Search results for "ComputingMilieux_PERSONALCOMPUTING"

showing 10 items of 256 documents

On Applying Adaptive Data Structures to Multi-Player Game Playing

2013

In the field of game playing, the focus has been on two-player games, such as Chess and Go, rather than on multi-player games, with dominant multi-player techniques largely being an extension of two-player techniques to an \(N\)-player environment. To address the problem of multiple opponents, we propose the merging of two previously unrelated fields, namely those of multi-player game playing and Adaptive Data Structures (ADS). We present here a novel move-ordering heuristic for a dominant multi-player game playing algorithm, namely the Best-Reply Search (BRS). Our enhancement uses an ADS to rank the opponents in terms of their respective threat levels to the player modeled by the AI algori…

Focus (computing)Sequential gameComputer scienceHeuristicbusiness.industryRank (computer programming)ComputingMilieux_PERSONALCOMPUTINGCombinatorial game theoryArtificial intelligenceGame treebusinessData structureField (computer science)
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Radalta Laajakaistalle? : e-urheilun ja autourheilun välinen suhde ja tulevaisuus F1:ssä

2019

In my article I address the growing interaction between esports and autosports and the possible changes to follow regarding the power relationship of these sports. Due to the pressures to change, that the automotive industry and -sports have faced, I speculate, that in the future competitive gaming with its popularity as a media-friendly sport could rise up to the popularity level of for example F1 series. This would have to do with the byproducts of esports, such as the synergy between states, constructors and teams. These would alongside have larger cultural, economic and technical consequences and even effects on fan and gaming culture. As my theoretical frame are the thoughts of Jean Ba…

Formula 1 -luokkahypertodellisuusBaudrillard Jeanelektroninen urheilumediaComputingMilieux_PERSONALCOMPUTINGsimulointi
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The Fourth Industrial Revolution and Changes to Working Life : What Supports Adult Employees in Adapting to New Technology at Work?

2020

AbstractThis chapter aims to increase current understanding of adults’ individual learning pathways and needs when adapting to new technology. We review adults’ overall technology skills and depict, through chosen examples, how adults have adapted to technological change in their working lives. We present prior research on the challenges that the Fourth Industrial Revolution poses to adults’ further education, and based on the Programme for the International Assessment of Adult Competencies (PIAAC), we review adults’ problem-solving skills in technology-rich environments. Overall, the findings emphasize the importance of design-based education and the need for companies to flexibly address …

Further educationaikuiskoulutusWorking lifeTechnological changemuutosvalmiusadoption to changeComputingMilieux_PERSONALCOMPUTINGdesign-based educationmuutosurakehitysyksilölliset urapolutteknologiakasvatusWork (electrical)PIAACIndividual learningEngineering ethicsSociologyuudelleenkoulutustyöelämäIndustrial Revolutionyksilöllisyysurasuunnitteluadult re-education
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Narrative Definitions for Game Design

2010

Enhancing the benefits of learning games by utilizing narratives or narrative elements is not a new idea. Many existing learning games utilize more or less story structures, virtual worlds, and various characters as a part of a story. Computer game genres, such as adventure games and role-playing games, have received a lot of attention in the field of serious games by researchers and game developers. Hence, the potential of narratives for learning support is already clearly recognized. However, narratives have not yet offered unambiguous solutions to the design of learning games. For example, more often than not the use of embedded stories does not lead to a desired outcome that is an enter…

Game art designGame mechanicsGame designMultimediaComputer scienceGame design documentComputingMilieux_PERSONALCOMPUTINGLevel designGame DeveloperVideo game designcomputer.software_genrecomputerComputer game
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Horizon: Resilience – Design of a Serious Game for Ecological Momentary Intervention for Depression

2021

Depression is the world’s most prevalent mental disorder and the primary source of disability adjusted life years (DALY). While traditional face-to-face therapies have been shown to be effective, alternative delivery methods, e.g. internet-based therapies, have been investigated to overcome barriers to access, such as lack of availability of therapists and infrastructure. This article presents the design of a mobile serious game as a novel psychological momentary ecological intervention for depressive symptoms. We discuss how selected principles and techniques of common psychological frameworks used to tackle depression, namely Cognitive Behavioral Therapy (including Behavioral Activation) …

Game mechanicsEcologymedia_common.quotation_subjectmedicine.medical_treatmentComputingMilieux_PERSONALCOMPUTINGPsychological interventionCognitive flexibilityPositive psychotherapyBehavioral activationCognitive behavioral therapyGame designmedicinePsychological resiliencePsychologyhuman activitiesmedia_commonExtended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
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Telling Stories with Digital Board Games

2009

In the context of computer games, learning is an inherent feature of computer game playing. Computer games can be seen as multimodal texts that connect separate means of expression and require new kinds of literacy skills from the readers. In this chapter, the authors consider how the computer-based learning tool Talarius, which enables students to make their own digital games and play them, lends itself to literacy learning. The learning subject is a children’s novel, and thus it is narrative by its nature. In addition, the learning tool provides the potential to interweave narrative contents into the games made by it. The focus of this chapter is on the relationship between narrativity an…

Game mechanicsLiteracy skillMultimediaComputer scienceComputingMilieux_PERSONALCOMPUTINGMathematics educationMedia literacyNarrativecomputer.software_genrecomputer
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Mathematics and Non-School Gameplay

2015

This chapter investigates the mathematics in the gameplay of three popular games (Angry Birds, Plants vs. Zombies and The Sims) that are unlikely to be played in mathematics lessons. The three games are different but each has been observed to provide opportunity for mathematical activity in gameplay. After describing each game, and the mathematics that can arise in gameplay, the chapter explores two questions: What kind of mathematics is afforded in these games? Can these games be used in/for school mathematics? Issues considered under the first question include: the nature of mathematics and the difficulty of isolating the mathematics in non-school gameplay; players’ strategic actions as m…

Game mechanicsMultimediaComputer scienceMathematicsofComputing_GENERALComputingMilieux_PERSONALCOMPUTINGMathematics educationEmergent gameplaycomputer.software_genrecomputerMathematicsRecreational mathematics
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Player performance, satisfaction, and video game enjoyment

2009

An experiment (N = 74) was conducted to investigate the impact of game difficulty and player performance on game enjoyment. Participants played a First Person Shooter game with systematically varied levels of difficulty. Satisfaction with performance and game enjoyment were assessed after playing. Results are not fully in line with predictions derived from flow and attribution theory and suggest players to (1) change their view on their own performance with its implications for enjoyment with increasing game experience and (2) to switch strategically between different sources of fun, thus maintaining a (somewhat) positive experience even when performance-based enjoyment is low.

Game mechanicsMultimediaComputingMilieux_PERSONALCOMPUTINGcomputer.software_genreEntertainmentGame designFirst personAttributionPsychologyVideo game designSocial psychologyVideo gamecomputerPerformance satisfaction
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Novel threat-based AI strategies that incorporate adaptive data structures for multi-player board games

2016

This paper considers the problem of designing novel techniques for multi-player game playing, in a range of board games and configurations. Compared to the well-known case of two-player game playing, multi-player game playing is a more complex problem with unique requirements. To address the unique challenges of this domain, we examine the potential of employing techniques inspired by Adaptive Data Structures (ADSs) to rank opponents based on their relative threats, and using this information to achieve gains in move ordering and tree pruning. We name our new technique the Threat-ADS heuristic. We examine the Threat-ADS’ performance within a range of game models, employing a number of diffe…

Game mechanicsNon-cooperative gameSequential gamebusiness.industryComputer scienceNormal-form gameComputingMilieux_PERSONALCOMPUTINGCombinatorial game theory020207 software engineeringScreening game02 engineering and technologyExtensive-form gameWin-win gameGame designArtificial IntelligenceSimulations and games in economics education0202 electrical engineering electronic engineering information engineeringRepeated game020201 artificial intelligence & image processingArtificial intelligencebusinessGame treeMetagamingApplied Intelligence
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Developing Online Collaborative Games for e-Learning Environments

2014

Based on our experience, we believe that games, competition and teamwork offer a pleasant and active way of learning. This is much more efficient when the learner has a smile on his face, when he is astonished and curious about next levels and finds the game sufficiently challenging and fun to try again. Our application proposal has the purpose of implementing an e-Learning platform for improving the teaching and learning process in somewhat abstract domains, such as computer architecture or object oriented programming, with the help of games. These games are time-dependent and are able to support collaboration between groups. To this date there are two learning games implemented: a crosswo…

Game mechanicsTeamworkObject-oriented programmingMultimediaComputer scienceProcess (engineering)E-learning (theory)media_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGcomputer.software_genreTurns rounds and time-keeping systems in gamesJigsawVideo game designcomputermedia_common
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