Current Issue : April-June Volume : 2024 Issue Number : 2 Articles : 5 Articles
Currently, the use of 360° videos combined with virtual reality (VR) techniques in the educational context has been considered a promising field of research. However, there is still a shortage not only of educational serious games (ESG) that implement such resources but also of models that can enhance the player’s experience and evaluate their performance. This work presents a decision model for SGE with 360° videos. The model was developed from artificial intelligence (AI) techniques with the aim of enhancing the player’s learning using immersion mechanisms and pedagogical reinforcement strategies based on the player’s experience and performance evaluation. The model was integrated into the SG The Mystery of Pandora to evaluate its efficiency. The game was evaluated with a sample of 52 participants aged between 13 and 63 (M = 33 55, SD = 12 14). The results showed adjustments made by the model in the final performance of the players based on their exploration in the 360° videos. Such adjustments allowed identifying players with learning difficulties and recommending pedagogical reinforcement to enhance learning. It was also possible to verify that players would win the game without the minimum knowledge expected about the subject if the decision model was not used....
This paper tackles the challenges inherent in crowdsourcing dynamics by introducing the CROWDMATCH mechanism. Aimed at enabling crowdworkers to strategically select suitable crowdsourcers while contributing information to crowdsourcing tasks, CROWDMATCH considers incentives, information availability and cost, and the decisions of fellow crowdworkers to model the utility functions for both the crowdworkers and the crowdsourcers. Specifically, the paper presents an initial Approximate CROWDMATCH mechanism grounded in matching theory principles, eliminating externalities from crowdworkers’ decisions and enabling each entity to maximize its utility. Subsequently, the Accurate CROWDMATCH mechanism is introduced, which is initiated by the outcome of the Approximate CROWDMATCH mechanism, and coalition game-theoretic principles are employed to refine the matching process by accounting for externalities. The paper’s contributions include the introduction of the CROWDMATCH system model, the development of both Approximate and Accurate CROWDMATCH mechanisms, and a demonstration of their superior performance through comprehensive simulation results. The mechanisms’ scalability in large-scale crowdsourcing systems and operational advantages are highlighted, distinguishing them from existing methods and highlighting their efficacy in empowering crowdworkers in crowdsourcer selection....
Signal control, as an integral component of traffic management, plays a pivotal role in enhancing the efficiency of traffic and reducing environmental pollution. However, the majority of signal control research based on game theory primarily focuses on vehicular perspectives, often neglecting pedestrians, who are significant participants at intersections. This paper introduces a game theory-based signal control approach designed to minimize and equalize the queued vehicles and pedestrians across the different phases. The Nash bargaining solution is employed to determine the optimal green duration for each phase within a fixed cycle length. Several simulation tests were carried out by SUMO software to assess the effectiveness of this proposed approach. We select the actuated signal control approach as the baseline to demonstrate the superiority and stability of the proposed control strategy. The simulation results reveal that the proposed approach is able to reduce pedestrian and vehicle delay, vehicle queue length, fuel consumption, and CO2 emissions under different demand levels and demand patterns. Furthermore, the proposed approach consistently achieves more equalized queue length for each lane compared to the actuated control strategy, indicating a higher degree of fairness....
This study aimed to explore the effects of competitive match play and subsequent training during typical competitive microcycle on landing biomechanics in female youth handball players. A group of 11 elite female youth players (age: 14.3 ± 0.6 years; stature: 165.9 ± 8.1 cm; body mass: 58.4 ± 10.6 kg; maturity offset: 0.4 ± 0.8 years) were tested prior to a competitive match, immediately after the match, 48 h after the match, 96 h after the match, and before the next match. The players performed two analyzed trials of a single leg (preferred) counter movement jump. The “Landing Error Scoring System” (LESS) was used to analyze the participants’ landing biomechanics. Results: There was no significant effect of a competitive handball match on LESS (Z = 0.28; p = 0.78). No statistically significant difference in LESS was found between the first and the last measurement (Z = 1.01; p = 0.31). No significant main effect of time was found for landing biomechanics in the observed eight-day period (χ2 = 4.02; p = 0.40). The results of the study indicate that a model of weekly loading during in-season, including competitive match play, does not decrease lower limb biomechanics during landing and does not contribute to an increased risk of anterior cruciate ligament injury in female youth handball players during a competitive microcycle....
By using the machine learning of artificial intelligence to explore the application business opportunities of the Metaverse in the MMORPG (Massively Multiplayer Online Role-Playing Game) interactive game market, we study the supply and demand laws of buyers and sellers at the market economy level, future trends, and business opportunities. The feasibility of its new products and services is explored under a pragmatic, cooperative model of the game community platform “Key to the Desert” case for the application level and business opportunities of Taiwan’s Metaverse markets. Online and offline integration (OMO; Online Merge Offline), precision marketing, and the customer management data platform (Customer Data Platform) are also explored in the application business opportunities of the Metaverse market. By combining the NFT (Non-Fungible Token) Monopoly game and MMORPG interactive games, we study the laws of supply and demand of buyers and sellers at the market economy level to provide third-party payment, electronic payment, mobile payment, and other transaction method certifications such as NFT (Non- Fungible Token). We also evaluation the future and security issues of cryptocurrency....
Loading....