Current Issue : October - December Volume : 2016 Issue Number : 4 Articles : 5 Articles
As computer science and complex network theory develop, non-cooperative games and\ntheir formation and application on complex networks have been important research topics.\nIn the inter-firm innovation network, it is a typical game behavior for firms to invest in their\nalliance partners. Accounting for the possibility that firms can be resource constrained, this\npaper analyzes a coordination game using the Nash bargaining solution as allocation rules\nbetween firms in an inter-firm innovation network. We build an extended inter-firm n-player\ngame based on nonidealized conditions, describe four investment strategies and simulate\nthe strategies on an inter-firm innovation network in order to compare their performance. By\nanalyzing the results of our experiments, we find that our proposed greedy strategy is the\nbest-performing in most situations. We hope this study provides a theoretical insight into\nhow firms make investment decisions....
This article considers game design research in educational settings. Its focus is on how undergraduate\nstudents ââ?¬â?? particularly engineering students ââ?¬â?? learn computer game design. From observations conducted\nduring our game design courses we have developed a model of expanded game design space. It encapsulates\nthe entire development process from the first ideas to the final game with emphasis on game design\nthinking. Our model of expanded game design space consists of four separate ââ?¬â?? yet interconnected ââ?¬â?? layers\nin the process of game development. The first layer addresses the importance of framing, providing a clear\ngame design assignment that involves the formulation of intended player experience and a description of\ngame mechanics. The second layer focuses on game design thinking from six different aspects of game\ndesign chosen in relation to the framing of the game design assignment. The third layer establishes correspondence\nbetween formal elements of computer games and the structure of problem-based creativity.\nIt\naddresses how game design challenges should be formulated and how creative solutions can be measured.\nThe fourth and final layer demonstrates how clear framing can act as a guideline for evaluating game\ndesign thinking and for measuring solutions made in the development process. To strengthen our model of\nexpanded design space, we will present examples from our game design courses....
This paper presents the architecture of KioskAR, which is a pervasive game implemented using augmented reality (AR). This game\nintroduces a new business model that makes it possible for players to present their artworks in virtual kiosks using augmented\nreality, while they are having fun playing the game. In addition to competition between the players in the game, this game requires\nsocial interaction between players to earn more points. A user study is conducted to evaluate the sense of presence and the usability\nof the application.The results of experiments show that KioskAR can achieve a high level of usability as well as sense of presence....
Movement therapy is one type of upper extremity intervention for children with cerebral\npalsy (CP) to improve function. It requires high-intensity, repetitive and task-specific training.\nTedium and lack of motivation are substantial barriers to completing the training. An approach to\novercome these barriers is to couple the movement therapy with videogames. This investigation:\n(1) tested the feasibility of delivering a free Internet videogame upper extremity motor intervention\nto four children with CP (aged 8ââ?¬â??17 years) with mild to moderate limitations to upper limb function;\nand (2) determined the level of intrinsic motivation during the intervention. The intervention\nused free Internet videogames in conjunction with the Microsoft Kinect motion sensor and the\nFlexible Action and Articulated Skeleton Toolkit software (FAAST) software. Results indicated\nthat the intervention could be successfully delivered in the laboratory and the home, and pre- and\npost- impairment, function and performance assessments were possible. Results also indicated a high\nlevel of motivation among the participants. It was concluded that the use of inexpensive hardware\nand software in conjunction with free Internet videogames has the potential to be very motivating in\nhelping to improve the upper extremity abilities of children with CP. Future work should include\nresults from additional participants and from a control group in a randomized controlled trial to\nestablish efficacy....
Game log data have great potential to provide actionable information about the in-game behavior of players. However, these lowlevel\nbehavioral data are notoriously difficult to analyze due to the challenges associated with extracting meaning from sparse data\nstored at such a small grain size. This paper describes a three-step solution that uses cluster analysis to determine which strategies\nplayers use to solve levels in the game, sequence mining to identify changes in strategy across multiple attempts at the same level,\nand state transition diagrams to visualize the strategy sequences identified by the sequence mining. In the educational video game\nused in this case study, cluster analysis successfully identified 15 different in-game strategies.Thesequence mining found an average\nof 40 different sequences of strategy use per level, which the state transition diagrams successfully displayed in an interpretable way....
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