Current Issue : April - June Volume : 2019 Issue Number : 2 Articles : 5 Articles
By proposing tools that help for the accomplishment of tasks in almost all\nsectors of activities, computer science has revolutionized the world in a general\nway. Nowadays, it addresses the peculiarities of peoples through their\nculture in order to produce increasingly easy-to-use software for end users:\nThis is the aim of software localization. Localizing a software consists among\nother things, in adapting its GUI according to the end user culture. We propose\nin this paper a generic approach allowing accomplishing this adaptation,\neven for multi-user applications like gaming applications, collaborative editors,\netc. Techniques of functional interpretations of abstracts structures parameterized\nby algebras, constitute the formal base of our approach....
Starting from the assumption of bounded rationality in game, this article explores\nthe evolution of XBRL adoption by enterprise to enterprise, and enterprises\nto Government from the perspective of evolutionary game. Research\nshows that without government guidance, enterprise adopting XBRL technology\nis affected by the adoption probability of relevant enterprises or industries.\nIn the case of government guidance, the initial state of adoption of\nXBRL technology by the government and enterprises affects the evolution direction\nand speed of the system. System evolution has obvious â??path dependenceâ?.\nAfter a long period of repeated game XBRL technology adoption may\nbe â??unhealthy cycleâ? trend development. The results of the game have been\nfound that influencing factors which are the probability of government mandatory\nadoption and the deep-seated factors that affect the adoption of XBRL\ntechnology in enterprises, for the government and business decision-making\nprovide a reference from evolutionary direction and evolutionary stabilization\nstrategy....
Cloud gaming provides cloud computing-based game as a service. In this paper we\ndescribe the development of a virtual reality base gliding game as a proof-of-concept. In the cloud,\na cloud gaming platform is hosted on cloud servers with two principal components: game logic\nengaged in the implementation of game mechanics and game interactions, and video renderer that\ngenerates the game frames in real-time. The virtual gliding game was realized in the Unity gaming\nengine. To ensure smooth playability, and access for remote players, the computationally-intensive\nparts of the game were offloaded to a physically remote cloud server. To analyze the efficiency of the\nclient-cloud interaction, three cloud servers were setup. The results of cloudification were evaluated\nby measuring and comparing computation offloading performance, network traffic, the probability\nof service drop, perceptual quality and video quality....
This paper is mainly committed to constructing a new model for solving interval-valued\nfuzzy cooperative games based on the least square excess. We propose the interval-valued least\nsquare excess solution according to the solution concept of the least square prenucleolus and the\nleast square nucleolus for solving crisp cooperative games. In order to obtain the corresponding\noptimal analytical solution, one mathematic programming model is constructed. The least square\nexcess solution can be used to determine playsâ?? payoffs directly. Considering the fuzziness and\nuncertainty existing in the process of the road freight coalition, we establish the interval-valued fuzzy\nutility function of the road freight coalition that can properly reflect the real situation in view of\nthe green logistics. The illustratively calculated results show that the least square excess solution\nproposed in this paper is effectual and ascendant, and satisfied many important and useful properties\nof cooperative games, such as symmetry and uniqueness. As for the problems of interval-valued\ncooperative games, the model proposed in this paper can be applied appropriately to obtain the\nplayersâ?? interval-valued payoffs....
Theprocess of designing a game involvesmany phases.We can summarize thework of the game designer as satisfactorily converting\nthe idea in their mind to a digital game, which is not a simple task. Therefore, game designers should have a variety of tools to assist\nthem. However, there are not that many specialized tools to support the game design process. Herein, we describe the experience\nof using Pegasus to design a part of a game. We propose an environment to simulate progression games based on game design\npatterns. Thus, we described the interaction of the game designer with Pegasus in such an environment, in order to support the\nprocess of creating, testing, and refining game elements before proceeding to the programming phase. Each configuration of the\ngame elements corresponded to a simulation that could be performed multiple times, like in discrete event simulation. The results\nshowed that Pegasus has the potential to support game design. Additionally, we presented some support components that were\ncreated to facilitate the use of the tool....
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