Journal articles on the topic 'Game coding'

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1

Scheepers, Marion. "Variations on a game of Gale (I): Coding strategies." Journal of Symbolic Logic 58, no. 3 (September 1993): 1035–43. http://dx.doi.org/10.2307/2275110.

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AbstractWe consider an infinite two-person game. The second player has a winning perfect information strategy; we show that this player has a winning strategy which depends on substantially less information. The game studied here is a variation on a game of Gale.
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2

Yun, Hyun-Jung. "Performative Writing of Coding Game." Journal of Korea Game Society 16, no. 1 (February 28, 2016): 51–62. http://dx.doi.org/10.7583/jkgs.2016.16.1.51.

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3

Hawkes, N. "Patient coding and the ratings game." BMJ 340, apr23 2 (April 23, 2010): c2153. http://dx.doi.org/10.1136/bmj.c2153.

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4

Grünwald, Peter. "Entropy concentration and the empirical coding game." Statistica Neerlandica 62, no. 3 (July 22, 2008): 374–92. http://dx.doi.org/10.1111/j.1467-9574.2008.00401.x.

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5

Zheng, Maliang, and Daniel Kudenko. "Automated Event Recognition for Football Commentary Generation." International Journal of Gaming and Computer-Mediated Simulations 2, no. 4 (October 2010): 67–84. http://dx.doi.org/10.4018/jgcms.2010100105.

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The enjoyment of many games can be enhanced by in-game commentaries. In this paper, the authors focus on the automatic generation of commentaries for football games, using Championship Manager as a case study. The basis of this approach is a real-time mapping of game states to commentary concepts, such as “dangerous situation for team A”. While in some cases it is feasible to provide such a mapping by hand-coding, in some cases it is not straight-forward because the meaning of the concepts cannot be easily formalized. In these cases, the authors propose to use inductive learning techniques that learn such a mapping from annotated game traces.
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Chandrasekharan, Sanjay, Alexandra Mazalek, Michael Nitsche, Yanfeng Chen, and Apara Ranjan. "Ideomotor design." Pragmatics and Cognition 18, no. 2 (August 13, 2010): 313–39. http://dx.doi.org/10.1075/pc.18.2.04cha.

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Recent experiments show video games have a range of positive cognitive effects, such as improvement in attention, spatial cognition and mental rotation, and also overcoming of cognitive disabilities such as fear of flying. Further, game environments are now being used to generate scientific discoveries, and bring about novel phenomenological effects, such as out-of-body experiences. These advances provide interesting interaction design possibilities for video games. However, since the cognitive mechanisms underlying these experimental effects are unknown, it is difficult to systematically derive novel systems and interaction designs based on these results. We review the emerging cognitive mechanism known as common coding (which proposes a common neural representation connecting execution, perception and imagination of movements), and outline how this mechanism could provide an integrated account of the cognitive effects of video games. We then illustrate, using two ongoing projects, how novel video game interaction designs could be derived by extending common coding theory.
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7

Memmert, Daniel, and Stephen Harvey. "The Game Performance Assessment Instrument (GPAI): Some Concerns and Solutions for Further Development." Journal of Teaching in Physical Education 27, no. 2 (April 2008): 220–40. http://dx.doi.org/10.1123/jtpe.27.2.220.

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The purpose of this article is to discuss some concerns with the Game Performance Assessment Instrument (GPAI). This review of the GPAI includes five perceived problems with the GPAI scoring and coding system: (1) calculation of individual and overall game performance indices, (2) use of game involvement versus game performance index to analyze game performance, (3) observer reliability, (4) nonlinearity, and (5) usefulness of action. In this article, we suggest a reexamination of the GPAI scoring and coding system that will lead to more efficient use of this game performance instrument. Some of the suggested modifications can be implemented quickly, whereas others need further research.
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Berland, Matthew, and Victor R. Lee. "Collaborative Strategic Board Games as a Site for Distributed Computational Thinking." International Journal of Game-Based Learning 1, no. 2 (April 2011): 65–81. http://dx.doi.org/10.4018/ijgbl.2011040105.

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This paper examines the idea that contemporary strategic board games represent an informal, interactional context in which complex computational thinking takes place. When games are collaborative – that is, a game requires that players work in joint pursuit of a shared goal -- the computational thinking is easily observed as distributed across several participants. This raises the possibility that a focus on such board games are profitable for those who wish to understand computational thinking and learning in situ. This paper introduces a coding scheme, applies it to the recorded discourse of three groups of game players, and provides qualitative examples of computational thinking that are observed and documented in Pandemic. The primary contributions of this work are the description of and evidence that complex computational thinking can develop spontaneously during board game play.
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Palaiyanur, Hari, Cheng Chang, and Anant Sahai. "The Source Coding Game With a Cheating Switcher." IEEE Transactions on Information Theory 57, no. 7 (July 2011): 4545–60. http://dx.doi.org/10.1109/tit.2011.2145730.

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10

Yengulalp, Lynne. "Coding strategies, the Choquet game, and domain representability." Topology and its Applications 202 (April 2016): 384–96. http://dx.doi.org/10.1016/j.topol.2016.02.003.

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11

Wasserman, Joe A., and Jaime Banks. "Details and Dynamics: Mental Models of Complex Systems in Game-Based Learning." Simulation & Gaming 48, no. 5 (June 27, 2017): 603–24. http://dx.doi.org/10.1177/1046878117715056.

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Background. Although the effectiveness of game-based learning (GBL) is well-supported, much less is known about the process underlying it. Nevertheless, developing a mental model that matches the game system, which in turn models a real-world system, is a promising proposed process. Aim. This article explores the first steps in model matching: identifying the entities and (complex) relations in a game system. Method. Participants ( N = 30) played the analog game DOMINION and completed a multi-step mental model mapping exercise. Categories of entities in mental model maps were inductively identified with grounded theory coding, while complex relations in mental model maps were identified via content analysis. Results. Participants described formal game entities, player actions, sociality, learning processes, and subjective experience in their mental model maps. Participants identified very few complex relations—and no feedback loops—in their mental model maps. Conclusions. Games—and analog games specifically—provide a breadth of resources for model matching and GBL. Through gameplay, learners come to affix conceptual meanings to material objects, a process dubbed lamination.
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12

Jayanti, Esti. "Concept and Implementation of Online Game-Based Learning Approach in Distance Learning." Social, Humanities, and Educational Studies (SHEs): Conference Series 3, no. 4 (July 17, 2021): 444. http://dx.doi.org/10.20961/shes.v3i4.53382.

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<p><em>Education is an endeless learning process either formally or nonformally. To achieve student’s goal, they must develop their potential. This potential can be achieve through learning that is education. In this pandemic situation, student’s doing online learning. But students don’t have any meaningfull learning in this activities. Students have been enamored in online games. The purpose of this study is to describe 1. Online game-based learning approach, 2. Implementation of a online game-based learning in distance learning. The result of this study are: (1) Online game-based learning is a learning approach based on software.; (2) the implementation of the online game-based learning approach in distance learning is combining data collection, system analysis, coding, implementation, and maintenance. The conclusion of this study are online game-based learning is an educational system where teacher can apply an online game for cognitive interest and learning motivation that students need.</em></p>
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Tsarava, Katerina, Korbinian Moeller, and Manuel Ninaus. "Training Computational Thinking through board games: The case of Crabs & Turtles." International Journal of Serious Games 5, no. 2 (June 19, 2018): 25–44. http://dx.doi.org/10.17083/ijsg.v5i2.248.

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As a cognitive ability computational thinking describes a specific way of algorithmic reasoning building on concepts and processes derived from computer programming/coding. Recently, computational thinking was argued to be a fundamental and educationally relevant 21st century skill that should be fostered already in childhood. Accordingly, we developed three life-size board games – Crabs & Turtles: A Series of Computational Adventures – aimed at providing an unplugged and low-threshold introduction to computational thinking. In particular, the games aimed at introducing basic coding concepts and computational thinking processes to 8 to 9-year-old primary school children. In the current study, we first describe the design of the games in detail to explicate the development process and allow for reproducibility. We then report on a first empirical evaluation of feasibility and user experience of our educational board games in a two-phase approach. We conducted quantitative analyses of player experience and qualitative feedback of adult student participants (Phase 1) and a sample of gamification experts and teachers (Phase 2). We examined users’ game experience with an adult population to ensure the game’s appropriateness. Results indicated overall positive game experience for all three games. Future studies would be desirable, which should evaluate player experience and learning outcomes in the primary target population of children.
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14

Lee, Hae Jung. "Development and Application of physical Game Program Using Coding." Korean Joural of Children's Media 19, no. 1 (March 31, 2020): 25–47. http://dx.doi.org/10.21183/kjcm.2020.03.19.1.25.

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Ramaswamy, Vinod, Vinith Reddy, Srinivas Shakkottai, Alex Sprintson, and Natarajan Gautam. "Multipath Wireless Network Coding: An Augmented Potential Game Perspective." IEEE/ACM Transactions on Networking 22, no. 1 (February 2014): 217–29. http://dx.doi.org/10.1109/tnet.2013.2262772.

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16

Farias, Cláudio Filipe, Isabel Ribeiro Mesquita, and Peter A. Hastie. "Game Performance and Understanding Within a Hybrid Sport Education Season." Journal of Teaching in Physical Education 34, no. 3 (July 2015): 363–83. http://dx.doi.org/10.1123/jtpe.2013-0149.

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The impact of a hybrid Sport Education-Invasion Games Competence Model (IGCM) unit of instruction on students’ game performance and game understanding in soccer was examined in this study. Pre- and posttest measures were collected from one fifth grade class of students (n = 24, mean age 10.3) residing in Portugal during a 17-lesson unit of instruction (season). Students’ game performance during multiple 10-min long matches was assessed using the coding instrument of Blomqvist, Vänttinen, and Luhtanen (2005). An author developed game understanding test was used to assess knowledge on decision making and skill execution. Performance differences between males and females were examined using the Mann-Whitney test and student improvement pre- to poststudy was examined using the Wilcoxon test. The combined application of Sport Education (authentic learning environment) and the IGCM (with learning tasks focused on the specific tactical-content and skills of soccer) promoted improvements in students’ game performance and understanding, and increments on the correlations between both constructs.
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van der Vegt, Wim, Wim Westera, Enkhbold Nyamsuren, Atanas Georgiev, and Iván Martínez Ortiz. "RAGE Architecture for Reusable Serious Gaming Technology Components." International Journal of Computer Games Technology 2016 (2016): 1–10. http://dx.doi.org/10.1155/2016/5680526.

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For seizing the potential of serious games, the RAGE project—funded by the Horizon-2020 Programme of the European Commission—will make available an interoperable set of advanced technology components (software assets) that support game studios at serious game development. This paper describes the overall software architecture and design conditions that are needed for the easy integration and reuse of such software assets in existing game platforms. Based on the component-based software engineering paradigm the RAGE architecture takes into account the portability of assets to different operating systems, different programming languages, and different game engines. It avoids dependencies on external software frameworks and minimises code that may hinder integration with game engine code. Furthermore it relies on a limited set of standard software patterns and well-established coding practices. The RAGE architecture has been successfully validated by implementing and testing basic software assets in four major programming languages (C#, C++, Java, and TypeScript/JavaScript, resp.). Demonstrator implementation of asset integration with an existing game engine was created and validated. The presented RAGE architecture paves the way for large scale development and application of cross-engine reusable software assets for enhancing the quality and diversity of serious gaming.
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GAO, Peng, De-xiang MENG, Nan CHENG, Shuang-chun LIANG, and Guo-fang TU. "Non-cooperative power control game for adaptive modulation and coding." Journal of China Universities of Posts and Telecommunications 17, no. 3 (June 2010): 31–37. http://dx.doi.org/10.1016/s1005-8885(09)60467-2.

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19

Pal, Mayukha, B. Satish, K. Srinivas, P. Madhusudana Rao, and P. Manimaran. "Multifractal detrended cross-correlation analysis of coding and non-coding DNA sequences through chaos-game representation." Physica A: Statistical Mechanics and its Applications 436 (October 2015): 596–603. http://dx.doi.org/10.1016/j.physa.2015.05.018.

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20

Hartanto, Yudi. "Pengaruh Game Berbasis Coding Terhadap Keberlanjutan Minat Belajar Programming Siswa di Batam, Indonesia." Jurnal Teknologi Informasi 6, no. 1 (July 1, 2020): 19–27. http://dx.doi.org/10.52643/jti.v6i1.845.

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Perkembangan teknologi informasi sudah bukan cerita yang baru lagi, perkembangan minat pelajar terhadap program studi Ilmu Komputer pun terus mengalami peningkatan setiap tahunnya. Sejak 1980 data statistik Amerika Serikat menunjukkan adanya peningkatan masif pada pendaftaran siswa pada bidang studi Ilmu Komputer. Namun peningkatan tersebut tidak didorong metode pembelajaran yang efektif, sehingga sejumlah pelajar kala itu gagal melanjutkan pembelajarannya ke tahap lanjut. Menghadapi fenomena ini, peneliti berbondong-bondong mencari metode pembelajaran yang efektif, dan menemukan bahwa bermain game berbasis coding dapat meningkatkan minat belajar pemrograman. Metode ini akhirnya banyak dipraktekkan hingga kini. Pelajar Ilmu Komputer, khususnya pemrograman di Kota Batam sebagai target penelitian merupakan penghuni salah satu daerah yang berbatasan langsung dengan negara Singapura dan Malaysia. Dengan segala keunikan dan kesempatan untuk “mencicipi” permainan dari negara maju seperti Singapura, apakah metode pembelajaran berbasis coding games masih akan efektif? Hasil penelitian penulis membuktikan bahwa kepuasan bermain dan kebergunaan suatu permainan secara signifik memengaruhi kepuasan pemain, kemudian keberlanjutan minat belajar juga dipengaruhi secara signifik oleh kepuasan.
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McCreery, Michael P., S. Kathleen Krach, Catherine A. Bacos, Jeffrey R. Laferriere, and Danielle L. Head. "Can Video Games Be Used as a Stealth Assessment of Aggression?" International Journal of Gaming and Computer-Mediated Simulations 11, no. 2 (April 2019): 40–49. http://dx.doi.org/10.4018/ijgcms.2019040103.

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The current pilot study examined how well a reflective moral-choice video game predicted the rating scale scores of aggression types. To begin, the authors used a coding system to examine in-game proactive and reactive behaviors. This analysis resulted in a tallied score for each construct. These game-based scores were then included in regression models, examining how well within-game behaviors predict scores on a pre-existing rating scale of both proactive and reactive aggression. Findings indicated that game-based proactive scores were not predictive of proactive aggression ratings; however, reactive game-based scores were predictive of reactive aggression ratings. Implications for these findings are discussed.
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22

Sabarit, Alejandro, Rafael E. Reigal, Juan P. Morillo-Baro, Rocío Juárez-Ruiz de Mier, Auxiliadora Franquelo, Antonio Hernández-Mendo, Coral Falcó, and Verónica Morales-Sánchez. "Cognitive Functioning, Physical Fitness, and Game Performance in a Sample of Adolescent Soccer Players." Sustainability 12, no. 13 (June 28, 2020): 5245. http://dx.doi.org/10.3390/su12135245.

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The aim of this study was to analyze the relationships between cognitive functioning, physical fitness, and game performance in a sample of adolescent soccer players. Eighty-five boys from a soccer team in Rincon de la Victoria (Malaga, Spain), aged between 12 and 16 years, participated in the study. The D2 and Global-Local Attention (GLA) tests were used to evaluate selective and divided attention, respectively, and the Coding and Symbol Search tests of the Wechsler Intelligence Scale for Children (WISC-IV) were used for processing speed. To analyze physical fitness, the standing long jump test, speed test, and Course-Navette test of the Alpha-Fitness battery were used. Finally, the Game Performance Assessment Instrument (GPAI) was used to analyze sports performance in three vs. three small-sided games. The analyses showed that cognitive functioning was related to game performance. The results obtained suggest the importance of cognitive functions for performance in this sport.
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Mohanarajah, Selvarajah. "Increasing Intrinsic Motivation of Programming Students: Towards Fix and Play Educational Games." Issues in Informing Science and Information Technology 15 (2018): 069–77. http://dx.doi.org/10.28945/4027.

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Aim/Purpose: The objective of this research is to investigate the effectiveness of educational games on learning computer programming. In particular, we are examining whether allowing students to manipulate the underlying code of the educational games will increase their intrinsic motivation. Background: Young students are fond of playing digital games. Moreover, they are also interested in creating game applications. We try to make use of both of these facts. Methodology: A prototype was created to teach the fundamentals of conditional structures. A number of errors were intentionally included in the game at different stages. Whenever an error is encountered, students have to stop the game and fix the bug before proceeding. A pilot study was conducted to evaluate this approach. Contribution: This research investigates a novel approach to teach programming using educational games. This study is at the initial stage. Findings: Allowing the programming students to manipulate the underlying code of the educational game they play will increase their intrinsic motivation. Recommendations for Practitioners: Creating educational games to teach programming, and systematically allowing the players to manipulate the gaming logic, will be beneficial to the students. Recommendation for Researchers: This research can be extended to investigate how various artificial intelligence techniques can be used to model the gamers, for example, skill level. Impact on Society: The future generations of students should be able to use digital technologies proficiently. In addition, they should also be able to understand and modify the underlying code in the digital things (like Internet of Things).This research attempts to alleviate the disenchantment associated with learning coding. Future Research: A full scale evaluation – including objective evaluation using game scores – will be conducted. One-way MANOVA will be used to analyze the efficacy of the proposed intervention on the students’ performance, and their intrinsic motivation and flow experience.
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Mersch, Elizabeth M., Kyle J. Behymer, Gloria L. Calhoun, Heath A. Ruff, and Jared S. Dewey. "Game-Based Delegation Interface Design for Unmanned Vehicles." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 122–26. http://dx.doi.org/10.1177/1541931213601028.

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Video game interfaces featuring multiple distinct icons that enable a player to quickly select specific actions from a larger set of possible actions have the potential to inform the development of interfaces that enable a single operator to control multiple unmanned vehicles (UVs). The goal of this research was to examine the design of a video game inspired interface for delegating actions (called “plays”) to highly autonomous UVs. Specifically, the impact of color coding (by Play Type, by Vehicle Type, and No Color) and icon row assignment (by Play Type, by Vehicle Type, and Random) for a delegation play calling interface was evaluated in terms of participants’ performance in identifying and manually selecting a commanded play icon in an interface depicting a large set of UV plays. Both the objective performance data and subjective ratings indicated that icon row assignment impacted icon selection, whereas color coding did not. Mean icon selection time and subjective ratings were more favorable when the icons were assigned to rows in the Play Calling interface by vehicle type. Suggestions are made for follow-on research.
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Suliswaningsih, Suliswaningsih, Chyntia Raras Ajeng Widiawati, Alif Yahya Syafa'at, and Bela Tyara Nur Fajrina. "Pelatihan Membuat Game Menggunakan Software Construct 2 untuk Meningkatkan Motivasi Belajar pada Siswa SMK." SEMAR (Jurnal Ilmu Pengetahuan, Teknologi, dan Seni bagi Masyarakat) 10, no. 1 (March 31, 2021): 1. http://dx.doi.org/10.20961/semar.v10i1.44463.

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<p class="abstrak">Bermain game secara berlebihan dapat menimbulkan dampak yang merugikan. Salah satu dampak negatif yang dapat ditimbulkan dari bahaya kecanduan game adalah dari segi waktu yang dapat mempengaruhi motivasi dan prestasi belajar siswa. Waktu luang yang seharusnya digunakan untuk mendalami materi pelajaran sekolah justru dihabiskan untuk menyelesaikan level demi level dalam permainan video game. Siswa Sekolah Menengah Kejuruan merupakan salah satu pengguna permainan (<em>games</em>), baik laki-laki maupun siswa perempuan. Usia siswa dapat diarahkan pada kegiatan yang lebih produktif. Ketertarikan para siswa dalam bermain <em>game </em>dapat dimanfaatkan sebagai motivasi dalam belajar. Sehingga siswa tidak hanya sebagai pengguna tetapi dapat diarahkan untuk membuat <em>game </em>secara mandiri. Namun sebagian besar jurusan di SMK merupakan jurusan yang tidak berorientasi pada profesi programmer, sehingga siswa belum memiliki pengetahuan tentang pemrograman <em>game</em>. Hal ini tentu menjadi permasalahan bagi siswa untuk membuat game secara mandiri. Tujuan pengabdian ini adalah memberikan pelatihan membuat game pilah sampah organik dan sampah anorganik tanpa <em>coding</em> menggunakan perangkat lunak <em>Construct</em> 2. Adapun metode pelaksanaannya antara lain dilakukan observasi untuk menganalisis kebutuhan mitra, permasalahan mitra, perancangan serta penawaran solusi, pelaksanaan kegiatan utama, hingga tahap pelaporan kegiatan. Hasil dari pelatihan adalah pengetahuan dan pemahaman tentang logika dasar pemrograman <em>game </em>dalam bentuk permainan pilah sampah organik dan anorganik berbasis android.</p>
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Esposito, Christian, Aniello Castiglione, Francesco Palmieri, and Florin Pop. "Distributed strategic learning and game theoretic formulation of network embedded coding." Journal of Computational Science 28 (September 2018): 426–38. http://dx.doi.org/10.1016/j.jocs.2017.03.012.

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Harkin, Stephanie. "“The Only Thing You’ve Managed to Break So Far Is My Heart”: An Analysis of Portal’s Monstrous Mother GLaDOS." Games and Culture 15, no. 5 (December 19, 2018): 529–43. http://dx.doi.org/10.1177/1555412018819663.

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This article interrogates Portal’s monstrous antagonist GLaDOS through a psychoanalytical lens, granting specific attention to her maternal coding. The process of presenting maternal authority as monstrous and in need of containment is a patriarchal practice that reinforces the mother gamer’s unwelcome presence within video game culture, outlined through a brief examination of various representational trends regarding the maternal figure in games. These patriarchal signifying practices also operate to preserve broader domestic and societal gendered ideologies. Portal’s projections of maternal monstrousness are located within its villain’s taunting dialogue and her all-pervasive presence within the unsettling game space, representative of the reabsorbing maternal body. The application of Julia Kristeva’s abjection theory and Barbara Creed’s faces of the “monstrous-feminine” inform these observations and the construction of GLaDOS as an abject, abusive, and archaic mother.
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Wang, Zheng, and Jingling Zhang. "Agent-Based Modeling and Genetic Algorithm Simulation for the Climate Game Problem." Mathematical Problems in Engineering 2012 (2012): 1–14. http://dx.doi.org/10.1155/2012/709473.

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The cooperative game of global temperature lacks automaticity and emotional jamming. To solve this issue, an agent-based modelling method is developed based on Milinski’s noncooperative game experiments. In addition, genetic algorithm is used to improve the investment strategy of each agent. Simulations are carried out by designing different coding schemes, mutation schemes, and fitness functions. It is demonstrated that the method can achieve maximum benefits under the premise of the agent non-cooperative game through encouraging optimal individuals. The results provide a sound basis for developing tools and methods to support the simulation of climate game strategy that involves multiple stakeholders.
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İneç, Zekeriya Fatih. "The Development Process of a Coding Game Engine for Culture Transfer in Social Sciences Education: SIGUN." Shanlax International Journal of Education 9, no. 2 (March 1, 2021): 102–7. http://dx.doi.org/10.34293/education.v9i2.3628.

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This study aimed to explain the development stages of an online coding application engine (SIGUN) according to the R2D2 instructional design model to support and develop cultural transfer in social sciences education and popularize the national culture. During the definition phase of R2D2, analyzes of needs, learner, task and content were made. In needs analysis, it was decided to develop a coding application that transfers national culture instead of transnational culture in coding education. In the analysis of learners, the coding skills of the students at different grades were examined through samples, and it was decided that SIGUN should be editable according to their developmental characteristics. It was planned to assign tasks to learners in task analysis and to fictionalize the tasks in the prototype through Dede Korkut stories in content analysis. In the design and development phase of R2D2, it was decided to create an online system choosing media and equipment. Subsequently, the design and development process of SIGUN was started creating a draft graphic design interface through determining the development environments. In this sense, a web-based coding engine was developed with various coding languages. The rapid prototype was analyzed for process evaluation as being equipped with national culture elements and thus, the final version was created. Due to its dynamic structure, SIGUNwas can be adapted for different developmental stages of children and popularized while transferring abstract and concrete cultural elements with animations.
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Özer, Hasan Huseyin, Sezer Kanbul, and Fezile Ozdamli. "Effects of the Gamification Supported Flipped Classroom Model on the Attitudes and Opinions Regarding Game-Coding Education." International Journal of Emerging Technologies in Learning (iJET) 13, no. 01 (January 22, 2018): 109. http://dx.doi.org/10.3991/ijet.v13i01.7634.

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The aim of this study is to determine the opinions of teacher candidate students about applications and effects of attitudes for coding by making Project Development course with gamification supported flipped classroom during coding period. Quantitative and qualitative methods were used together in this study which aims to determine the attitudes and opinions of students about coding in gamification supported flipped classrooms for 14 weeks. In the qualitative dimension of the study, pre-test and post-test were applied as attitude measure for students about the coding. Whereas in quantitative dimension, semi-structured interview forms and interviews were held in order to obtain information in more details. This study was held with 35 classroom students who take Project Development course in Computer and Instruction Technology Teaching Departments at the Near East University of whom 3 were female and 32 were males. Results show that; the vast majority of teacher candidates have been satisfied with the activities through the approach of gamification supported flipped classroom as well as the increase in their motivation and in-class competition. Keywords—gamification, flipped classroom, game, coding, attitudes
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Tsai, Jsung-Ta, Yen-Ming Tseng, and Andrian Muzakki Firmansyah. "The implementation of an interactive gaming machine of “Mafia Wars”." MATEC Web of Conferences 185 (2018): 00034. http://dx.doi.org/10.1051/matecconf/201818500034.

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This article describes the implementation of a gaming machine of “Mafia Wars” using Arduino UNO board and some other electrical components for the construction. The gaming machine is designed by the following items, such as game story setting, interactive elements for the game play, game art, state machine for the game process, coding, electrical components, and hardware construction, etc. There are INTRO, ROULETTE, SLAP, WAR and End Round states in this game. Some important interactive mechanisms with Arduino board for the gaming machine are designed and illustrated in this study. The hardware of the gaming machine consists of an Arduino UNO, a LCD screen, a photo resistor, several resistors, LEDs, buttons, plastic coins, game art decoration and the wood shielding box. Finally, the resultant functions of the gaming machine are tested by playing and the testing results demonstrate the good working performance.
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Svirakova, Eva. "Close the Loop! System Dynamics Modelling in Service Design." Systems 6, no. 4 (November 23, 2018): 41. http://dx.doi.org/10.3390/systems6040041.

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Service design is a thought process using creativity, empathy in responding to a customer’s need and rationality in an analysis of a recommended, innovative solution. In this paper, we propose a research methods system which enables designers to integrate design and systems thinking into a system dynamics model of a creative project. Based on these research methods, topics and problems can be detected, and solutions can be proposed. The communicative game “Close the Loop!” which uses elements of visual language, and modifies the Grounded Theory method and its three processes: open coding, axial coding, and selective coding. The aim of the game is to create a Causal Loop Diagram which expresses a dynamic hypothesis, a Stock and Flow Diagram, which solves the problem visually and follows the Causal Loop Diagram. The accuracy of this set of method is demonstrated by its application in a case study from the service area. The article is intended for researchers who endeavour to use research methods in order to improve their services and meet a customer’s requirements.
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Liu, Yu, Cheng Fang, Jinglin Sun, and Xiangdong Huang. "Fast Palette Mode Decision Methods for Coding Game Videos With HEVC-SCC." IEEE Transactions on Circuits and Systems for Video Technology 29, no. 10 (October 2019): 3061–67. http://dx.doi.org/10.1109/tcsvt.2018.2873700.

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Douik, Ahmed, Sameh Sorour, Hamidou Tembine, Tareq Y. Al-Naffouri, and Mohamed-Slim Alouini. "A Game-Theoretic Framework for Network Coding Based Device-to-Device Communications." IEEE Transactions on Mobile Computing 16, no. 4 (April 1, 2017): 901–17. http://dx.doi.org/10.1109/tmc.2016.2586068.

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Ahmad, I., and Jiancong Luo. "On using game theory to optimize the rate control in video coding." IEEE Transactions on Circuits and Systems for Video Technology 16, no. 2 (February 2006): 209–19. http://dx.doi.org/10.1109/tcsvt.2005.856899.

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Sun, Min Woo, Anika Gupta*, Maya Varma, Kelley M. Paskov, Jae-Yoon Jung, Nate T. Stockham, and Dennis P. Wall. "Coalitional Game Theory Facilitates Identification of Non-Coding Variants Associated With Autism." Biomedical Informatics Insights 11 (January 2019): 117822261983285. http://dx.doi.org/10.1177/1178222619832859.

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Mahini, Hamidreza, Mehdi Dehghan, Hamidreza Navidi, and Amir Masoud Rahmani. "Peer-assisted video streaming based on network coding and Beer-Quiche game." AEU - International Journal of Electronics and Communications 73 (March 2017): 34–45. http://dx.doi.org/10.1016/j.aeue.2016.12.022.

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Reardon, Richard, Francis T. Durso, and Donald A. Wilson. "Neural Coding and Synaptic Transmission: Participation Exercises for Introductory Psychology." Teaching of Psychology 21, no. 2 (April 1994): 96–99. http://dx.doi.org/10.1207/s15328023top2102_8.

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We present two simulations of neural transmission for use in an Introductory Psychology class. These simulations illustrate the complex coding properties of a single neuron, especially how excitatory and inhibitory postsynaptic potentials accumulate to produce an action potential. A follow-up exercise, using the framework of the simple children's game Musical Chairs, illustrates synaptic transmission, including the effects of psychoactive drugs at the synapse.
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Tomaszewski, Brian, Amy Walker, Emily Gawlik, Casey Lane, Scott Williams, Deborah Orieta, Claudia McDaniel, et al. "Supporting Disaster Resilience Spatial Thinking with Serious GeoGames: Project Lily Pad." ISPRS International Journal of Geo-Information 9, no. 6 (June 22, 2020): 405. http://dx.doi.org/10.3390/ijgi9060405.

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The need for improvement of societal disaster resilience and response efforts was evident after the destruction caused by the 2017 Atlantic hurricane season. We present a novel conceptual framework for improving disaster resilience through the combination of serious games, geographic information systems (GIS), spatial thinking, and disaster resilience. Our framework is implemented via Project Lily Pad, a serious geogame based on our conceptual framework, serious game case studies, interviews and real-life experiences from 2017 Hurricane Harvey survivors in Dickinson, TX, and an immersive hurricane-induced flooding scenario. The game teaches a four-fold set of skills relevant to spatial thinking and disaster resilience, including reading a map, navigating an environment, coding verbal instructions, and determining best practices in a disaster situation. Results of evaluation of the four skills via Project Lily Pad through a “think aloud” study conducted by both emergency management novices and professionals revealed that the game encouraged players to think spatially, can help build awareness for disaster response scenarios, and has potential for real-life use by emergency management professionals. It can be concluded from our results that the combination of serious games, geographic information systems (GIS), spatial thinking, and disaster resilience, as implemented via Project Lily Pad and our evaluation results, demonstrated the wide range of possibilities for using serious geogames to improve disaster resilience spatial thinking and potentially save lives when disasters occur.
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SETIYO BUDI NUGROHO, AGUS, and Khairani Khairani. "Membangun Third Person Game 3D Dengan Unity Berlatar Budaya Lokal." Jurnal ELTIKOM 1, no. 2 (January 9, 2018): 71–83. http://dx.doi.org/10.31961/eltikom.v1i2.24.

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Game engine merupakan salah satu faktor yang berperan besar dalam perkembangan teknologi game 2D maupun 3D,baik PC maupun mobile, salah satunya adalah UNITY. Tahapan awal pembuatan game adalah pembuatan model karakter robot berbentuk bekantan dengan latar belakang arena Politeknik Negeri Banjarmasin. Untuk arena, digunakan software 3D Blender yang akan di gabung ke UNITY. Agar hidup, maka musuh akan dipasang sebuah AI (Artificial intelligence) yang akan otomatis menyerang pemain pada jarak tertentu. Coding Unity yang digunakan menggunakan script C# dengan editor Monodevelop. Game yang dibangun berjalan dengan cukup baik pada platform yang diinginkan yaitu PC (Personal Computer). Pada saat game dijalankan pemain akan melihat splash screen Unity dan dilanjutkan dengan tampilan menu utama. Pada menu utama terdapat pilihan Play, Setting, Help, dan Exit. Saat pemain menekan tombol “Play” maka game akan dimulai, menu “Setting” berfungsi untuk melakukan pengaturan dalam game, menu “ Help” berfungsi untuk memberikan informasi dalam menjalankan game, dan menu exit untuk keluar dari game. AI yang dibuat berfungsi dengan baik. AI akan menyerang mengejar dan menyerang pemain pada jarak tertentu, dan ketika pemain terkena serangan maka Health bar pemain akan berkurang. Sebaliknya, jika pemain berhasil menembak AI hingga health bar habis, pemain akan menang.
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Novianto, Sendi, Acun Kardianawati, Umi Rosyidah, and Hanny Haryanto. "Pelatihan Berpikir Praktis Melalui Permainan Komputer untuk Siswa SD ISBA 2 Semarang." ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT 3, no. 2 (June 15, 2020): 1. http://dx.doi.org/10.33633/ja.v3i2.82.

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Bermain adalah salah satu kegiatan anak yang tidak dapat dihindari. Kegiatan tersebut adalah kebutuhan utama yang wajib dipenuhi untuk menunjang masa depan mereka. Dari permainan yang dimainkan oleh anak-anak, biasanya merupakan cerminan dari sikap mereka dimasa depan. Dengan adanya perkembangan didunia komputer, permainan menjadi salah satu favorit anak-anak. Untuk dapat memberikan masukan yang positif guna membangun pikiran kritis dalam memecahkan permasalahan, kita dapat memberikan dan mengarahkan anak-anak untuk memainkan game yang bisa membentuk pola tersebut. Code.org adalah salah satu lembaga non profit yang membuat game untuk melatih anak-anak belajar coding pemrograman melalui permainan komputer. Terbukti anak-anak yang memainkan game ini, menjadikan mereka lebih semangat dalam memecahkan permasalahan yang ada.
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Kessner, Taylor M., Priyanka Parekh, Earl Aguliera, Luis E. Pérez Cortés, Kelly M. Tran, Sinem Siyahhan, and Elisabeth R. Gee. "(Design) thinking out loud: adolescents’ design talk in a library makerspace tabletop game design camp." Information and Learning Sciences 122, no. 9/10 (August 10, 2021): 651–70. http://dx.doi.org/10.1108/ils-08-2020-0185.

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Purpose This paper aims to explore how making tabletop board games elicited adolescents’ design thinking during their participation in a summer game design camp at their local library. Design/methodology/approach This study leverages qualitative approaches to coding transcripts of participants’ talk. This study uses the design thinking framework from the Hasso-Plattner Institute of Design at Stanford University as provisional codes to identify and make sense of participants’ verbalized design activity. Findings This study found that the making context of designing tabletop board games elicited a high frequency of design talk in participants, evidenced by both quantitative and qualitative reports of the data. Additionally, participants in large measure obviated constraints on their design activity imposed by linear conceptions of the design thinking model this study introduces, instead of moving fluidly across design modes. Finally, participants’ prior experiences in both life and in regard to games significantly influenced their design study. Originality/value This study highlights the unique affordances of making-centric approaches to designing tabletop games in particular, such as participants’ quick and sustained engagement in the study of design. This study also highlights the need for conceptions of design thinking specific to designing games.
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Zhao, Yulei, Yong Li, Di Wu, and Ning Ge. "Overlapping Coalition Formation Game for Resource Allocation in Network Coding Aided D2D Communications." IEEE Transactions on Mobile Computing 16, no. 12 (December 1, 2017): 3459–72. http://dx.doi.org/10.1109/tmc.2016.2635648.

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Al-Abiad, Mohammed S., Ahmed Douik, and Md Jahangir Hossain. "Coalition Formation Game for Cooperative Content Delivery in Network Coding Assisted D2D Communications." IEEE Access 8 (2020): 158152–68. http://dx.doi.org/10.1109/access.2020.3020472.

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45

Wang, Jun, Xiao Lin Lu, Si Yuan Guo, Lu Yu, and Wei Liu. "Network Resource Allocation for Scalable Video Streaming over P2P Networks Based on Game Theory." Applied Mechanics and Materials 687-691 (November 2014): 1974–78. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.1974.

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In order to adapt to the heterogeneity of terminals and networks, Scalable Video Coding (SVC) encodes raw video stream with different scales of temporal, spatial and quality into layers. Considering the P2P network characteristic, it is a challenging task to design an appropriate P2P steaming network resource allocation mechanism combining with SVC. In this paper, SVC is applied in P2P streaming based on game theory; considering free-riding, bandwidth conflicts in P2P multi-overlay and one chunk with multiple providers, we design a bidirectional serial auction model that jointly optimize the bandwidth allocation, the data scheduling and the incentive mechanism, then optimized allocation for scalable video streaming over P2P networks is achieved. With extensive theoretical analysis, we show that these games converge to an optimal topology for each overlay.
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46

Espinha Gasiba, Tiago, Ulrike Lechner, and Maria Pinto-Albuquerque. "Cybersecurity Challenges in Industry: Measuring the Challenge Solve Time to Inform Future Challenges." Information 11, no. 11 (November 16, 2020): 533. http://dx.doi.org/10.3390/info11110533.

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Cybersecurity vulnerabilities in industrial control systems have been steadily increasing over the last few years. One possible way to address this issue is through raising the awareness (through education) of software developers, with the intent to increase software quality and reduce the number of vulnerabilities. CyberSecurity Challenges (CSCs) are a novel serious game genre that aims to raise industrial software developers’ awareness of secure coding, secure coding guidelines, and secure coding best practices. An important industry-specific requirement to consider in designing these kinds of games is related to the whole event’s duration and how much time it takes to solve each challenge individually—the challenge solve time. In this work, we present two different methods to compute the challenge solve time: one method based on data collected from the CSC dashboard and another method based on a challenge heartbeat. The results obtained by both methods are presented; both methods are compared to each other, and the advantages and limitations of each method are discussed. Furthermore, we introduce the notion of a player profile, which is derived from dashboard data. Our results and contributions aim to establish a method to measure the challenge solve time, inform the design of future challenges, and improve coaching during CSC gameplay.
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Zaqumi, Mohammad, Jawad Yousaf, Mohamed Zarouan, Mohammed Hussaini, and Hatem Rmili. "Passive Fractal Chipless RFID Tags Based on Cellular Automata for Security Applications." Applied Computational Electromagnetics Society 36, no. 5 (June 14, 2021): 559–67. http://dx.doi.org/10.47037/2020.aces.j.360510.

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In this paper, we propose a novel design of low-profile fractal chipless tags with unique specific electromagnetic responses. The tags are designed using cellular automata (Game of Life) technique to ensure the randomness of the generated fractal tags. The tags are simulated in CST Microwave Studio for the frequency range of 2 to 10 GHz. The tags are realized on FR4 substrate and their radar cross-section (RCS) characteristics are analyzed for the nine different tags for the three different polarizations (horizontal, vertical, and oblique). Each tag shows a unique signature resonance response. The obtained results of coding capacity (16-20 bits), coding spatial capacity (1-1.25 bits/cm2), coding spectral capacity (2.15-2.9 bits/GHz), and coding density (0.15-0.18 bits/GHz x cm2) of realized tags are very good. The presented tags could be used for the development of secure RFID systems.
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48

Petropoulos Petalas, Diamantis, Stefan Bos, Paul Hendriks Vettehen, and Hein T. van Schie. "Event-related brain potentials reflect predictive coding of anticipated economic change." Cognitive, Affective, & Behavioral Neuroscience 20, no. 5 (August 18, 2020): 961–82. http://dx.doi.org/10.3758/s13415-020-00813-5.

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Abstract Research has demonstrated the importance of economic forecasts for financial decisions at the aggregate economic level. However, little is known about the psychological and neurophysiological mechanisms that economic forecasts activate at the level of individual decision-making. In the present study, we used event-related brain potentials (ERPs) to test the hypothesis that economic forecasts influence individuals’ internal model of the economy and their subsequent decision behavior. Using a simple economic decision-making game, the Balloon Analogue of Risk Task (BART) and predictive messages about possible economic changes in the game before each block, we test the idea that brain potentials time-locked to decision outcomes can vary as a function of exposure to economic forecasts. Behavioural results indicate that economic forecasts influenced the amount of risk that participants were willing to take. Analyses of brain potentials indicated parametric increases of the N1, P2, P3a, and P3b amplitudes as a function of the level of risk in subsequent inflation steps in the BART. Mismatches between economic forecasts and decision outcomes in the BART (i.e., reward prediction errors) were reflected in the amplitude of the P2, P3a, and P3b, suggesting increased attentional processing of unexpected outcomes. These electrophysiological results corroborate the idea that economic messages may indeed influence people’s beliefs about the economy and bias their subsequent financial decision-making. Our findings present a first important step in the development of a low-level neurophysiological model that may help to explain the self-fulfilling prophecy effect of economic news in the larger economy.
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Steinmaurer, Alexander, Johanna Pirker, and Christian Gütl. "sCool – Game-Based Learning in Computer Science Class: A Case Study in Secondary Education." International Journal of Engineering Pedagogy (iJEP) 9, no. 2 (April 15, 2019): 35. http://dx.doi.org/10.3991/ijep.v9i2.9942.

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In this paper we present a case study of the mobile learning game sCool [1]. Based on previous work presented Steinmaurer et. al. (2018) [2] we expand-ed our study by a second experiment and additional aspects. sCool is a mul-ti-platform game that should encourage children learning computational thinking and coding in Python. The learning content is highly adaptable; therefore, educators can create own courses, individual for the needs of the students. These courses involve a concept-learning and a practical mode. First, the students learn a certain concept and in a second step, they have to apply it in a practical task. For this purpose, we created a course to teach some basic programming concepts. Two student groups of different school types participated in class as a formal learning activity. In this paper we pre-sent the results of the evaluation of sCool in coding classes. Therefore, we focus on the performance, game engagement, emotions and the girls’ percep-tion. Within this study we found out, that the students are interested in learn-ing to code but do have problems to transfer the learned content to similar fields. We also found out, that there are slightly differences in the perfor-mance of the different types of students in terms of gender and school type.
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Valli, R., A. Sharmila, and P. Dananjayan. "Game Theoretic Approach for Power Control using Error Control Coding in Wireless Sensor Networks." International Journal of Computer Applications 7, no. 1 (September 10, 2010): 31–36. http://dx.doi.org/10.5120/1129-1480.

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