autonomous agent, neuroevolutions, simulated car racing.

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59 Competitive Advantages of a Firm without Fundamental Technology: A Case Study of Sony, Casio and Nintendo

Authors: Kiyohiro Yamazaki

Abstract:

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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58 A Virtual Learning Environment for Deaf Children: Design and Evaluation

Authors: Nicoletta Adamo-Villani

Abstract:

The object of this research is the design and evaluation of an immersive Virtual Learning Environment (VLE) for deaf children. Recently we have developed a prototype immersive VR game to teach sign language mathematics to deaf students age K- 4 [1] [2]. In this paper we describe a significant extension of the prototype application. The extension includes: (1) user-centered design and implementation of two additional interactive environments (a clock store and a bakery), and (2) user-centered evaluation including development of user tasks, expert panel-based evaluation, and formative evaluation. This paper is one of the few to focus on the importance of user-centered, iterative design in VR application development, and to describe a structured evaluation method.

Keywords: 3D Animation, Virtual Reality, Virtual Learning Environments, User-Centered Design, User-centered Evaluation.

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57 Educational Quiz Board Games for Adaptive E-Learning

Authors: Boyan Bontchev, Dessislava Vassileva

Abstract:

Internet computer games turn to be more and more attractive within the context of technology enhanced learning. Educational games as quizzes and quests have gained significant success in appealing and motivating learners to study in a different way and provoke steadily increasing interest in new methods of application. Board games are specific group of games where figures are manipulated in competitive play mode with race conditions on a surface according predefined rules. The article represents a new, formalized model of traditional quizzes, puzzles and quests shown as multimedia board games which facilitates the construction process of such games. Authors provide different examples of quizzes and their models in order to demonstrate the model is quite general and does support not only quizzes, mazes and quests but also any set of teaching activities. The execution process of such models is explained and, as well, how they can be useful for creation and delivery of adaptive e-learning courseware.

Keywords: Quiz, board game, e-learning, adaptive.

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56 Negotiation Support for Value-based Decision in Construction

Authors: Christiono Utomo, Arazi Idrus, Isnanto, Annisa Nugraheni, Farida Rahmawati

Abstract:

A Negotiation Support is required on a value-based decision to enable each stakeholder to evaluate and rank the solution alternatives before engaging into negotiation with the other stakeholders. This study demonstrates a process of negotiation support model for selection of a building system from value-based design perspective. The perspective is based on comparison of function and cost of a building system. Multi criteria decision techniques were applied to determine the relative value of the alternative solutions for performing the function. A satisfying option game theory are applied to the criteria of value-based decision which are LCC (life cycle cost) and function based FAST. The results demonstrate a negotiation process to select priorities of a building system. The support model can be extended to an automated negotiation by combining value based decision method, group decision and negotiation support.

Keywords: NSS, Value-based, Decision, Construction.

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55 Determination of Sequential Best Replies in N-player Games by Genetic Algorithms

Authors: Mattheos K. Protopapas, Elias B. Kosmatopoulos

Abstract:

An iterative algorithm is proposed and tested in Cournot Game models, which is based on the convergence of sequential best responses and the utilization of a genetic algorithm for determining each player-s best response to a given strategy profile of its opponents. An extra outer loop is used, to address the problem of finite accuracy, which is inherent in genetic algorithms, since the set of feasible values in such an algorithm is finite. The algorithm is tested in five Cournot models, three of which have convergent best replies sequence, one with divergent sequential best replies and one with “local NE traps"[14], where classical local search algorithms fail to identify the Nash Equilibrium. After a series of simulations, we conclude that the algorithm proposed converges to the Nash Equilibrium, with any level of accuracy needed, in all but the case where the sequential best replies process diverges.

Keywords: Best response, Cournot oligopoly, genetic algorithms, Nash equilibrium.

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54 Active Learning Strategies and Academic Achievement among Some Psychology Undergraduates in Barbados

Authors: Grace Adebisi Fayombo

Abstract:

This study investigated the relationships between the active learning strategies (discussion, video clips, game show, role– play, five minute paper, clarification pauses, and small group) and academic achievement among a sample of 158 undergraduate psychology students in The University of the West Indies (UWI), Barbados. Results revealed statistically significant positive correlations between active learning strategies and students’ academic achievement; so also the active learning strategies contributed 22% (Rsq=0.222) to the variance being accounted for in academic achievement and this was found to be statistically significant (F(7,150) = 6.12, p < .05). Additionally, group work emerged as the best active learning strategy and had the highest correlation with the students’ academic achievement. These results were discussed in the light of the importance of the active learning strategies promoting academic achievement among the university students.

Keywords: Academic achievement, active learning strategies, psychology, undergraduates.

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53 Negative Emotions and Ways of Overcoming them in Prison

Authors: Katarzyna Czubak

Abstract:

The aim of this paper is description of the notion of the death for prisoners and the ways of deal with. They express indifference, coldness, inability to accept the blame, they have no shame and no empathy. Is it enough to perform acts verging on the death. In this paper we described mechanisms and regularities of selfdestructive behaviour in the view of the relevant literature? The explanation of the phenomenon is of a biological and sociopsychological nature. It must be clearly stated that all forms of selfdestructive behaviour result from various impulses, conflicts and deficits. That is why they should be treated differently in terms of motivation and functions which they perform in a given group of people. Behind self-destruction there seems to be a motivational mechanism which forces prisoners to rebel and fight against the hated law and penitentiary systems. The imprisoned believe that pain and suffering inflicted on them by themselves are better than passive acceptance of repression. The variety of self-destruction acts is wide, and some of them take strange forms. We assume that a life-death barrier is a kind of game for them. If they cannot change the degrading situation, their life loses sense.

Keywords: Self- destruction, Simulation, Negative emotions, Consequences of conviction.

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52 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, museum, breakdown.

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51 Protecting Elephants from Poaching: Case Study of the Application of GIS for Elephants Conservation in Amboseli National Park in Kenya

Authors: Ahmed A. Hassan, Al-Ramadan Baqer

Abstract:

Kenya Amboseli National Park hosts the largest elephant’s population in the country, protected and managed by the government under the Kenya Wildlife Service. The park has been experiencing highly organized poaching, in terms of both total elephant deaths and the level of sophistication employed by the poachers. The main objective of this study is to use GIS to map the entire park properly. GIS map of the park was produced including all leading roads, neighboring land use, main gates and water points with geographic co-ordinates well documented. The result obtained indicates the three main gates and the airport as the hotspot points that the tusks can be ferried out of the park. Therefore, this study recommends the government to put strong security measures on these areas. These procedures can lower the poaching threat and assist the game warders properly manage the endangered species.

Keywords: Elephants, GIS, poaching, Amboseli National Park.

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50 EMOES: Eye Motion and Ocular Expression Simulator

Authors: Nicoletta Adamo-Villani, Gerardo Beni, Jeremy White

Abstract:

We introduce, a new interactive 3D simulation system of ocular motion and expressions suitable for: (1) character animation applications to game design, film production, HCI (Human Computer Interface), conversational animated agents, and virtual reality; (2) medical applications (ophthalmic neurological and muscular pathologies: research and education); and (3) real time simulation of unconscious cognitive and emotional responses (for use, e.g., in psychological research). The system is comprised of: (1) a physiologically accurate parameterized 3D model of the eyes, eyelids, and eyebrow regions; and (2) a prototype device for realtime control of eye motions and expressions, including unconsciously produced expressions, for application as in (1), (2), and (3) above. The 3D eye simulation system, created using state-of-the-art computer animation technology and 'optimized' for use with an interactive and web deliverable platform, is, to our knowledge, the most advanced/realistic available so far for applications to character animation and medical pedagogy.

Keywords: 3D animation, HCI, medical simulation, ocularmotion and expression.

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49 3D Simulator of Ocular Motion and Expression

Authors: Nicoletta Adamo-Villani, Gerardo Beni, Jeremy White

Abstract:

We introduce a new interactive 3D simulator of ocular motion and expressions suitable for: (1) character animation applications to game design, film production, HCI (Human Computer Interface), conversational animated agents, and virtual reality; (2) medical applications (ophthalmic neurological and muscular pathologies: research and education); and (3) real time simulation of unconscious cognitive and emotional responses (for use, e.g., in psychological research). Using state-of-the-art computer animation technology we have modeled and rigged a physiologically accurate 3D model of the eyes, eyelids, and eyebrow regions and we have 'optimized' it for use with an interactive and web deliverable platform. In addition, we have realized a prototype device for realtime control of eye motions and expressions, including unconsciously produced expressions, for application as in (1), (2), and (3) above. The 3D simulator of eye motion and ocular expression is, to our knowledge, the most advanced/realistic available so far for applications in character animation and medical pedagogy.

Keywords: 3D animation, HCI, medical simulation, ocularmotion and expression.

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48 Trust Managementfor Pervasive Computing Environments

Authors: Denis Trcek

Abstract:

Trust is essential for further and wider acceptance of contemporary e-services. It was first addressed almost thirty years ago in Trusted Computer System Evaluation Criteria standard by the US DoD. But this and other proposed approaches of that period were actually solving security. Roughly some ten years ago, methodologies followed that addressed trust phenomenon at its core, and they were based on Bayesian statistics and its derivatives, while some approaches were based on game theory. However, trust is a manifestation of judgment and reasoning processes. It has to be dealt with in accordance with this fact and adequately supported in cyber environment. On the basis of the results in the field of psychology and our own findings, a methodology called qualitative algebra has been developed, which deals with so far overlooked elements of trust phenomenon. It complements existing methodologies and provides a basis for a practical technical solution that supports management of trust in contemporary computing environments. Such solution is also presented at the end of this paper.

Keywords: internet security, trust management, multi-agent systems, reasoning and judgment, modeling and simulation, qualitativealgebra

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47 Modeling and Simulation of Flow Shop Scheduling Problem through Petri Net Tools

Authors: Joselito Medina Marin, Norberto Hernández Romero, Juan Carlos Seck Tuoh Mora, Erick S. Martinez Gomez

Abstract:

The Flow Shop Scheduling Problem (FSSP) is a typical problem that is faced by production planning managers in Flexible Manufacturing Systems (FMS). This problem consists in finding the optimal scheduling to carry out a set of jobs, which are processed in a set of machines or shared resources. Moreover, all the jobs are processed in the same machine sequence. As in all the scheduling problems, the makespan can be obtained by drawing the Gantt chart according to the operations order, among other alternatives. On this way, an FMS presenting the FSSP can be modeled by Petri nets (PNs), which are a powerful tool that has been used to model and analyze discrete event systems. Then, the makespan can be obtained by simulating the PN through the token game animation and incidence matrix. In this work, we present an adaptive PN to obtain the makespan of FSSP by applying PN analytical tools.

Keywords: Flow-shop scheduling problem, makespan, Petri nets, state equation.

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46 User Acceptance of Educational Games: A Revised Unified Theory of Acceptance and Use of Technology (UTAUT)

Authors: Roslina Ibrahim, Azizah Jaafar

Abstract:

Educational games (EG) seem to have lots of potential due to digital games popularity and preferences of our younger generations of learners. However, most studies focus on game design and its effectiveness while little has been known about the factors that can affect users to accept or to reject EG for their learning. User acceptance research try to understand the determinants of information systems (IS) adoption among users by investigating both systems factors and users factors. Upon the lack of knowledge on acceptance factors for educational games, we seek to understand the issue. This study proposed a model of acceptance factors based on Unified Theory of Acceptance and Use of Technology (UTAUT). We use original model (performance expectancy, effort expectancy and social influence) together with two new determinants (learning opportunities and enjoyment). We will also investigate the effect of gender and gaming experience that moderate the proposed factors.

Keywords: educational games, games acceptance, user acceptance model, UTAUT

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45 Human Security Providers in Fragile State under Asymmetric War Conditions

Authors: Luna Shamieh

Abstract:

Various players are part of the game in an asymmetric war, all making efforts to provide human security to their own adherents. Although a fragile state is not able to provide sufficient and comprehensive services, it still provides special services and security to the elite; the insurgents as well provide services and security to their associates. The humanitarian organisations, on the other hand, provide some fundamental elements of human security, but only in the regions, they are able to access when possible (if possible). The counterinsurgents (security forces of the state and intervention forces) operate within a narrow band defined by the vision of the responsibility to protect and the perspective of the resolution of the conflict through combat; hence, the possibility to provide human security is shaken at this end. This article examines how each player provides human security from the perspective of freedom from want in order to secure basic and strategic needs, freedom from fear through providing protection against all kinds of violence, and the freedom to live in dignity. It identifies a vicious cycle caused by the intervention of the different players causing a centrifugal force that may lead to disintegration of the nation under war.

Keywords: Human security, asymmetric war, counter insurgency, fragile state, insurgency.

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44 Complex Dynamics of Bertrand Duopoly Games with Bounded Rationality

Authors: Jixiang Zhang, Guocheng Wang

Abstract:

A dynamic of Bertrand duopoly game is analyzed, where players use different production methods and choose their prices with bounded rationality. The equilibriums of the corresponding discrete dynamical systems are investigated. The stability conditions of Nash equilibrium under a local adjustment process are studied. The stability conditions of Nash equilibrium under a local adjustment process are studied. The stability of Nash equilibrium, as some parameters of the model are varied, gives rise to complex dynamics such as cycles of higher order and chaos. On this basis, we discover that an increase of adjustment speed of bounded rational player can make Bertrand market sink into the chaotic state. Finally, the complex dynamics, bifurcations and chaos are displayed by numerical simulation.

Keywords: Bertrand duopoly model, Discrete dynamical system, Heterogeneous expectations, Nash equilibrium.

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43 Smart Meters and In-Home Displays to Encourage Water Conservation through Behavioural Change

Authors: Julia Terlet, Thomas H. Beach, Yacine Rezgui

Abstract:

Urbanization, population growth, climate change and the current increase in water demand have made the adoption of innovative demand management strategies crucial to the water industry. Water conservation in urban areas has to be improved by encouraging consumers to adopt more sustainable habits and behaviours. This includes informing and educating them about their households’ water consumption and advising them about ways to achieve significant savings on a daily basis. This paper presents a study conducted in the context of the European FP7 WISDOM Project. By integrating innovative Information and Communication Technologies (ICT) frameworks, this project aims at achieving a change in water savings. More specifically, behavioural change will be attempted by implementing smart meters and in-home displays in a trial group of selected households within Cardiff (UK). Using this device, consumers will be able to receive feedback and information about their consumption but will also have the opportunity to compare their consumption to the consumption of other consumers and similar households. Following an initial survey, it appeared necessary to implement these in-home displays in a way that matches consumer's motivations to save water. The results demonstrated the importance of various factors influencing people’s daily water consumption. Both the relevant literature on the subject and the results of our survey therefore led us to include within the in-home device a variety of elements. It first appeared crucial to make consumers aware of the economic aspect of water conservation and especially of the significant financial savings that can be achieved by reducing their household’s water consumption on the long term. Likewise, reminding participants of the impact of their consumption on the environment by making them more aware of water scarcity issues around the world will help increasing their motivation to save water. Additionally, peer pressure and social comparisons with neighbours and other consumers, accentuated by the use of online social networks such as Facebook or Twitter, will likely encourage consumers to reduce their consumption. Participants will also be able to compare their current consumption to their past consumption and to observe the consequences of their efforts to save water through diverse graphs and charts. Finally, including a virtual water game within the display will help the whole household, children and adults, to achieve significant reductions by providing them with simple tips and advice to save water on a daily basis. Moreover, by setting daily and weekly goals for them to reach, the game will expectantly generate cooperation between family members. Members of each household will indeed be encouraged to work together to reduce their water consumption within different rooms of the house, such as the bathroom, the kitchen, or the toilets. Overall, this study will allow us to understand the elements that attract consumers the most and the features that are most commonly used by the participants. In this way, we intend to determine the main factors influencing water consumption in order to identify the measures that will most encourage water conservation in both the long and short term.

Keywords: Behavioural change, ICT technologies, water consumption, water conservation.

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42 The Urban Transportation Systems in Two Cities Located in the Rio de Janeiro State, Brazil

Authors: D. I. De Souza, G. P. Azevedo, R. Rocha

Abstract:

The State of Rio de Janeiro, Brazil, will hold two important events in the nearby future. In 2014 it will have the final game of the Football World Cup, and in 2016 it will be holding the Olympic Games. Therefore, the public transportation system (mainly buses) is of a major concern to the Rio de Janeiro State authorities-. The main objective of this work is to compare the quality of service of the bus companies operating in the cities of ItaperunaandCampos, both cities situated in the state of Rio de Janeiro, Brazil. The outcome of thiscomparison, based on the opinion of the bus users, has shownthemdispleased with the quality of the service provided by the bus companies operating in both cities. It is urgent the need to find possible practical alternatives to minimize the consequences of the main problems detected in this work. With these practical alternatives available, we will be able to offer to the Rio de Janeiro State authorities- suggestions about possible solutions to the main problems identified in this survey, as well as the time of implantation and costs of these solutions.

Keywords: Public Transportation, Quality of Service, Riders' Opinion, Bus Companies, Practical Alternatives.

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41 Teachers Learning about Sustainability while Co-Constructing Digital Games

Authors: M. Daskolia, C. Kynigos, N. Yiannoutsou

Abstract:

Teaching and learning about sustainability is a pedagogical endeavour with various innate difficulties and increased demands. Higher education has a dual role to play in addressing this challenge: to identify and explore innovative approaches and tools for addressing the complex and value-laden nature of sustainability in more meaningful ways, and to help teachers to integrate these approaches into their practice through appropriate professional development programs. The study reported here was designed and carried out within the context of a Masters course in Environmental Education. Eight teachers were collaboratively engaged in reconstructing a digital game microworld which was deliberately designed by the researchers to be questioned and evoke critical discussion on the idea of ‘sustainable city’. The study was based on the design-based research method. The findings indicate that the teachers’ involvement in processes of co-constructing the microworld initiated discussion and reflection upon the concepts of sustainability and sustainable lifestyles.

Keywords: sustainability, sustainable lifestyles, constructionism, environmental education, digital games, teacher training

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40 A Retrievable Genetic Algorithm for Efficient Solving of Sudoku Puzzles

Authors: Seyed Mehran Kazemi, Bahare Fatemi

Abstract:

Sudoku is a logic-based combinatorial puzzle game which is popular among people of different ages. Due to this popularity, computer softwares are being developed to generate and solve Sudoku puzzles with different levels of difficulty. Several methods and algorithms have been proposed and used in different softwares to efficiently solve Sudoku puzzles. Various search methods such as stochastic local search have been applied to this problem. Genetic Algorithm (GA) is one of the algorithms which have been applied to this problem in different forms and in several works in the literature. In these works, chromosomes with little or no information were considered and obtained results were not promising. In this paper, we propose a new way of applying GA to this problem which uses more-informed chromosomes than other works in the literature. We optimize the parameters of our GA using puzzles with different levels of difficulty. Then we use the optimized values of the parameters to solve various puzzles and compare our results to another GA-based method for solving Sudoku puzzles.

Keywords: Genetic algorithm, optimization, solving Sudoku puzzles, stochastic local search.

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39 Replicating Data Objects in Large-scale Distributed Computing Systems using Extended Vickrey Auction

Authors: Samee Ullah Khan, Ishfaq Ahmad

Abstract:

This paper proposes a novel game theoretical technique to address the problem of data object replication in largescale distributed computing systems. The proposed technique draws inspiration from computational economic theory and employs the extended Vickrey auction. Specifically, players in a non-cooperative environment compete for server-side scarce memory space to replicate data objects so as to minimize the total network object transfer cost, while maintaining object concurrency. Optimization of such a cost in turn leads to load balancing, fault-tolerance and reduced user access time. The method is experimentally evaluated against four well-known techniques from the literature: branch and bound, greedy, bin-packing and genetic algorithms. The experimental results reveal that the proposed approach outperforms the four techniques in both the execution time and solution quality.

Keywords: Auctions, data replication, pricing, static allocation.

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38 Reduced Inventories, High Reliability and Short Throughput Times by Using CONWIP Production Planning System

Authors: Tomas Duranik, Juraj Ruzbarsky, Markus Stopper

Abstract:

CONWIP (constant work-in-process) as a pull production system have been widely studied by researchers to date. The CONWIP pull production system is an alternative to pure push and pure pull production systems. It lowers and controls inventory levels which make the throughput better, reduces production lead time, delivery reliability and utilization of work. In this article a CONWIP pull production system was simulated. It was simulated push and pull planning system. To compare these systems via a production planning system (PPS) game were adjusted parameters of each production planning system. The main target was to reduce the total WIP and achieve throughput and delivery reliability to minimum values. Data was recorded and evaluated. A future state was made for real production of plastic components and the setup of the two indicators with CONWIP pull production system which can greatly help the company to be more competitive on the market.

Keywords: CONWIP, constant work in process, delivery reliability, hybrid production planning, PPS.

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37 Visualization of Quantitative Thresholds in Stocks

Authors: Siddhant Sahu, P. James Daniel Paul

Abstract:

Technical analysis comprised by various technical indicators is a holistic way of representing price movement of stocks in the market. Various forms of indicators have evolved from the primitive ones in the past decades. There have been many attempts to introduce volume as a major determinant to determine strong patterns in market forecasting. The law of demand defines the relationship between the volume and price. Most of the traders are familiar with the volume game. Including the time dimension to the law of demand provides a different visualization to the theory. While attempting the same, it was found that there are different thresholds in the market for different companies. These thresholds have a significant influence on the price. This article is an attempt in determining the thresholds for companies using the three dimensional graphs for optimizing the portfolios. It also emphasizes on the magnitude of importance of volumes as a key factor for determining of predicting strong price movements, bullish and bearish markets. It uses a comprehensive data set of major companies which form a major chunk of the Indian automotive sector and are thus used as an illustration.

Keywords: Technical Analysis, Expert System, Law of demand, Stocks, Portfolio Analysis, Indian Automotive Sector.

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36 FITTER - A Framework for Integrating Activity Tracking Technologies into Electric Recreation for Children and Adolescents

Authors: R. Altamimi, G. Skinner, K. Nesbitt

Abstract:

Encouraging physical activity amongst children and adolescents is becoming an increasingly relevant issue in modern society. Studies have shown that involving children and adolescents in physical activity is essential for their physical, mental and social development. However, with technology playing an increasingly important role in reducing physical work it is becoming more critical to incorporate adequate physical activities into our lives. One way to overcome this problem is to harness technology so that it promotes physical activities, for example, by motivating children and adolescents to exercise more. This paper describes a promising solution to the question of how to increase levels of physical activity in children and adolescents by combining gaming technologies with exercise tracking goals. This research describes a framework called FITTER (Framework for Integrating activity Tracking Technologies for Electronic Recreation) that combines video game play with more traditional, non-computer physical activities.

Keywords: Exergames, Home-based eHealth, Human-computer Interaction, Natural User Interfaces, Wearable Health Informatics.

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35 Virtual Reality for PostCOVID-19 Stroke: A Case Report

Authors: Kasra Afsahi, Maryam Soheilifar, Noureddin Nakhostin Ansari

Abstract:

COVID-19 has been associated with stroke and neurological complications. The patient was a 59-year-old male presented with sudden left hemiparesis and diplopia due to cavernous sinus thrombosis (CST) on 28/03/2020. The COVID-19 test was positive. Multislice computerized tomography (MSCT) showed ischemic infarction. He underwent surgical sinectomy 9 days after admission. Physiotherapy began for him on August 2020. Our game-based virtual reality (VR) technology developed for stroke patients was based on upper extremity exercises and function for stroke. After 6 weeks of VR therapy plus conventional physiotherapy exercises (18 sessions, three times per week, 60 minutes each session), there were significant improvements in Brunnstrom Motor Recovery Stage (from “4” to “5”), Fugl-Meyer Scale score of upper extremity section (from 49 to 54), and Modified Barthel Index (from 15 to 18). There were no adverse effects. This case with stroke post COVID-19 due to the CST showed the usefulness of VR therapy used as an adjunct to conventional physiotherapy in improving affected upper extremity.

Keywords: COVID-19, stroke, virtual reality, rehabilitation.

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