Current Issue : October-December Volume : 2026 Issue Number : 4 Articles : 5 Articles
Understanding computer networks requires a strong cognitive foundation, particularly in mastering abstract concepts such as network topology, device configuration, and data transmission processes. However, conventional learning methods are often limited in providing concrete visualization and interactive experiences. This study aims to develop and evaluate a serious game integrated with augmented reality (AR) technology to improve students’ cognitive learning outcomes in computer networks. This research employed a development approach by integrating serious game design with ARbased visualization. The development process involved asset creation, learning objective formulation, scenario design, and the implementation of problembased cases on computer network concepts. The resulting product allows students to interact with virtual network devices in a realworld environment via mobile devices, enabling flexible learning anytime, anywhere. The evaluation phase included expert validation, user testing, and effectiveness testing. The results indicated that the developed media is feasible and effective for learning. Media expert validation reached 73.50%, while material expert validation achieved 87.50%, both categorized as highly feasible. User responses showed a feasibility level of 85.26%, indicating positive acceptance. Furthermore, the effectiveness test demonstrated a moderate improvement in students’ cognitive learning outcomes, with a gain percentage of 64.41%. The quantitative scores were obtained by converting Likertscale ratings into percentages using a standardized formula to ensure transparency and consistency in data analysis. In conclusion, the integration of serious games and augmented reality provides an interactive and contextual learning experience that supports cognitive understanding of computer networks. This approach is considered both feasible and sufficiently effective for implementation in vocational education settings, particularly in technologybased learning environments....
Advances in quantum computing have created a serious threat to modern asymmetric cryptosystems protecting heterogeneous critical information infrastructures (CIIs). During this transition period, the primary threat is the “Harvest Now, Decrypt Later” (HNDL) temporal strategy of attackers, which requires the forced migration of CIIs to post-quantum cryptography (PQC) algorithms. However, such migration is associated with nonlinear “technological friction.” This will manifest as a drop in the performance of legacy systems, such as SCADA. In the context of deep cross-industry integration, this can trigger avalanchelike cascading CII failures. This article presents a model of a zero-sum differential game between a CII defender and an attacker (APT group). Using Pontryagin’s maximum principle and the Forward–Backward Sweep Method (FBSM) iterative algorithm, a saddle point was found that determines the equilibrium trajectories of limited resource allocation over a given planning horizon for the CII transition to PQC. The results of the computational experiment demonstrated that isolated sectoral migration is ineffective. It is shown that optimal control requires cross-sector synchronization to prevent cascading degradation of the CII. The proposed mathematical framework provides a practical toolkit for strategic IT budget planning and national security risk management in anticipation of quantum supremacy (Q-Day)....
With the swift advancement of the gaming industry, players’ demands for interactive gaming experiences are increasing day by day. Traditional single interaction modes are no longer able to meet the complex and diverse demands of gaming scenarios. In this context, the research designed a hybrid collaborative interaction model tailored for game scenes. A human-computer interaction gesture recognition network was constructed based on the Masked Region Convolutional Neural Network. Feature extraction and region segmentation operations were carried out using a Feature Pyramid Network and a Region Proposal Network, among others. Subsequently, a four-layer hybrid collaborative interaction model was designed, integrating devices such as HoloLens, to enable multi-modal interaction encompassing gestures, voice, and visuals. The experiment outcomes indicated that the gesture recognition network had an accuracy rate of 98.3%, a loss rate of 3.6%, an average accuracy of 50.3%, and a processing speed of 78.5 frame/s. The average running stability of the game scene hybrid collaborative interaction model was 98.8%, the response stability was 99.3%, the accuracy of gesture, speech, and visual recognition exceeded 97%, and the scene synchronization accuracy was 99.1%. The performance of the designed model was excellent, with precise understanding of user intentions and good collaboration. The research provides feasible solutions for the innovation of game interaction modes, helping the gaming industry develop towards more immersive and diversified directions....
Environmental conservation research requires robust methods for collecting large-scale behavioral data and engaging diverse stakeholders in decision-making processes. We (Y.P., A.B.D., and N.B.) created EcoKnowGames (Ecological Knowledge Games), a transdisciplinary project that develops knowledge games for conservation science and data collection.We explored two existing knowledge games created by ecologists for the project: Power Up!, which collected over 57,000 player decisions on energy–biodiversity trade-offs, and RESTORE, focused on ecosystem restoration scenarios. Building on these examples, EcoKnowGames integrates game development with ecological modeling to establish pathways from player decision-making data to predictive socioecological models. We developed EcoKnowGames open-source game builder tool in partnership with an established game studio, which allowed researchers to create custom knowledge games without extensive technical expertise. EcoKnowGames addresses key challenges in game-based research, including privacy protection, participant consent, community engagement, and policy applications. This novel approach contributes to conservation research by providing empirically tested tools for integrating human behavior data into socioecological models and offers a complementary approach to traditional stakeholder engagement methods in decision-making processes....
This article introduces video game ethics as an emergent field. It then focuses on some of the pressing issues distinctive of video game design, issues which arise predominantly from the making rather than the playing of games. Many issues in video game ethics arise from an asymmetry in the relationship between designer and player. To play a game is to place oneself in a position of dependence on the designer. The designer shapes the player's experience. They structure the physical environment and how the player perceives and moves through it. They invite players to inhabit new roles and care about new goals and outcomes. Players thereby voluntarily enter into situations organized by such design choices. This dependence is part of what makes games so compelling, even valuable, especially when they are used to challenge, confront, or invite reflection, but it can also create vulnerabilities that can be exploited. This article examines three such vulnerabilities generated by game design: exploitative monetization practices rooted in economic and structural features of gameplay, gambling‐like reward systems such as loot boxes and the legal and moral concerns they raise, and socially manipulative design patterns that capitalize on player attachment and loyalty....
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