Search results for: Game engine
568 A Classification Scheme for Game Input and Output
Authors: P. Prema, B. Ramadoss
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Computer game industry has experienced exponential growth in recent years. A game is a recreational activity involving one or more players. Game input is information such as data, commands, etc., which is passed to the game system at run time from an external source. Conversely, game outputs are information which are generated by the game system and passed to an external target, but which is not used internally by the game. This paper identifies a new classification scheme for game input and output, which is based on player-s input and output. Using this, relationship table for game input classifier and output classifier is developed.Keywords: Game Classification, Game Input, Game Output, Game Testing.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1983567 Using Game Engines in Lightning Shielding: The Application of the Rolling Spheres Method on Virtual As-Built Power Substations
Authors: Yuri A. Gruber, Matheus Rosendo, Ulisses G. A. Casemiro, Klaus de Geus, Rafael T. Bee
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Lightning strikes can cause severe negative impacts to the electrical sector causing direct damage to equipment as well as shutdowns, especially when occurring in power substations. In order to mitigate this problem, a meticulous planning of the power substation protection system is of vital importance. A critical part of this is the distribution of shielding wires through the substation, which creates a 3D imaginary protection mesh similar to a circus tarpaulin. Equipment enclosed in the volume defined by that 3D mesh is considered protected against lightning strikes. The use of traditional methods of longitudinal cutting analysis based on 2D CAD tools makes the process laborious and the results obtained may not guarantee satisfactory protection of electrical equipment. This work describes the application of a Game Engine to the problem of lightning protection of power substations providing the visualization of the 3D protection mesh, the amount of protected components and the highlight of equipment which remain unprotected. In addition, aspects regarding the implementation and the advantages of approaching the problem using Unreal® Engine 4 are described. In order to validate results, a comparison with traditional 2D methods is applied to the same case study to which the proposed technique has been applied. Finally, a comparative study involving different levels of protection using the technique developed in this work is presented, showing that modern game engines can be a powerful accessory for simulations in several areas of engineering.
Keywords: Game engine, rolling spheres method, substation protection, UE4, Unreal® Engine 4.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1242566 Probabilities and the Persistence of Memory in a Bingo-like Carnival Game
Authors: M. Glomski, M. Lopes
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Seemingly simple probabilities in the m-player game bingo have never been calculated. These probabilities include expected game length and the expected number of winners on a given turn. The difficulty in probabilistic analysis lies in the subtle interdependence among the m-many bingo game cards in play. In this paper, the game i got it!, a bingo variant, is considered. This variation provides enough weakening of the inter-player dependence to allow probabilistic analysis not possible for traditional bingo. The probability of winning in exactly k turns is calculated for a one-player game. Given a game of m-many players, the expected game length and tie probability are calculated. With these calculations, the game-s interesting payout scheme is considered.
Keywords: Conditional probability, games of chance, npersongames, probability theory.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1527565 Entrepreneurship Game: Digital 'Catur Bistari'
Authors: A.A. Amran, S. R. M. Shukri, S. M. Taib
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The role of entrepreneurs in generating the economy is very important. Thus, nurturing entrepreneurship skills among society is very crucial and should start from the early age. One of the methods is to teach through game such as board game. Game provides a fun and interactive platform for players to learn and play. Besides that as today-s world is moving towards Islamic approach in terms of finance, banking and entertainment but Islamic based game is still hard to find in the market especially games on entrepreneurship. Therefore, there is a gap in this segment that can be filled by learning entrepreneurship through game. The objective of this paper is to develop an entrepreneurship digital-based game entitled “Catur Bistari" that is based on Islamic business approach. Knowledge and skill of entrepreneurship and Islamic business approach will be learned through the tasks that are incorporated inside the game.Keywords: Board game, educational game, entrepreneurship, Islamic finance and simulation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2842564 Net-Banking System as a Game
Authors: N. Ghoualmi-Zine, A. Araar
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In this article we propose to model Net-banking system by game theory. We adopt extensive game to model our web application. We present the model in term of players and strategy. We present UML diagram related the protocol game.Keywords: Game theory, model, state, web application.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1552563 The Game of Col on Complete K-ary Trees
Authors: Alessandro Cincotti, Timothee Bossart
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Col is a classic combinatorial game played on graphs and to solve a general instance is a PSPACE-complete problem. However, winning strategies can be found for some specific graph instances. In this paper, the solution of Col on complete k-ary trees is presented.Keywords: Combinatorial game, Complete k-ary tree, Mapcoloring game.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1188562 Using Multi-Arm Bandits to Optimize Game Play Metrics and Effective Game Design
Authors: Kenny Raharjo, Ramon Lawrence
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Game designers have the challenging task of building games that engage players to spend their time and money on the game. There are an infinite number of game variations and design choices, and it is hard to systematically determine game design choices that will have positive experiences for players. In this work, we demonstrate how multi-arm bandits can be used to automatically explore game design variations to achieve improved player metrics. The advantage of multi-arm bandits is that they allow for continuous experimentation and variation, intrinsically converge to the best solution, and require no special infrastructure to use beyond allowing minor game variations to be deployed to users for evaluation. A user study confirms that applying multi-arm bandits was successful in determining the preferred game variation with highest play time metrics and can be a useful technique in a game designer's toolkit.Keywords: Game design, multi-arm bandit, design exploration and data mining, player metric optimization and analytics.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1535561 Study of Dual Fuel Engine as Environmentally Friendly Engine
Authors: Nilam S. Octaviani, Semin
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The diesel engine is an internal combustion engine that uses compressed air to combust. The diesel engines are widely used in the world because it has the most excellent combustion efficiency than other types of internal combustion engine. However, the exhaust emissions of it produce pollutants that are harmful to human health and the environment. Therefore, natural gas used as an alternative fuel using on compression ignition engine to respond those environment issues. This paper aims to discuss the comparison of the technical characteristics and exhaust gases emission from conventional diesel engine and dual fuel diesel engine. According to the study, the dual fuel engine applications have a lower compression pressure and has longer ignition delay compared with normal diesel mode. The engine power is decreased at dual fuel mode. However, the exhaust gases emission on dual fuel engine significantly reduce the nitrogen oxide (NOx), carbon dioxide (CO2) and particular metter (PM) emissions.
Keywords: Diesel engine, dual fuel engine, emissions, technical characteristics.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 894560 Calculation and Comparison of a Turbofan Engine Performance Parameters with Various Definitions
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In this paper, some performance parameters of a selected turbofan engine (JT9D) are analyzed. The engine is a high bypass turbofan engine which powers a wide-body aircraft and it produces 206 kN thrust force (thrust/weight ratio is 5.4). The objective parameters for the engine include calculation of power, specific fuel consumption, specific thrust, engine propulsive, thermal and overall efficiencies according to the various definitions given in the literature. Furthermore, in the case study, wasted energy from the exhaust is calculated at the maximum power setting (i.e. take off phase) for the engine.
Keywords: Turbofan, power, efficiency, trust.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 3989559 Model Canvas and Process for Educational Game Design in Outcome-Based Education
Authors: Ratima Damkham, Natasha Dejdumrong, Priyakorn Pusawiro
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This paper explored the solution in game design to help game designers in the educational game designing using digital educational game model canvas (DEGMC) and digital educational game form (DEGF) based on Outcome-based Education program. DEGMC and DEGF can help designers develop an overview of the game while designing and planning their own game. The way to clearly assess players’ ability from learning outcomes and support their game learning design is by using the tools. Designers can balance educational content and entertainment in designing a game by using the strategies of the Business Model Canvas and design the gameplay and players’ ability assessment from learning outcomes they need by referring to the Constructive Alignment. Furthermore, they can use their design plan in this research to write their Game Design Document (GDD). The success of the research was evaluated by four experts’ perspectives in the education and computer field. From the experiments, the canvas and form helped the game designers model their game according to the learning outcomes and analysis of their own game elements. This method can be a path to research an educational game design in the future.Keywords: Constructive alignment, constructivist theory, educational game, outcome-based education.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 856558 Addictive Use Due to Personality: Focused on Big Five Personality Traits and Game Addiction
Authors: Eui Jun Jeong, Hye Rim Lee
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This study examined whether big five personality traits affect game addiction with control of psychological, social, and demographic factors. Specifically, using data from a survey of 789 game users in Korea, we conducted a regression analysis to see the associations of psychological (loneliness/depression), social (activities with family/friends), self-efficacy (game/general), gaming (daily gaming time/perception), demographic (age/gender), and personality traits (extraversion, neuroticism conscientiousness, agreeableness, & openness) with the degree of game addiction. Results showed that neuroticism increase game addiction with no effect of extraversion on the addiction. General self-efficacy negatively affected game addiction, whereas game self-efficacy increased the degree of game addiction. Loneliness enhanced game addiction while depression showed a negative effect on the addiction. Results and implications are discussed.Keywords: Game addiction, big five personality, social activities, self-efficacy, loneliness, depression.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 4967557 Multi-Stakeholder Road Pricing Game: Solution Concepts
Authors: Anthony E. Ohazulike, Georg Still, Walter Kern, Eric C. van Berkum
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A road pricing game is a game where various stakeholders and/or regions with different (and usually conflicting) objectives compete for toll setting in a given transportation network to satisfy their individual objectives. We investigate some classical game theoretical solution concepts for the road pricing game. We establish results for the road pricing game so that stakeholders and/or regions playing such a game will beforehand know what is obtainable. This will save time and argument, and above all, get rid of the feelings of unfairness among the competing actors and road users. Among the classical solution concepts we investigate is Nash equilibrium. In particular, we show that no pure Nash equilibrium exists among the actors, and further illustrate that even “mixed Nash equilibrium" may not be achievable in the road pricing game. The paper also demonstrates the type of coalitions that are not only reachable, but also stable and profitable for the actors involved.
Keywords: Road pricing game, Equilibrium problem with equilibrium constraint (EPEC), Nash equilibrium, Game stability.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1480556 An Experimental Study on the Effects of Bioethanol-Unleaded Gasoline Blends on Engine Performance in a Spark Ignition Engine
Authors: A. Engin Özçelik, Hasan Aydoğan, Mustafa Acaroğlu
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In the present study, the effects of bioethanol-unleaded gasoline blends on engine performance were investigated in a spark ignition engine. Fuel containing 100% ethanol (E100), fuel blend containing 40% bioethanol by volume (E40) and 100% unleaded gasoline (E0) were tested and the test results were compared. As the result of the study, it was found that the use of unleaded gasoline and bioethanol-unleaded gasoline blends as fuel did not cause a significant change in engine performance. The results of the engine tests showed that the use of unleaded gasoline-bioethanol blends as fuel caused a decrease in engine torque and engine power depending on the increase in the ratio of bioethanol in the fuel blend. As the result of these decreases, increases of up to 30% were observed in the specific fuel consumption of the engine.
Keywords: Bioetanol, engine performance, unleaded gasoline.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1801555 Hybrid RANS-LES Simulation of In-Cylinder Air Flow for Different Engine Speeds at Fixed Intake Flow Pressure
Authors: L. V. Fui, A. Ulugbek, S. S. Dol
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The in-cylinder flow and mixture formations are significant in view of today’s increasing concern on environmental issues and stringent emission regulations. In this paper, the numerical simulations of a SI engine at different engine speeds (2000-5000 rpm) at fixed intake flow pressure of 1 bar are studied using the AVL FIRE software. The simulation results show that when the engine speed at fixed intake flow pressure is increased, the volumetric efficiency of the engine decreases. This is due to a richer fuel conditions near the engine cylinder wall when engine speed is increased. Significant effects of impingement are also noted on the upper and side walls of the engine cylinder. These variations in mixture formation before ignition could affect the thermodynamics efficiency and specific fuel consumption that would lead to a reduced engine performance.
Keywords: AVL FIRE, fuel mass, IC engine, LES, RANS, turbulent intensity.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2421554 Evaluating Telepresence Experience and Game Players' Intention to Purchase Product Advertised in Advergame
Authors: Zuhal Hussein, Nabsiah Abdul Wahid, Norizan Saad
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In line with changes of consumers modern lifestyle has call for the advertising strategy to change. This research is to find out how game with telepresence and product experience embedded in the computer game to affect users- intention to purchase. Game content developers are urging to consider of placing product message as part of game design strategy that can influence the game player-s intention to purchase. Experiment was carried out on two hundred and fifty undergraduate students who volunteered to participate in the Internet game playing activities. A factor analysis and correlation analysis was performed on items designed to measure telepresence, attitudes toward telepresence, and game player intention to purchase the product advertise in the game that respondents experienced. The results indicated that telepresence consist of interactive experience and product experience. The study also found that product experience is positively related to the game players- intention to purchase. The significance of product experience implies the usefulness of an interactive advertising in the game playing to attract players- intention to purchase the advertised product placed in the creative game design.
Keywords: Purchase intention, telepresence, product experience, interactive experience.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1844553 Multiplayer Game System for Therapeutic Exercise in Which Players with Different Athletic Abilities Can Participate on an Even Competitive Footing
Authors: Kazumoto Tanaka, Takayuki Fujino
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Sports games conducted as a group are a form of therapeutic exercise for aged people with decreased strength and for people suffering from permanent damage of stroke and other conditions. However, it is difficult for patients with different athletic abilities to play a game on an equal footing. This study specifically examines a computer video game designed for therapeutic exercise, and a game system with support given depending on athletic ability. Thereby, anyone playing the game can participate equally. This video-game, to be specific, is a popular variant of balloon volleyball, in which players hit a balloon by hand before it falls to the floor. In this game system, each player plays the game watching a monitor on which the system displays tailor-made video-game images adjusted to the person’s athletic ability, providing players with player-adaptive assist support. We have developed a multiplayer game system with an image generation technique for the tailor-made video-game and conducted tests to evaluate it.
Keywords: Therapeutic exercise, computer video game, disability-adaptive assist, tailor-made video-game image.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2107552 Analysis on Fun Elements of the SNG in ANIPANG
Authors: Jangwon Lee, Joonsung Yoon
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1601551 Lubrication Performance of Multi-Level Gear Oil in a Gasoline Engine
Authors: Feng-Tsai Weng, Dong- Syuan Cai, Tsochu-Lin
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A vehicle gasoline engine converts gasoline into power so that the car can move, and lubricants are important for engines and also gear boxes. Manufacturers have produced numbers of engine oils, and gear oils for engines and gear boxes to SAE International Standards. Some products not only can improve the lubrication of both the engine and gear box but also can raise power of vehicle this can be easily seen in the advertisement declared by the manufacturers. To observe the lubrication performance, a multi-leveled (heavy duty) gear oil was added to a gasoline engine as the oil in the vehicle. The oil was checked at about every 10,000 kilometers. The engine was detailed disassembled, cleaned, and parts were measured. The wear of components of the engine parts were checked and recorded finally. Based on the experiment results, some gear oil seems possible to be used as engine oil in particular vehicles. Vehicle owners should change oil periodically in about every 6,000 miles (or 10,000 kilometers). Used car owners may change engine oil in even longer distance.
Keywords: Multi-level gear oil, engine oil, viscosity, abrasion.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1068550 BECOME: Body Experience-Based Co-Operation between Juveniles through Mutually Excited Team Gameplay
Authors: Tsugunosuke Sakai, Haruya Tamaki, Ryuichi Yoshida, Ryohei Egusa, Etsuji Yamaguchi, Shigenori Inagaki, Fusako Kusunoki, Miki Namatame, Masanori Sugimoto, Hiroshi Mizoguchi
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We aim to develop a full-body interaction game that could let children cooperate and interact with other children in small groups. As the first step for our aim, the objective of the full-body interaction game developed in this study is to make interaction between children. The game requires two children to jump together with the same timing. We let children experience the game and answer the questionnaires. The children using several strategies to coordinate the timing of their jumps were observed. These included shouting time, watching each other, and jumping in a constant rhythm as if they were skipping rope. In this manner, we observed the children playing the game while cooperating with each other. The results of a questionnaire to evaluate the proposed interactive game indicate that the jumping game was a very enjoyable experience in which the participants could immerse themselves. Therefore, the game enabled children to experience cooperation with others by using body movements.Keywords: Children, cooperation, full-body interaction game, kinect sensor.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1345549 Modeling and Stability Analysis of Delayed Game Network
Authors: Zixin Liu, Jian Yu, Daoyun Xu
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This paper aims to establish a delayed dynamical relationship between payoffs of players in a zero-sum game. By introducing Markovian chain and time delay in the network model, a delayed game network model with sector bounds and slope bounds restriction nonlinear function is first proposed. As a result, a direct dynamical relationship between payoffs of players in a zero-sum game can be illustrated through a delayed singular system. Combined with Finsler-s Lemma and Lyapunov stable theory, a sufficient condition guaranteeing the unique existence and stability of zero-sum game-s Nash equilibrium is derived. One numerical example is presented to illustrate the validity of the main result.
Keywords: Game networks, zero-sum game, delayed singular system, nonlinear perturbation, time delay.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1439548 Analyzing Artificial Emotion in Game Characters Using Soft Computing
Authors: Musbah M. Aqel, P. K. Mahanti, Soumya Banerjee
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This paper describes a simulation model for analyzing artificial emotion injected to design the game characters. Most of the game storyboard is interactive in nature and the virtual characters of the game are equipped with an individual personality and dynamic emotion value which is similar to real life emotion and behavior. The uncertainty in real expression, mood and behavior is also exhibited in game paradigm and this is focused in the present paper through a fuzzy logic based agent and storyboard. Subsequently, a pheromone distribution or labeling is presented mimicking the behavior of social insects.
Keywords: Artificial Emotion, Fuzzy logic, Game character, Pheromone label
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1313547 A Study on Multi-Agent Behavior in a Soccer Game Domain
Authors: S. R. Mohd Shukri, M. K. Mohd Shaukhi
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1940546 Experimental Investigation on Effect of the Zirconium + Magnesium Coating of the Piston and Valve of the Single-Cylinder Diesel Engine to the Engine Performance and Emission
Authors: Erdinç Vural, Bülent Özdalyan, Serkan Özel
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The four-stroke single cylinder diesel engine has been used in this study, the pistons and valves of the engine have been stabilized, the aluminum oxide (Al2O3) in different ratios has been added in the power of zirconium (ZrO2) magnesium oxide (MgO), and has been coated with the plasma spray method. The pistons and valves of the combustion chamber of the engine are coated with 5 different (ZrO2 + MgO), (ZrO2 + MgO + 25% Al2O3), (ZrO2 + MgO + 50% Al2O3), (ZrO2 + MgO + 75% Al2O3), (Al2O3) sample. The material tests have been made for each of the coated engine parts with the scanning electron microscopy (SEM), energy dispersive X-ray spectroscopy (EDX) and X-ray diffraction (XRD) using Cu Kα radiation surface analysis methods. The engine tests have been repeated for each sample in any electric dynamometer in full power 1600 rpm, 2000 rpm, 2400 rpm and 2800 rpm engine speeds. The material analysis and engine tests have shown that the best performance has been performed with (ZrO2 + MgO + 50% Al2O3). Thus, there is no significant change in HC and Smoke emissions, but NOx emission is increased, as the engine improves power, torque, specific fuel consumption and CO emissions in the tests made with sample A3.
Keywords: Ceramic coating, material characterization, engine performance, exhaust emissions.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1645545 Engine Power Effects on Support Interference
Authors: B.J.C. Horsten, L.L.M. Veldhuis
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Renewed interest in propeller propulsion on aircraft configurations combined with higher propeller loads lead to the question how the effects of the propulsion on model support disturbances should be accounted for. In this paper, the determination of engine power effects on support interference of sting-mounted models is demonstrated by a measurement on a four-engine turboprop aircraft. CFD results on a more generic model are presented in order to clarify the possible mechanism behind engine power effects on support interference. The engine slipstream induces a local change in angle of sideslip at the model sting thereby influencing the sting near-field and far-field effects. Whether or not the net result of these changes in the disturbance pattern leads to a significant engine power effect depends on the configuration of the wind tunnel model and the test setup.Keywords: CFD, engine power effects, measurements, support interference.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1481544 The use of a Bespoke Computer Game For Teaching Analogue Electronics
Authors: Olaf Hallan Graven, Dag Andreas Hals Samuelsen
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An implementation of a design for a game based virtual learning environment is described. The game is developed for a course in analogue electronics, and the topic is the design of a power supply. This task can be solved in a number of different ways, with certain constraints, giving the students a certain amount of freedom, although the game is designed not to facilitate trial-and error approach. The use of storytelling and a virtual gaming environment provides the student with the learning material in a MMORPG environment. The game is tested on a group of second year electrical engineering students with good results.Keywords: analogue electronics, e-learning, computer games for learning, virtual reality
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1529543 A Computational Comparison between Revetec Engine and Conventional Internal Combustion Engines on the Indicated Torque
Authors: Maisara Mohyeldin Gasim, A. K. Amirruddin, A. Shahrani
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This paper investigates the effect of replacing crankshaft with cam on the indicated torque during compression and power strokes in internal combustion engines. A Cycloidal cam profile was used in Revetec engine to calculate and compare the torque to a conventional engine, using a computational method. Firstly, the cylinder pressure was calculated using Ferguson equation, and then the torque calculated depending on cylinder pressure values in every crank angle. the results showed that by using Cycloidal cam profile in Revetec engine the torque can increased by 14% compared with conventional engines, which means an increase in engine efficiency.Keywords: Revetec engine, indicated torque, cam profile.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2009542 Critical Analysis of Decision Making Experience with a Machine Learning Approach in Playing Ayo Game
Authors: Ibidapo O. Akinyemi, Ezekiel F. Adebiyi, Harrison O. D. Longe
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The major goal in defining and examining game scenarios is to find good strategies as solutions to the game. A plausible solution is a recommendation to the players on how to play the game, which is represented as strategies guided by the various choices available to the players. These choices invariably compel the players (decision makers) to execute an action following some conscious tactics. In this paper, we proposed a refinement-based heuristic as a machine learning technique for human-like decision making in playing Ayo game. The result showed that our machine learning technique is more adaptable and more responsive in making decision than human intelligence. The technique has the advantage that a search is astutely conducted in a shallow horizon game tree. Our simulation was tested against Awale shareware and an appealing result was obtained.Keywords: Decision making, Machine learning, Strategy, Ayo game.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1292541 Analysis on the Game-Playing Tendency of SNGs (Social Network Games) users by Gender
Authors: Jooyeon Yook, Wonjun Ko
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As the Social network game(SNG) is rising dramatically worldwide, an interesting aspect has appeared in the demographic analysis. That is the ratio of the game users by gender. Although the ratio of male and female users in online game was 60:40% previously, the ratio of male and female users in SNG stood at 47:53% which shows that the ratio of female users is higher than that of male users. Here, it should be noted that 35% in those 53% female users are the first-time users of game. This fact suggests that women who were not interested in game previously has taken an interest in SNG. Notwithstanding this issue, there have been little studies on the female users of SNG although there are many studies that analyzed the tendency of female users- online game play. This study conducted the analyzed how the game-playing tendency of SNG gamers was manifested in the game by gender. For that, this study will identify the tendency of SNG users by gender based on the preceding studies that analyzed the online game users by gender. The subject of this study was confined to the farm and urban construction simulation games which were offered based on the mobile application platform. Regarding the methodology of study, the first focus group interview(FGI) was conducted with the male and female users who had played games on Social network service(SNS) until recently. Later, the second one-on-one in-depth interview was conducted to gain an insight into the psychological state of the subjects.Keywords: Social network Game, Gender, Play inclination, Game psychology
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1732540 The Game of Maundy Block
Authors: Alessandro Cincotti
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The game of Maundy Block is the three-player variant of Maundy Cake, a classical combinatorial game. Even though to determine the solution of Maundy Cake is trivial, solving Maundy Block is challenging because of the identification of queer games, i.e., games where no player has a winning strategy.Keywords: Combinatorial game, Maundy Cake, Three-player partizan games.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1518539 Personalised Mobile Picture Puzzle
Authors: Saipunidzam Mahamad, Eliza Mazmee Mazlan, Rozana Kasbon, Khairul Shafee Kalid, NurSyazwani Rusdi
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Mobile Picture Puzzle is a mobile game application where the player use existing images stored in the mobile phone to create a puzzle to be played. This traditional picture puzzle is not so challenging once the player is familiar with the game. The objective of the developed mobile game application is to have a similar mobile game application that can provide the player with more challenging gaming experience. The developed mobile game application is also a mobile picture puzzle game application to create a puzzle to be played but instead of just using existing images that are stored, the personalised capability allows the player to use the built-in camera phone to capture an image and use the newly captured image to create the puzzle. The development of the mobile game application uses Symbian Operating System (OS), Mobile Media API (Application Programming Interface), Record Management System (RMS) storage and TiledLayer class from Game API.
Keywords: Picture Puzzle, Pervasive gaming, J2ME.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2655