Current Issue : October-December Volume : 2023 Issue Number : 4 Articles : 5 Articles
Due to the rocketing development of the Internet of Vehicles (IoV), the growth of computingintensive and latency-sensitive applications brings a challenge to individual vehicles with limited computing resources. The computation offloading technology provides a feasible solution to this issue. In this paper, a multi-tier symmetric Vehicle-to-Everything (V2X) network framework is proposed, which consists of vehicle nodes (VNs), mobile edge computing (MEC) servers and a cloud server to provide computation offloading services for user vehicles. In this symmetric system, besides local computation, tasks can be offloaded to VNs or MEC servers or cloud servers for processing. The computation offloading problem in this network framework is considered as a game based on game theory. Then, in order to achieve the Nash equilibrium (NE) in this game, a joint optimization of computation offloading and resource allocation (JOCORA) algorithm is proposed. The numerical simulations show that the JOCORA algorithm can improve the success probability of offloading and reduce the total latency. The JOCORA algorithm has a better performance compared to other methods....
The design and development of a serious game are complex due to different and often numerous stakeholders involved. Different guidelines for general best practices exist, but those are not specific and often do not include therapists or patients as essential stakeholders especially in the context of individualisation of a serious games. Although there are a lot of serious games in the area of (stroke) rehabilitation, design guidelines and indications of what is important are quite scarce. Identifying individualisation possibilities to adapt a serious game to the specific needs of patients was identified to support and improve the design and outcome of serious game development. A literature research and the analysis of previously designed serious games created the foundation for this research. The identified configuration possibilities, additional requirements, and the developed workflow were then evaluated with the gathered insights of therapists trough an online survey. 20 generic configuration possibilities for therapists, as well as seven requirements, were identified and are presented, which can be used when designing a serious game in the context of stroke. In addition a workflow, called “DeapSea” is proposed for supporting the design as well. These results should be used as an addition to already established design recommendations to deliver an adaptable and flexible serious game in the area of stroke—helping to fulfill individual patient needs from the point of therapists and other involved medical stakeholders within the rehabilitation process....
Educating healthy lifestyle behaviors through game can help children and adolescents achieve healthy habits. The aim of the present study was to develop a game to promote children’s and adolescents’ lifestyle behaviors. The “Toward Health” is a board game designed by a multidisciplinary team consisting of nurses, nutritionists, physical activity experts, pediatricians, pediatric psychologists, graphic artists, and experts in designing board games to help children adopt healthy eating and sleep habits and become physically more active. Players move their tokens based on the number of squares indicated by a dice rolled. If a player’s token lands on the square containing questions or points related to a healthy lifestyle, he/she must answer the question or read the point loudly. If answers to the questions are correct, the player takes the card. Interventional studies are recommended to confirm the potential of these games in preventing and/or treating childhood obesity. In the future, we are going to assess the validity and acceptance of the game in various age groups....
Previous research on factors affecting video game player aggression has mainly reflected on the violent content of video games; in recent years, some researchers have focused on competitive factors in video games. However, little research has examined the sole impacts of competitive factors in video games without violent content on aggression, and the neurological processes of these effects are still unknown. The present study was the first to examine the electrophysiological characteristics of short-term competitive video game exposure and aggression. Thirty-five participants played a video game in either competitive or solo mode for 15 min, followed by an ERP experiment based on the oddball paradigm and the hot sauce paradigm to measure aggressive behavior. Results showed that playing competitive game mode was associated with faster judgment of aggressive words, larger P300 amplitudes, and selection of more chili powder than in solo mode. Mediation analysis further revealed that the P300 amplitude evoked by the aggressive words partially mediated the relationship between competitive game exposure and aggressive behavior. These findings support the general aggression model. However, this study has limitations, such as a single form of competitive game examined and single blindness, which need further improvement in future studies....
Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest....
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