Search results for: Matrix game
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1216

Search results for: Matrix game

1156 Container Chaos: The Impact of a Casual Game on Learning and Behavior

Authors: Lori L. Scarlatos, Ryan Courtney

Abstract:

This paper explores the impact that playing a casual game can have on a player's learning and subsequent behavior. A casual mobile game, Container Chaos, was created to teach undergraduate students about the carbon footprint of various disposable beverage containers. Learning was tested with a short quiz, and behavior was tested by observing which beverage containers players choose when offered a drink and a snack. The game was tested multiple times, under a variety of different circumstances. Findings of these tests indicate that, with extended play over time, players can learn new information and sometimes even change their behavior as a result. This has implications for how other casual games can be used to teach concepts and possibly modify behavior.

Keywords: Behavior, carbon footprint, casual games, environmental impact, material sciences.

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1155 Some New Subclasses of Nonsingular H-matrices

Authors: Guangbin Wang, Liangliang Li, Fuping Tan

Abstract:

In this paper, we obtain some new subclasses of non¬singular H-matrices by using a diagonally dominant matrix

Keywords: H-matrix, diagonal dominance, a diagonally dominant matrix.

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1154 Game Skill Measure for Mixed Games

Authors: Roman V. Yampolskiy

Abstract:

Games can be classified as games of skill, games of chance or otherwise be classified as mixed. This paper deals with the topic of scientifically classifying mixed games as more reliant on elements of chance or elements of skill and ways to scientifically measure the amount of skill involved. This is predominantly useful for classification of games as legal or illegal in deferent jurisdictions based on the local gaming laws. We propose a novel measure of skill to chance ratio called the Game Skill Measure (GSM) and utilize it to calculate the skill component of a popular variant of Poker.

Keywords: Chance, Game, Skill, Luck.

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1153 Effects of the Mass and Damping Matrix Model in the Nonlinear Seismic Response of Steel Frames

Authors: A. Reyes-Salazar, M. D. Llanes-Tizoc, E. Bojorquez, F. Valenzuela-Beltran, J. Bojorquez, J. R. Gaxiola-Camacho, A. Haldar

Abstract:

Seismic analysis of steel buildings is usually based on the use of the concentrated mass (ML) matrix and the Rayleigh damping matrix (C). Similarly, the initial stiffness matrix (KO) and the first two modes associated to lateral vibrations are commonly used to develop the matrix C. The evaluation of the accuracy of these practices for the particular case of steel buildings with moment-resisting steel frames constitutes the main objective of this research. For this, the nonlinear seismic responses of three models of steel frames, representing low-, medium- and high-rise steel buildings, are considered. Results indicate that if the ML matrix is used, shears and bending moments in columns are underestimated by up to 30% and 65%, respectively, when compared to the corresponding results obtained with the consistent mass matrix (MC). It is also shown that if KO is used in C instead the tangent stiffness matrix (Kt), axial loads in columns are underestimated by up to 80%. It is concluded that the consistent mass matrix should be used in the structural modelling of moment resisting steel frames and the tangent stiffness matrix should be used to develop the Rayleigh damping matrix.

Keywords: Moment-resisting steel frames, consistent and concentrated mass matrices, nonlinear seismic response, Rayleigh damping.

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1152 A Study on Reducing Malicious Replies on the Internet: An Approach by Game Theory

Authors: Sanghun Lee

Abstract:

Since the advent of the information era, the Internet has brought various positive effects in everyday life. Nevertheless, recently, problems and side-effects have been noted. Internet witch-trials and spread of pornography are only a few of these problems.In this study, problems and causes of malicious replies on internet boards were analyzed, using the key ideas of game theory. The study provides a mathematical model for the internet reply game to devise three possible plans that could efficiently counteract malicious replies. Furthermore, seven specific measures that comply with one of the three plans were proposed and evaluated according to the importance and utility of each measure using the orthogonal array survey and SPSS conjoint analysis.The conclusion was that the most effective measure would be forbidding unsigned user access to malicious replies. Also notable was that some analytically proposed measures, when implemented, could backfire and encourage malicious replies.

Keywords: Conjoint Analysis, Game Theory, Internet, MaliciousReplies, Prisoner's Dilemma

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1151 Redundancy Component Matrix and Structural Robustness

Authors: Xinjian Kou, Linlin Li, Yongju Zhou, Jimian Song

Abstract:

We introduce the redundancy matrix that expresses clearly the geometrical/topological configuration of the structure. With the matrix, the redundancy of the structure is resolved into redundant components and assigned to each member or rigid joint. The values of the diagonal elements in the matrix indicates the importance of the corresponding members or rigid joints, and the geometrically correlations can be shown with the non-diagonal elements. If a member or rigid joint failures, reassignment of the redundant components can be calculated with the recursive method given in the paper. By combining the indexes of reliability and redundancy components, we define an index concerning the structural robustness. To further explain the properties of the redundancy matrix, we cited several examples of statically indeterminate structures, including two trusses and a rigid frame. With the examples, some simple results and the properties of the matrix are discussed. The examples also illustrate that the redundancy matrix and the relevant concepts are valuable in structural safety analysis.

Keywords: Structural robustness, structural reliability, redundancy component, redundancy matrix.

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1150 Newton-Raphson State Estimation Solution Employing Systematically Constructed Jacobian Matrix

Authors: Nursyarizal Mohd Nor, Ramiah Jegatheesan, Perumal Nallagownden

Abstract:

Newton-Raphson State Estimation method using bus admittance matrix remains as an efficient and most popular method to estimate the state variables. Elements of Jacobian matrix are computed from standard expressions which lack physical significance. In this paper, elements of the state estimation Jacobian matrix are obtained considering the power flow measurements in the network elements. These elements are processed one-by-one and the Jacobian matrix H is updated suitably in a simple manner. The constructed Jacobian matrix H is integrated with Weight Least Square method to estimate the state variables. The suggested procedure is successfully tested on IEEE standard systems.

Keywords: State Estimation (SE), Weight Least Square (WLS), Newton-Raphson State Estimation (NRSE), Jacobian matrix H.

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1149 Playing Games with Genetic Algorithms: Application on Price-QoS Competition in Telecommunications Market

Authors: M’hamed Outanoute, Mohamed Baslam, Belaid Bouikhalene

Abstract:

The customers use the best compromise criterion between price and quality of service (QoS) to select or change their Service Provider (SP). The SPs share the same market and are competing to attract more customers to gain more profit. Due to the divergence of SPs interests, we believe that this situation is a non-cooperative game of price and QoS. The game converges to an equilibrium position known Nash Equilibrium (NE). In this work, we formulate a game theoretic framework for the dynamical behaviors of SPs. We use Genetic Algorithms (GAs) to find the price and QoS strategies that maximize the profit for each SP and illustrate the corresponding strategy in NE. In order to quantify how this NE point is performant, we perform a detailed analysis of the price of anarchy induced by the NE solution. Finally, we provide an extensive numerical study to point out the importance of considering price and QoS as a joint decision parameter.

Keywords: Pricing, QoS, Market share game, Genetic algorithms, Nash equilibrium, Learning, Price of anarchy.

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1148 Affective Adaptation Design for Better Gaming Experiences

Authors: Ollie Hall, Salma ElSayed

Abstract:

Affective adaptation is a creative way for game designers to add an extra layer of engagement to their productions. When player’s emotions are an explicit factor in mechanics design, endless possibilities for imaginative gameplay emerge. Whilst gaining popularity, existing affective game research mostly runs controlled experiments in restrictive settings and rely on one or more specialist devices for measuring player’s emotional state. These conditions albeit effective, are not necessarily realistic. Moreover, the simplified narrative and intrusive wearables may not be suitable for players. This exploratory study investigates delivering an immersive affective experience in the wild with minimal requirements, in an attempt for the average developer to reach the average player. A puzzle game is created with rich narrative and creative mechanics. It employs both explicit and implicit adaptation and only requires a web camera. Participants played the game on their own machines in various settings. Whilst it was rated feasible, very engaging and enjoyable, it remains questionable whether a fully immersive experience was delivered due to the limited sample size.

Keywords: affective games, dynamic adaptation, emotion recognition, game design

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1147 The Effects of a Digital Dialogue Game on Higher Education Students’ Argumentation-Based Learning

Authors: Omid Noroozi

Abstract:

Digital dialogue games have opened up opportunities for learning skills by engaging students in complex problem solving that mimic real world situations, without importing unwanted constraints and risks of the real world. Digital dialogue games can be motivating and engaging to students for fun, creative thinking, and learning. This study explored how undergraduate students engage with argumentative discourse activities which have been designed to intensify debate. A pre-test, post-test design was used with students who were assigned to groups of four and asked to debate a controversial topic with the aim of exploring various 'pros and cons' on the 'Genetically Modified Organisms (GMOs)'. Findings reveal that the Digital dialogue game can facilitate argumentation-based learning. The digital Dialogue game was also evaluated positively in terms of students’ satisfaction and learning experiences.

Keywords: Argumentation, dialogue, digital game, learning, motivation.

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1146 Conjugate Gradient Algorithm for the Symmetric Arrowhead Solution of Matrix Equation AXB=C

Authors: Minghui Wang, Luping Xu, Juntao Zhang

Abstract:

Based on the conjugate gradient (CG) algorithm, the constrained matrix equation AXB=C and the associate optimal approximation problem are considered for the symmetric arrowhead matrix solutions in the premise of consistency. The convergence results of the method are presented. At last, a numerical example is given to illustrate the efficiency of this method.

Keywords: Iterative method, symmetric arrowhead matrix, conjugate gradient algorithm.

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1145 Effect of Teaching Games for Understanding Approach on Students- Cognitive Learning Outcome

Authors: Malathi Balakrishnan, Shabeshan Rengasamy, Mohd Salleh Aman

Abstract:

The study investigated the effects of Teaching Games for Understanding approach on students ‘cognitive learning outcome. The study was a quasi-experimental non-equivalent pretest-posttest control group design whereby 10 year old primary school students (n=72) were randomly assigned to an experimental and a control group. The experimental group students were exposed with TGfU approach and the control group with the Traditional Skill approach of handball game. Game Performance Assessment Instrument (GPAI) was used to measure students' tactical understanding and decision making in 3 versus 3 handball game situations. Analysis of covariance (ANCOVA) was used to analyze the data. The results reveal that there was a significant difference between the TGfU approach group and the traditional skill approach group students on post test score (F (1, 69) = 248.83, p < .05). The findings of this study suggested the importance of TGfU approach to improve primary students’ tactical understanding and decision making in handball game.

Keywords: Constructivism, learning outcome, tactical understanding, and Teaching Game for Understanding (TGfU)

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1144 Membership Surface and Arithmetic Operations of Imprecise Matrix

Authors: Dhruba Das

Abstract:

In this paper, a method has been developed to construct the membership surfaces of row and column vectors and arithmetic operations of imprecise matrix. A matrix with imprecise elements would be called an imprecise matrix. The membership surface of imprecise vector has been already shown based on Randomness-Impreciseness Consistency Principle. The Randomness- Impreciseness Consistency Principle leads to defining a normal law of impreciseness using two different laws of randomness. In this paper, the author has shown row and column membership surfaces and arithmetic operations of imprecise matrix and demonstrated with the help of numerical example.

Keywords: Imprecise number, Imprecise vector, Membership surface, Imprecise matrix.

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1143 On the Positive Definite Solutions of Nonlinear Matrix Equation

Authors: Tian Baoguang, Liang Chunyan, Chen Nan

Abstract:

In this paper, the nonlinear matrix equation is investigated. Based on the fixed-point theory, the boundary and the existence of the solution with the case r>-δi are discussed. An algorithm that avoids matrix inversion with the case -1<-δi<0 is proposed.

Keywords: Nonlinear matrix equation, Positive definite solution, The maximal-minimal solution, Iterative method, Free-inversion

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1142 Training Isolated Respiratory in Rehabilitation

Authors: Marketa Kotova, Jana Kolarova, Ludek Zalud, Petr Dobsak

Abstract:

A game for training of breath (TRABR) for continuous monitoring of pulmonary ventilation during the patients’ therapy focuses especially on monitoring of their ventilation processes. It is necessary to detect, monitor and differentiate abdominal and thoracic breathing during the therapy. It is a fun form of rehabilitation where the patient plays and also practicing isolated breathing. Finally the game to practice breath was designed to evaluate whether the patient uses two types of breathing or not.

Keywords: Pulmonary ventilation, thoracic breathing, abdominal breathing, breath monitoring using pressure sensors, game TRABR (TRAining of BReath).

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1141 An Iterative Method for the Symmetric Arrowhead Solution of Matrix Equation

Authors: Minghui Wang, Luping Xu, Juntao Zhang

Abstract:

In this paper, according to the classical algorithm LSQR for solving the least-squares problem, an iterative method is proposed for least-squares solution of constrained matrix equation. By using the Kronecker product, the matrix-form LSQR is presented to obtain the like-minimum norm and minimum norm solutions in a constrained matrix set for the symmetric arrowhead matrices. Finally, numerical examples are also given to investigate the performance.

Keywords: Symmetric arrowhead matrix, iterative method, like-minimum norm, minimum norm, Algorithm LSQR.

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1140 The Competitive Newsvendor Game with Overestimated Demand

Authors: Chengli Liu, C. K. M. Lee

Abstract:

The tradition competitive newsvendor game assumes decision makers are rational. However, there are behavioral biases when people make decisions, such as loss aversion, mental accounting and overconfidence. Overestimation of a subject’s own performance is one type of overconfidence. The objective of this research is to analyze the impact of the overestimated demand in the newsvendor competitive game with two players. This study builds a competitive newsvendor game model where newsvendors have private information of their demands, which is overestimated. At the same time, demands of each newsvendor forecasted by a third party institution are available. This research shows that the overestimation leads to demand steal effect, which reduces the competitor’s order quantity. However, the overall supply of the product increases due to overestimation. This study illustrates the boundary condition for the overestimated newsvendor to have the equilibrium order drop due to the demand steal effect from the other newsvendor. A newsvendor who has higher critical fractile will see its equilibrium order decrease with the drop of estimation level from the other newsvendor.

Keywords: Bias, competitive newsvendor, Nash equilibrium, overestimation.

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1139 Energy Efficient Resource Allocation in Distributed Computing Systems

Authors: Samee Ullah Khan, C. Ardil

Abstract:

The problem of mapping tasks onto a computational grid with the aim to minimize the power consumption and the makespan subject to the constraints of deadlines and architectural requirements is considered in this paper. To solve this problem, we propose a solution from cooperative game theory based on the concept of Nash Bargaining Solution. The proposed game theoretical technique is compared against several traditional techniques. The experimental results show that when the deadline constraints are tight, the proposed technique achieves superior performance and reports competitive performance relative to the optimal solution.

Keywords: Energy efficient algorithms, resource allocation, resource management, cooperative game theory.

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1138 The Optimal Equilibrium Capacity of Information Hiding Based on Game Theory

Authors: Ziquan Hu, Kun She, Shahzad Ali, Kai Yan

Abstract:

Game theory could be used to analyze the conflicted issues in the field of information hiding. In this paper, 2-phase game can be used to build the embedder-attacker system to analyze the limits of hiding capacity of embedding algorithms: the embedder minimizes the expected damage and the attacker maximizes it. In the system, the embedder first consumes its resource to build embedded units (EU) and insert the secret information into EU. Then the attacker distributes its resource evenly to the attacked EU. The expected equilibrium damage, which is maximum damage in value from the point of view of the attacker and minimum from the embedder against the attacker, is evaluated by the case when the attacker attacks a subset from all the EU. Furthermore, the optimal equilibrium capacity of hiding information is calculated through the optimal number of EU with the embedded secret information. Finally, illustrative examples of the optimal equilibrium capacity are presented.

Keywords: 2-Phase Game, Expected Equilibrium damage, InformationHiding, Optimal Equilibrium Capacity.

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1137 Spectroscopic and SEM Investigation of TCPP in Titanium Matrix

Authors: R.Rahimi, F.Moharrami

Abstract:

Titanium gels doped with water-soluble cationic porphyrin were synthesized by the sol–gel polymerization of Ti (OC4H9)4. In this work we investigate the spectroscopic properties along with SEM images of tetra carboxyl phenyl porphyrin when incorporated into porous matrix produced by the sol–gel technique.

Keywords: TCPP, Titanium matrix, UV/Vis spectroscopy, SEM.

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1136 Two Iterative Algorithms to Compute the Bisymmetric Solution of the Matrix Equation A1X1B1 + A2X2B2 + ... + AlXlBl = C

Authors: A.Tajaddini

Abstract:

In this paper, two matrix iterative methods are presented to solve the matrix equation A1X1B1 + A2X2B2 + ... + AlXlBl = C the minimum residual problem l i=1 AiXiBi−CF = minXi∈BRni×ni l i=1 AiXiBi−CF and the matrix nearness problem [X1, X2, ..., Xl] = min[X1,X2,...,Xl]∈SE [X1,X2, ...,Xl] − [X1, X2, ..., Xl]F , where BRni×ni is the set of bisymmetric matrices, and SE is the solution set of above matrix equation or minimum residual problem. These matrix iterative methods have faster convergence rate and higher accuracy than former methods. Paige’s algorithms are used as the frame method for deriving these matrix iterative methods. The numerical example is used to illustrate the efficiency of these new methods.

Keywords: Bisymmetric matrices, Paige’s algorithms, Least square.

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1135 Pure and Mixed Nash Equilibria Domain of a Discrete Game Model with Dichotomous Strategy Space

Authors: A. S. Mousa, F. Shoman

Abstract:

We present a discrete game theoretical model with homogeneous individuals who make simultaneous decisions. In this model the strategy space of all individuals is a discrete and dichotomous set which consists of two strategies. We fully characterize the coherent, split and mixed strategies that form Nash equilibria and we determine the corresponding Nash domains for all individuals. We find all strategic thresholds in which individuals can change their mind if small perturbations in the parameters of the model occurs.

Keywords: Coherent strategy, split strategy, pure strategy, mixed strategy, Nash Equilibrium, game theory.

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1134 Iterative solutions to the linear matrix equation AXB + CXTD = E

Authors: Yongxin Yuan, Jiashang Jiang

Abstract:

In this paper the gradient based iterative algorithm is presented to solve the linear matrix equation AXB +CXTD = E, where X is unknown matrix, A,B,C,D,E are the given constant matrices. It is proved that if the equation has a solution, then the unique minimum norm solution can be obtained by choosing a special kind of initial matrices. Two numerical examples show that the introduced iterative algorithm is quite efficient.

Keywords: matrix equation, iterative algorithm, parameter estimation, minimum norm solution.

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1133 Strategy Analysis and Creation by Simulation in the General Game

Authors: Gábor Szűcs, Gábor Neszveda, Xin Fang

Abstract:

In this paper the General Game problem is described. In this problem the competition or cooperation dilemma occurs as the two basic types of strategies. The strategy possibilities have been analyzed for finding winning strategy in uncertain situations (no information about the number of players and their strategy types). The winning strategy is missing, but a good solution can be found by simulation by varying the ratio of the two types of strategies. This new method has been used in a real contest with human players, where the created strategies by simulation have reached very good ranks. This construction can be applied in other real social games as well.

Keywords: competition, cooperation, finding good strategy, General Game

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1132 The BGMRES Method for Generalized Sylvester Matrix Equation AXB − X = C and Preconditioning

Authors: Azita Tajaddini, Ramleh Shamsi

Abstract:

In this paper, we present the block generalized minimal residual (BGMRES) method in order to solve the generalized Sylvester matrix equation. However, this method may not be converged in some problems. We construct a polynomial preconditioner based on BGMRES which shows why polynomial preconditioner is superior to some block solvers. Finally, numerical experiments report the effectiveness of this method.

Keywords: Linear matrix equation, Block GMRES, matrix Krylov subspace, polynomial preconditioner.

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1131 Suitable Partner Node Selection and Resource Allocation in Cooperative Wireless Communication Using the Trade-Off Game

Authors: Oluseye A. Adeleke, Mohd. F. M. Salleh

Abstract:

The performance of any cooperative communication system depends largely on the selection of a proper partner. Another important factor to consider is an efficient allocation of resource like power by the source node to help it in forwarding information to the destination. In this paper, we look at the concepts of partner selection and resource (power) allocation for a distributed communication network. A type of non-cooperative game referred to as Trade-Off game is employed so as to jointly consider the utilities of the source and relay nodes, where in this case, the source is the node that requires help with forwarding of its information while the partner is the node that is willing to help in forwarding the source node’s information, but at a price. The approach enables the source node to maximize its utility by selecting a partner node based on (i) the proximity of the partner node to the source and destination nodes, and (ii) the price the partner node will charge for the help being rendered. Our proposed scheme helps the source locate and select the relay nodes at ‘better’ locations and purchase power optimally from them. It also aids the contending relay nodes maximize their own utilities as well by asking proper prices. Our game scheme is seen to converge to unique equilibrium.

Keywords: Cooperative communication, game theory, node, power allocation, trade-off, utility.

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1130 Evaluation of Cognitive Benefits among Differently Abled Subjects with Video Game as Intervention

Authors: H. Nagendra, Vinod Kumar, S. Mukherjee

Abstract:

In this study, the potential benefits of playing action video game among congenitally deaf and dumb subjects is reported in terms of EEG ratio indices. The frontal and occipital lobes are associated with development of motor skills, cognition, and visual information processing and color recognition. The sixteen hours of First-Person shooter action video game play resulted in the increase of the ratios β/(α+θ) and β/θ in frontal and occipital lobes. This can be attributed to the enhancement of certain aspect of cognition among deaf and dumb subjects.

Keywords: Cognitive enhancement, video games, EEG band powers, Deaf and Dumb subjects.

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1129 Food Habits and Nutritional Status of Fiji Rugby Players

Authors: Jimaima Lako, Subramaniam Sotheeswaran, Ketan Christi

Abstract:

The 15-a-side Fiji rugby team trains well in preparations for any rugby competition but rarely performs to expectations. In order to help the Fiji local based rugby players to identify some key basic areas in improving their performance, a series of workshops were conducted to assess their nutritional status and dietary habits in relation to energy demand during rugby matches. The nutrition workshop included the administration of questionnaires to 19 local based rugby players, requesting the following information: usual food intakes, training camp food intakes, carbohydrate loading, pre-game meals and post-game meals. The study revealed that poor eating habits of the players resulted in the low carbohydrate intake, which may have contributed to increase levels of fatigue leading to loss of stamina even before the second half of the game. It appears that the diet of most 15-a-side players does not provide enough energy to enable them to last the full eightyminutes of the game.

Keywords: Fiji rugby, Food habits, Physical fitness, Training meals

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1128 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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1127 Strategic Information in the Game of Go

Authors: Michael Harre, Terry Bossomaier, Ranqing Chu, Allan Snyder

Abstract:

We introduce a novel approach to measuring how humans learn based on techniques from information theory and apply it to the oriental game of Go. We show that the total amount of information observable in human strategies, called the strategic information, remains constant for populations of players of differing skill levels for well studied patterns of play. This is despite the very large amount of knowledge required to progress from the recreational players at one end of our spectrum to the very best and most experienced players in the world at the other and is in contrast to the idea that having more knowledge might imply more 'certainty' in what move to play next. We show this is true for very local up to medium sized board patterns, across a variety of different moves using 80,000 game records. Consequences for theoretical and practical AI are outlined.

Keywords: Board Games, Cognitive Capacity, Decision Theory, Information Theory.

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