Search results for: game design
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 4931

Search results for: game design

4811 Emulation Model in Architectural Education

Authors: Ö. Şenyiğit, A. Çolak

Abstract:

It is of great importance for an architectural student to know the parameters through which he/she can conduct his/her design and makes his/her design effective in architectural education. Therefore; an empirical application study was carried out through the designing activity using the emulation model to support the design and design approaches of architectural students. During the investigation period, studies were done on the basic design elements and principles of the fall semester, and the emulation model, one of the designing methods that constitute the subject of the study, was fictionalized as three phased “recognition-interpretation-application”. As a result of the study, it was observed that when students were given a key method during the design process, their awareness increased and their aspects improved as well.

Keywords: Basic design, design education, design methods, emulation.

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4810 On the Application of Meta-Design Techniques in Hardware Design Domain

Authors: R. Damaševičius

Abstract:

System-level design based on high-level abstractions is becoming increasingly important in hardware and embedded system design. This paper analyzes meta-design techniques oriented at developing meta-programs and meta-models for well-understood domains. Meta-design techniques include meta-programming and meta-modeling. At the programming level of design process, metadesign means developing generic components that are usable in a wider context of application than original domain components. At the modeling level, meta-design means developing design patterns that describe general solutions to the common recurring design problems, and meta-models that describe the relationship between different types of design models and abstractions. The paper describes and evaluates the implementation of meta-design in hardware design domain using object-oriented and meta-programming techniques. The presented ideas are illustrated with a case study.

Keywords: Design patterns, meta-design, meta-modeling, metaprogramming.

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4809 Factors of Successful Wooden Furniture Design Process

Authors: S. Choodoung, U. Smutkupt

Abstract:

This study systemizes processes and methods in wooden furniture design that contains uniqueness in function and aesthetics. The study was done by research and analysis for designer-s consideration factors that affect function and production. Therefore, the study result indicates that such factors are design process (planning for design, product specifications, concept design, product architecture, industrial design, production), design evaluation as well as wooden furniture design dependent factors i.e. art (art style; furniture history, form), functionality (the strength and durability, area place, using), material (appropriate to function, wood mechanical properties), joints, cost, safety, and social responsibility. Specifically, all aforementioned factors affect good design. Resulting from direct experience gained through user-s usage, the designer must design the wooden furniture systemically and effectively. As a result, this study selected dinning armchair as a case study with all involving factors and all design process stated in this study.

Keywords: Furniture Design, Function Design, Aesthetic, Wooden Furniture.

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4808 A Study on Creation of Human-Based Co-Design Service Platform

Authors: Chiung-Hui Chen

Abstract:

With the approaching of digital era, various interactive service platforms and systems support human beings- needs in lives by different contents and measures. Design strategies have gradually turned from function-based to user-oriented, and are often customized. In other words, how designers include users- value reaction in creation becomes the goal. Creative design service of interior design requires positive interaction and communication to allow users to obtain full design information, recognize the style and process of personal needs, develop creative service design, lower communication time and cost and satisfy users- sense of achievement. Thus, by constructing a co-design method, based on the communication between interior designers and users, this study recognizes users- real needs and provides the measure of co-design for designers and users.

Keywords: Co-Design, Customized, Design Service, Interactive Genetic Algorithm, Interior Design.

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4807 Automated Service Scene Detection for Badminton Game Analysis Using CHLAC and MRA

Authors: Fumito Yoshikawa, Takumi Kobayashi, Kenji Watanabe, Nobuyuki Otsu

Abstract:

Extracting in-play scenes in sport videos is essential for quantitative analysis and effective video browsing of the sport activities. Game analysis of badminton as of the other racket sports requires detecting the start and end of each rally period in an automated manner. This paper describes an automatic serve scene detection method employing cubic higher-order local auto-correlation (CHLAC) and multiple regression analysis (MRA). CHLAC can extract features of postures and motions of multiple persons without segmenting and tracking each person by virtue of shift-invariance and additivity, and necessitate no prior knowledge. Then, the specific scenes, such as serve, are detected by linear regression (MRA) from the CHLAC features. To demonstrate the effectiveness of our method, the experiment was conducted on video sequences of five badminton matches captured by a single ceiling camera. The averaged precision and recall rates for the serve scene detection were 95.1% and 96.3%, respectively.

Keywords: Badminton, CHLAC, MRA, Video-based motiondetection

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4806 Optimal Transmission Network Usage and Loss Allocation Using Matrices Methodology and Cooperative Game Theory

Authors: Baseem Khan, Ganga Agnihotri

Abstract:

Restructuring of Electricity supply industry introduced many issues such as transmission pricing, transmission loss allocation and congestion management. Many methodologies and algorithms were proposed for addressing these issues. In this paper a power flow tracing based method is proposed which involves Matrices methodology for the transmission usage and loss allocation for generators and demands. This method provides loss allocation in a direct way because all the computation is previously done for usage allocation. The proposed method is simple and easy to implement in a large power system. Further it is less computational because it requires matrix inversion only a single time. After usage and loss allocation cooperative game theory is applied to results for finding efficient economic signals. Nucleolus and Shapely value approach is used for optimal allocation of results. Results are shown for the IEEE 6 bus system and IEEE 14 bus system.

Keywords: Modified Kirchhoff Matrix, Power flow tracing, Transmission Pricing, Transmission Loss Allocation.

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4805 Are Lecturers- Ready for Usage of Mobile Technology for Teaching?

Authors: Norazah Mohd Suki, Norbayah Mohd Suki

Abstract:

Descriptive statistics was performed with the aim to achieve research objective of to investigate lecturers- usage of the mobile technology for teaching. A representative sample of 20 lecturers from the Faculty of Industrial Art & Design Technology of Universiti Industri Selangor (UNISEL), Malaysia was selected as the respondents. The result attested that lecturers fully accept the concept of mobility in learning and game play is appealing concept to support classroom learning. Subsequently, analogous experience on small size of keypad, screen resolution, and navigation could be the major problematic factors to students and affect their mobile learning process. Recommendation for future research is also presented.

Keywords: Academics, Mobile e-learning, Mobile technology, Readiness.

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4804 Design Management Applications to Improve Work Environment for Female Academics in Saudi Arabia

Authors: Nouf Saad Alnassar, Susan Grant, Ray Holland

Abstract:

This research study examines cases of Saudi Arabian universities and female academics for work environment issues within the context of design management applications. The study proposes use of design research, ergonomics and systems design thinking to develop the university design which facilitates removal of physical and cognitive barriers for female academics. Review of literature demonstrates that macro and micro ergonomic combined with design management and system design strategies can significantly improve the workplace design for female academics. The university design model would be prepared based on the analyses of primary data obtained from archived documents, participants' observation logs, photo audits, focus groups and semi-structured interviews of currently employed female academics in the selected case universities.

Keywords: Design management, workplace design, university design, ergonomics.

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4803 An Analysis of Uncoupled Designs in Chicken Egg

Authors: Pratap Sriram Sundar, Chandan Chowdhury, Sagar Kamarthi

Abstract:

Nature has perfected her designs over 3.5 billion years of evolution. Research fields such as biomimicry, biomimetics, bionics, bio-inspired computing, and nature-inspired designs have explored nature-made artifacts and systems to understand nature’s mechanisms and intelligence. Learning from nature, the researchers have generated sustainable designs and innovation in a variety of fields such as energy, architecture, agriculture, transportation, communication, and medicine. Axiomatic design offers a method to judge if a design is good. This paper analyzes design aspects of one of the nature’s amazing object: chicken egg. The functional requirements (FRs) of components of the object are tabulated and mapped on to nature-chosen design parameters (DPs). The ‘independence axiom’ of the axiomatic design methodology is applied to analyze couplings and to evaluate if eggs’ design is good (i.e., uncoupled design) or bad (i.e., coupled design). The analysis revealed that eggs design is a good design, i.e., uncoupled design. This approach can be applied to any nature’s artifacts to judge whether their design is a good or a bad. This methodology is valuable for biomimicry studies. This approach can also be a very useful teaching design consideration of biology and bio-inspired innovation.

Keywords: Uncoupled design, axiomatic design, nature design, design evaluation.

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4802 Incorporation of Safety into Design by Safety Cube

Authors: Mohammad Rajabalinejad

Abstract:

Safety is often seen as a requirement or a performance indicator through the design process, and this does not always result in optimally safe products or systems. This paper suggests integrating the best safety practices with the design process to enrich the exploration experience for designers and add extra values for customers. For this purpose, the commonly practiced safety standards and design methods have been reviewed and their common blocks have been merged forming Safety Cube. Safety Cube combines common blocks for design, hazard identification, risk assessment and risk reduction through an integral approach. An example application presents the use of Safety Cube for design of machinery.

Keywords: Safety, safety cube, design, product, system, machinery.

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4801 Possible Futures for Doctoral Research Training in Design

Authors: D. Barron, M. Zeegers

Abstract:

In this paper, we argue that Design research is basic to countries- national productivity and competition agendas at the same time that vagaries of research training presents as one of the barriers faced by Design Higher Degree by Research students in engaging those agendas. We argue that, given industry requirements for research-trained recruits, students have the right to expect that research training will provide the foundations of a successful career on an academic or research pathway or a professional pathway, but that universities have yet to address problems in their provision of research training for Design doctoral students. We suggest that to facilitate this, rigorous research conducted on the provision of Doctoral programs in Design would serve to inform future activities in Design research in productive ways.

Keywords: Design, Doctoral Design Education, Research Training

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4800 An Analysis of Gamification in the Post-Secondary Classroom

Authors: F. Saccucci

Abstract:

Gamification has now started to take root in the post-secondary classroom. Educators have learned much about gamification to date but there is still a great deal to learn. One definition of gamification is the ability to engage post-secondary students with games that are fun and correlate to class room curriculum. There is no shortage of literature illustrating the advantages of gamification in the class room. This study is an extension of similar thought as well as an extension of a previous study where in class testing proved with the used of paired T-test that gamification did significantly improve the students’ understanding of subject material. Gamification itself in the class room can range from high end computer simulated software to paper based games of which both have advantages and disadvantages. This analysis used a paper based game to highlight certain qualitative advantages of gamification. The paper based game in this analysis was inexpensive, required low preparation time for the faculty member and consumed approximately 20 minutes of class room time. Data for the study was collected through in class student feedback surveys and narrative from the faculty member moderating the game. Students were randomly selected into groups of four. Qualitative advantages identified in this analysis included: 1. Students had a chance to meet, connect and know other students. 2. Students enjoyed the gamification process given there was a sense of fun and competition. 3. The post assessment that followed the simulation game was not part of their grade calculation therefore it was an opportunity to participate in a low risk activity whereby students could subsequently self-assess their understanding of the subject material. 4. In the view of the student, content knowledge did increase after the gamification process. These qualitative advantages identified in this analysis contribute to the argument that there should be an attempt to use gamification in today’s post-secondary class room. The analysis also highlighted that eighty (80) percent of the respondents believe twenty minutes devoted to the gamification process was appropriate, however twenty (20) percentage of respondents believed that rather than scheduling a gamification process and its post quiz in the last week, a review for the final exam may have been more useful. An additional study to this hopes to determine if the scheduling of the gamification had any correlation to a percentage of the students not wanting to be engaged in the process. As well, the additional study hopes to determine at what incremental level of time invested in class room gamification produce no material incremental benefits to the student as well as determine if any correlation exist between respondents preferring not to have it at the end of the semester to students not believing the gamification process added to the increase of their curricular knowledge.

Keywords: Gamification, inexpensive, qualitative advantages, post-secondary.

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4799 Optimization of Loudspeaker Part Design Parameters by Air Viscosity Damping Effect

Authors: Yue Hu, Xilu Zhao, Takao Yamaguchi, Manabu Sasajima, Yoshio Koike, Akira Hara

Abstract:

This study optimized the design parameters of a cone loudspeaker as an example of high flexibility of the product design. We developed an acoustic analysis software program that considers the impact of damping caused by air viscosity. In sound reproduction, it is difficult to optimize each parameter of the loudspeaker design. To overcome the limitation of the design problem in practice, this study presents an acoustic analysis algorithm to optimize the design parameters of the loudspeaker. The material character of cone paper and the loudspeaker edge were the design parameters, and the vibration displacement of the cone paper was the objective function. The results of the analysis showed that the design had high accuracy as compared to the predicted value. These results suggested that although the parameter design is difficult, with experience and intuition, the design can be performed easily using the optimized design found with the acoustic analysis software.

Keywords: Air viscosity, design parameters, loudspeaker, optimization.

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4798 Design of a Constant Chord Single-Rotating Propeller using Lock and Goldstein Techniques

Authors: Samrand Rashahmadi, Morteza Abbaszadeh, Sana Hoseyni, Raziyeh Alizadeh

Abstract:

Design of a constant chord propeller is presented in this paper in order to reduce propeller-s design procedure-s costs. The design process was based on Lock and Goldstein-s techniques of propeller design and analysis. In order to calculate optimum chord of propeller, chord of a referential element is generalized as whole blades chord. The design outcome which named CS-X-1 is modeled & analyzed by CFD methods using K-ε: R.N.G turbulence model. Convergence of results of two codes proved that outcome results of design process are reliable. Design result is a two-blade propeller with a total diameter of 1.1 meter, radial velocity of 3000 R.P.M, efficiency above .75 and power coefficient near 1.05.

Keywords: Single rotating propeller, Design, C.F.D. test, constant chord

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4797 Designing an Adventure: University of Southern California’s Experiment in Using Alternate Reality Games to Educate Students and Inspire Change

Authors: Anahita Dalmia

Abstract:

There has been a recent rise in ‘audience-centric’ and immersive storytelling. This indicates audiences are gaining interest in experiencing real adventure with everything that encompasses the struggle, the new friendships, skill development, and growth. This paper examines two themed alternate reality games created by a group of students at the University of Southern California as an experiment in how to design an adventure and to evaluate its impact on participants. The experiences combined immersive improvisational theatre and live-action roleplaying to create socially aware experiences within the timespan of four hours, using Harry Potter and mythology as themes. In each experiment, over 500 players simultaneously embarked on quests -a series of challenges including puzzle-solving, scavenger-hunting, and character interactions- to join a narrative faction. While playing, the participants were asked to choose faction alignments based on the characters they interacted with, as well as their own backgrounds and moral values. During the narrative finale, the impact of their individual choices on the larger story and game were revealed. After the conclusion of each experience, participants filled out questionnaires and were interviewed. Through this, it was discovered that participants developed transferable problem-solving, team-work, and persuasion skills. They also learned about the theme of the experience and reflected on their own moral values and judgment-making abilities after they realized the consequences of their actions in the game-world, inspiring some participants to make changes outside of it. This reveals that alternative reality games can lead to socialization, educational development, and real-world change in a variety of contexts when implemented correctly. This experiment has begun to discover the value of alternate reality games in a real-world context and to develop a reproducible format to continue to create such an impact.

Keywords: Adventure, alternate reality games, education, immersive entertainment, interactive entertainment.

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4796 A Robust Al-Hawalees Gaming Automation using Minimax and BPNN Decision

Authors: Ahmad Sharieh, R Bremananth

Abstract:

Artificial Intelligence based gaming is an interesting topic in the state-of-art technology. This paper presents an automation of a tradition Omani game, called Al-Hawalees. Its related issues are resolved and implemented using artificial intelligence approach. An AI approach called mini-max procedure is incorporated to make a diverse budges of the on-line gaming. If number of moves increase, time complexity will be increased in terms of propositionally. In order to tackle the time and space complexities, we have employed a back propagation neural network (BPNN) to train in off-line to make a decision for resources required to fulfill the automation of the game. We have utilized Leverberg- Marquardt training in order to get the rapid response during the gaming. A set of optimal moves is determined by the on-line back propagation training fashioned with alpha-beta pruning. The results and analyses reveal that the proposed scheme will be easily incorporated in the on-line scenario with one player against the system.

Keywords: Artificial neural network, back propagation gaming, Leverberg-Marquardt, minimax procedure.

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4795 Instructional Design and Development Utilizing Technology: A Student Perspective

Authors: Lisa M. Weltzer-Ward, Abbie Brown

Abstract:

The sequence Analyze, Design, Develop, Implement, and Evaluate (ADDIE) provides a powerful methodology for designing computer-based educational materials. Helping students to understand this design process sequence may be achieved by providing them with direct, guided experience. This article examines such help and guidance and the overall learning process from a student-s personal experience.

Keywords: ADDIE, education, instructional design, web design.

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4794 Heat Exchanger Design

Authors: Su Thet Mon Than, Khin Aung Lin, Mi Sandar Mon

Abstract:

This paper is intended to assist anyone with some general technical experience, but perhaps limited specific knowledge of heat transfer equipment. A characteristic of heat exchanger design is the procedure of specifying a design, heat transfer area and pressure drops and checking whether the assumed design satisfies all requirements or not. The purpose of this paper is how to design the oil cooler (heat exchanger) especially for shell-and-tube heat exchanger which is the majority type of liquid-to-liquid heat exchanger. General design considerations and design procedure are also illustrated in this paper and a flow diagram is provided as an aid of design procedure. In design calculation, the MatLAB and AutoCAD software are used. Fundamental heat transfer concepts and complex relationships involved in such exchanger are also presented in this paper. The primary aim of this design is to obtain a high heat transfer rate without exceeding the allowable pressure drop. This computer program is highly useful to design the shell-and-tube type heat exchanger and to modify existing deign.

Keywords: Shell-and-Tube Heat Exchanger, MatLAB and AutoCAD

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4793 Applying Transformative Service Design to Develop Brand Community Service in Women, Children and Infants Retailing

Authors: Shian Wan, Yi-Chang Wang, Yu-Chien Lin

Abstract:

This research discussed the various theories of service design, the importance of service design methodology, and the development of transformative service design framework. In this study, transformative service design is applied while building a new brand community service for women, children and infants retailing business. The goal is to enhance the brand recognition and customer loyalty, effectively increase the brand community engagement by embedding the brand community in social network and ultimately, strengthen the impact and the value of the company brand.

Keywords: Service design, transformative service design, brand community.

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4792 A Novel Design Approach for Mechatronic Systems Based On Multidisciplinary Design Optimization

Authors: Didier Casner, Jean Renaud, Remy Houssin, Dominique Knittel

Abstract:

In this paper, a novel approach for the multidisciplinary design optimization (MDO) of complex mechatronic systems. This approach, which is a part of a global project aiming to include the MDO aspect inside an innovative design process. As a first step, the paper considers the MDO as a redesign approach which is limited to the parametric optimization. After defining and introducing the different keywords, the proposed method which is based on the V-Model which is commonly used in mechatronics.

Keywords: mechatronics, Multidisciplinary Design Optimization (MDO), multiobjective optimization, engineering design.

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4791 Towards a Systematic Evaluation of Web Design

Authors: Ivayla Trifonova, Naoum Jamous, Holger Schrödl

Abstract:

A good web design is a prerequisite for a successful business nowadays, especially since the internet is the most common way for people to inform themselves. Web design includes the optical composition, the structure, and the user guidance of websites. The importance of each website leads to the question if there is a way to measure its usefulness. The aim of this paper is to suggest a methodology for the evaluation of web design. The desired outcome is to have an evaluation that is concentrated on a specific website and its target group.

Keywords: Evaluation methodology, factor analysis, target group, web design.

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4790 A Sustainable Design Model by Integrated Evaluation of Closed-loop Design and Supply Chain Using a Mathematical Model

Authors: Yuan-Jye Tseng, Yi-Shiuan Chen

Abstract:

The paper presented a sustainable design model for integrated evaluation of the design and supply chain of a product for the sustainable objectives. To design a product, there can be alternative ways to assign the detailed specifications to fulfill the same design objectives. In the design alternative cases, different material and manufacturing processes with various supply chain activities may be required for the production. Therefore, it is required to evaluate the different design cases based on the sustainable objectives. In this research, a closed-loop design model is developed by integrating the forward design model and reverse design model. From the supply chain point of view, the decisions in the forward design model are connected with the forward supply chain. The decisions in the reverse design model are connected with the reverse supply chain considering the sustainable objectives. The purpose of this research is to develop a mathematical model for analyzing the design cases by integrated evaluating the criteria in the closed-loop design and the closed-loop supply chain. The decision variables are built to represent the design cases of the forward design and reverse design. The cost parameters in a forward design include the costs of material and manufacturing processes. The cost parameters in a reverse design include the costs of recycling, disassembly, reusing, remanufacturing, and disposing. The mathematical model is formulated to minimize the total cost under the design constraints. In practical applications, the decisions of the mathematical model can be used for selecting a design case for the purpose of sustainable design of a product. An example product is demonstrated in the paper. The test result shows that the sustainable design model is useful for integrated evaluation of the design and the supply chain to achieve the sustainable objectives.

Keywords: Closed-loop design, closed-loop supply chain, design evaluation, mathematical model, supply chain management, sustainable design model.

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4789 Seamless MATLAB® to Register-Transfer Level Design Methodology Using High-Level Synthesis

Authors: Petri Solanti, Russell Klein

Abstract:

Many designers are asking for an automated path from an abstract mathematical MATLAB model to a high-quality Register-Transfer Level (RTL) hardware description. Manual transformations of MATLAB or intermediate code are needed, when the design abstraction is changed. Design conversion is problematic as it is multidimensional and it requires many different design steps to translate the mathematical representation of the desired functionality to an efficient hardware description with the same behavior and configurability. Yet, a manual model conversion is not an insurmountable task. Using currently available design tools and an appropriate design methodology, converting a MATLAB model to efficient hardware is a reasonable effort. This paper describes a simple and flexible design methodology that was developed together with several design teams.

Keywords: Design methodology, high-level synthesis, MATLAB, verification.

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4788 The Impact of Video Games in Children-s Learning of Mathematics

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

Abstract:

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

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

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4787 Role-play Gaming Simulation for Flood Management on Cultural Heritage: A Case Study of Ayutthaya Historic City

Authors: Pongpisit Huyakorn, Chaweewan Denpaiboon, Hidehiko Kanegae

Abstract:

The main aim of this research is to develop a methodology to encourage people's awareness, knowledge and understanding on the participation of flood management for cultural heritage, as the cooperation and interaction among government section, private section, and public section through role-play gaming simulation theory. The format of this research is to develop Role-play gaming simulation from existing documents, game or role-playing from several sources and existing data of the research site. We found that role-play gaming simulation can be implemented to help improving the understanding of the existing problem and the impact of the flood on cultural heritage, and the role-play game can be developed into the tool to improve people's knowledge, understanding and awareness about people's participation for flood management on cultural heritage, moreover the cooperation among the government, private section and public section will be improved through the theory of role-play gaming simulation.

Keywords: Climate change, Role-play gaming simulation, Sustainable development, Public participation, Cultural heritage

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4786 Principles of Editing and Story Telling in Relation to Editorial Graphic Design

Authors: Melike Taşcıoğlu

Abstract:

This paper aims to combine film-editing principles with basic design principles to explore what graphic designers do in terms of storytelling. The sequential aspect of film is designed and examined through the art of editing. Examining the rules, principles and formulas of film editing can be a used as a method by graphic designers to further practice the art of storytelling. There are many publications and extensive research on design basics; however, time, pace, dramatic structure and choreography are not very well defined in the area of graphic design. In this era of creative storytelling and interdisciplinary collaboration, not only film editors, but also graphic designers and students of art and design should understand the theory and practice of editing to be able to create a strong mise-en-scène and not only a mise-en-page.

Keywords: Design principles, editing principles, editorial design, film editing, graphic design, storytelling.

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4785 Integration Process of Industrial Design and Engineering Design

Authors: Kazuhide Sugiyama, Hiroshi Osada

Abstract:

Lately management strategy that put Industrial Design (ID) in its core is recognized more important, as technology and price alone cannot differentiate a product. The needs to shorten the time to develop a product also shorten the development period of ID, and it necessitates the ID process management. This research analyzes the status of integration process of ID and Engineering Design (ED) of office equipment that requires the collaboration of ID and ED to clarify the issues for the efficiency of the development and to propose solutions.

Keywords: Industrial Design (ID), Engineering Design (ED), Integration process, Office equipment

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4784 Pure Scalar Equilibria for Normal-Form Games

Authors: H. W. Corley

Abstract:

A scalar equilibrium (SE) is an alternative type of equilibrium in pure strategies for an n-person normal-form game G. It is defined using optimization techniques to obtain a pure strategy for each player of G by maximizing an appropriate utility function over the acceptable joint actions. The players’ actions are determined by the choice of the utility function. Such a utility function could be agreed upon by the players or chosen by an arbitrator. An SE is an equilibrium since no players of G can increase the value of this utility function by changing their strategies. SEs are formally defined, and examples are given. In a greedy SE, the goal is to assign actions to the players giving them the largest individual payoffs jointly possible. In a weighted SE, each player is assigned weights modeling the degree to which he helps every player, including himself, achieve as large a payoff as jointly possible. In a compromise SE, each player wants a fair payoff for a reasonable interpretation of fairness. In a parity SE, the players want their payoffs to be as nearly equal as jointly possible. Finally, a satisficing SE achieves a personal target payoff value for each player. The vector payoffs associated with each of these SEs are shown to be Pareto optimal among all such acceptable vectors, as well as computationally tractable.

Keywords: Compromise equilibrium, greedy equilibrium, normal-form game, parity equilibrium, pure strategies, satisficing equilibrium, scalar equilibria, utility function, weighted equilibrium.

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4783 A Concept of Successful Collaborative Design towards Sustainability of Project Development

Authors: Yani Rahmawati, Nadjadji Anwar, Christiono Utomo

Abstract:

Development in construction industry is leading to involve complexities in engineering systems; whereas it also required to its sustainability towards social, environmental, and economical aspects. Experts with requisite background and expertise are involved in order to integrate knowledge in achieving whole criteria through design process. Collaborative design is needed in order to attain optimum design through shared solution and goal from experts. This study is conducted to explore issues and approaches development of collaborative design research in construction and its influence to sustainability of the development. Literature review method is used in order to conceptually figure future research direction of collaborative design research. This research is a part of beginning process in doctoral research program, and will be used to support dissertation’s conceptual definition.

Keywords: Collaborative design, multi-discipline design, design process, sustainability of project development.

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4782 A Closed-Loop Design Model for Sustainable Manufacturing by Integrating Forward Design and Reverse Design

Authors: Yuan-Jye Tseng, Yi-Shiuan Chen

Abstract:

In this paper, a new concept of closed-loop design for a product is presented. The closed-loop design model is developed by integrating forward design and reverse design. Based on this new concept, a closed-loop design model for sustainable manufacturing by integrated evaluation of forward design, reverse design, and green manufacturing using a fuzzy analytic network process is developed. In the design stage of a product, with a given product requirement and objective, there can be different ways to design the detailed components and specifications. Therefore, there can be different design cases to achieve the same product requirement and objective. Subsequently, in the design evaluation stage, it is required to analyze and evaluate the different design cases. The purpose of this research is to develop a model for evaluating the design cases by integrated evaluating the criteria in forward design, reverse design, and green manufacturing. A fuzzy analytic network process method is presented for integrated evaluation of the criteria in the three models. The comparison matrices for evaluating the criteria in the three groups are established. The total relational values among the three groups represent the total relational effects. In applications, a super matrix model is created and the total relational values can be used to evaluate the design cases for decision-making to select the final design case. An example product is demonstrated in this presentation. It shows that the model is useful for integrated evaluation of forward design, reverse design, and green manufacturing to achieve a closed-loop design for sustainable manufacturing objective.

Keywords: Design evaluation, forward design, reverse design, closed-loop design, supply chain management, closed-loop supply chain, fuzzy analytic network process.

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