Search results for "games"

showing 10 items of 429 documents

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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Geografia e game studies. Convergenze e opportunità

2021

L’interesse della Geografia verso le potenzialità disciplinari del videogioco si è manifestato più tardi rispetto alle altre scienze, ma ciò è coerente proprio con lo sviluppo e l’irruzione sulla scena di quegli elementi ritenuti interessanti proprio per l’analisi geografica. Il contributo intende valorizzare tutti gli elementi di interesse scientifico per la disciplina. Geography's interest in the disciplinary potential of the video game manifested itself later than in other sciences, but this is consistent with the development and the eruption on the scene of those elements considered interesting precisely for geographical analysis. The contribution intends to enhance all the elements of …

Game studies videogames virtual landscapeSettore M-GGR/02 - Geografia Economico-PoliticaGame studies videogiochi paesaggio virtualeSettore M-GGR/01 - Geografia
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Game Mechanics in the Design of a Collaborative 3D Serious Game

2014

Background. This article investigates the potential of utilizing game mechanics in designing 3-D serious games for Computer-Supported Collaborative Learning (CSCL) and attempt to produce new information about designing collaborative serious games. Aim. This article has two aims: first, to clarify how theoretical knowledge of collaborative learning was related to game design in previous studies; and, second, to design a collaborative serious game based on theoretical knowledge of collaborative learning and game design. Results. The reviewed studies revealed the potential of using collaborative games in education. However, they showed that collaborative learning games were typically designed …

Game testingGame mechanicsKnowledge managementGame design documentComputer sciencebusiness.industryEducation theoryPerspective (graphical)Computer-Supported Collaborative Learning (CSCL)pelisuunnitteluComputingMilieux_PERSONALCOMPUTINGreviewGeneral Social Sciencescollaborative serious gamesCollaborative learningComputer Science Applicationsgame mechanicsinteractive learning environmentsGame designta5163D serious gamesserious gameyhteisöllinen oppiminenGame Developerbusiness
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Local Normal Forms for First-Order Logic with Applications to Games and Automata

1999

Building on work of Gaifman [Gai82] it is shown that every first-order formula is logically equivalent to a formula of the form ∃ x_1,...,x_l, \forall y, φ where φ is r-local around y, i.e. quantification in φ is restricted to elements of the universe of distance at most r from y. \par From this and related normal forms, variants of the Ehrenfeucht game for first-order and existential monadic second-order logic are developed that restrict the possible strategies for the spoiler, one of the two players. This makes proofs of the existence of a winning strategy for the duplicator, the other player, easier and can thus simplify inexpressibility proofs. \par As another application, automata mode…

General Computer ScienceLogical equivalenceautomataComputer scienceOf the formMathematical proofMonadic predicate calculusTheoretical Computer ScienceCombinatoricslocalityDeterministic automatonDiscrete Mathematics and CombinatoricsMathematicsgamesDiscrete mathematicsPredicate logiclcsh:MathematicsLocalityAtomic formulaexistential monadic second-order logiclcsh:QA1-939AutomatonFirst-order logic[INFO.INFO-DM] Computer Science [cs]/Discrete Mathematics [cs.DM]TheoryofComputation_MATHEMATICALLOGICANDFORMALLANGUAGESAutomata theoryFirst-order logicDiscrete Mathematics & Theoretical Computer Science
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Standard vs random dictator games: On the effects of role uncertainty and framing on generosity

2021

This project was conducted while Ernesto Mesa-Vázquez was visiting Universidad Loyola Andalucia. He wants to particularly thank Pablo Brañas-Garza and Diego Jorrat for continued guidance and assessment with the experimental design. Álvaro Núñez-Bermúdez and the faculty members of the Economics and Business Sciences department at the University of Seville were very helpful in providing assistance for running the experiment. The paper has benefited from comments and suggestions provided by Maria Paz Espinosa, Giuseppe Attanassi, José Enrique Vila, Iván Arribas, Marco Faillo, Cristina Borra and participants at the Loyola Behavioral Lab and the Early Career Researchers in Experimental Economics…

GenerosityJocs de rolsEconomics and EconometricsRole uncertaintyPsicologia socialmedia_common.quotation_subjectFraming effectSociologiaFraming effectsFraming (construction)Dictator gamesDictatorComportament col·lectiuDictator gamePsychologyGenerositySocial psychologyFinanceFraming effectmedia_common
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Transgene detection by digital droplet PCR

2014

Somatic gene therapy is a promising tool for the treatment of severe diseases. Because of its abuse potential for performance enhancement in sports, the World Anti-Doping Agency (WADA) included the term 'gene doping' in the official list of banned substances and methods in 2004. Several nested PCR or qPCR-based strategies have been proposed that aim at detecting long-term presence of transgene in blood, but these strategies are hampered by technical limitations. We developed a digital droplet PCR (ddPCR) protocol for Insulin-Like Growth Factor 1 (IGF1) detection and demonstrated its applicability monitoring 6 mice injected into skeletal muscle with AAV9-IGF1 elements and 2 controls over a 3…

Genetics and Molecular Biology (all)Gene Identification and AnalysisGene TransferBiochemistryPolymerase Chain Reaction796 Athletic and outdoor sports and gamesMiceMedicine and Health SciencesTransgenesInsulin-Like Growth Factor IIntramuscularMedicine (all)QRDependovirusDependoviruMedicineGenetic VectorResearch ArticleBiotechnologyHumanScienceGenetic VectorsReproducibility of ResultIn Vitro TechniquesInjections IntramuscularInjectionsBiomaterialsMolecular GeneticsTransgeneAnimals; Dependovirus; Erythropoietin; Genetic Vectors; Humans; In Vitro Techniques; Injections Intramuscular; Insulin-Like Growth Factor I; Mice; Polymerase Chain Reaction; Reproducibility of Results; Transgenes; Agricultural and Biological Sciences (all); Biochemistry Genetics and Molecular Biology (all); Medicine (all)Genetic ElementsGeneticsAnimalsHumansSports and Exercise MedicineMolecular Biology TechniquesMolecular BiologyErythropoietinClinical GeneticsBiochemistry Genetics and Molecular Biology (all)796 SportAnimalIn Vitro TechniqueGene AmplificationBiology and Life SciencesReproducibility of ResultsHuman GeneticsDNAAgricultural and Biological Sciences (all)Mutation
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Gamification and Behavior Change Techniques in Diabetes Self-Management Apps

2019

Background: Diabetes management apps may have positive effects on diabetes self-management. It remains unclear, however, which app features are particularly effective and encourage sustained app usage. Behavior change techniques (BCTs) and gamification are promising approaches to improve user engagement. However, little is known about the frequency BCTs and gamification techniques (GTs) are actually used. This app review aims to provide an overview of BCTs and GTs in current diabetes management apps. Methods: Google’s Play Store was searched for applications using a broad search strategy (keyword: “diabetes”). We limited our research to freely available apps. A total of 56 apps matched the …

Gerontology020205 medical informaticsEndocrinology Diabetes and MetabolismBiomedical EngineeringBioengineeringDiabetes self managementReview Article02 engineering and technologyDiabetes Complications03 medical and health sciences0302 clinical medicineBehavior TherapyDiabetes managementDiabetes mellitusmental disordersDiabetes Mellitus0202 electrical engineering electronic engineering information engineeringInternal MedicinemedicineHumans030212 general & internal medicinemHealthbusiness.industrySelf-ManagementBehavior change methodsmedicine.diseaseMobile ApplicationsVideo GamesbusinessCell PhoneJournal of Diabetes Science and Technology
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The role of family-related factors in the effects of the UP4FUN school-based family-focused intervention targeting screen time in 10- to 12-year-old …

2014

Background Screen-related behaviours are highly prevalent in schoolchildren. Considering the adverse health effects and the relation of obesity and screen time in childhood, efforts to affect screen use in children are warranted. Parents have been identified as an important influence on children’s screen time and therefore should be involved in prevention programmes. The aim was to examine the mediating role of family-related factors on the effects of the school-based family-focused UP4FUN intervention aimed at screen time in 10- to 12-year-old European children (n child–parent dyads = 1940). Methods A randomised controlled trial was conducted to test the six-week UP4FUN intervention in 10-…

GerontologyParentsMalePediatric ObesityChild Health ServicesPsychological interventionYOUNG-PEOPLEDETERMINANTSlaw.invention0302 clinical medicineRandomized controlled triallawSurveys and QuestionnairesMedicine and Health SciencesMedicineBALANCE-RELATED BEHAVIORS030212 general & internal medicineChildChildrenCONSTRUCT-VALIDITYSchoolsVDP::Medical disciplines: 700::Health sciences: 800::Preventive medicine: 804SEDENTARY BEHAVIOREuropeOBESITY/dk/atira/pure/sustainabledevelopmentgoals/good_health_and_well_beingTelevisionFemaleTEST-RETEST RELIABILITYObesity preventionFamily RelationsResearch ArticleAdultMediation (statistics)medicine.medical_specialtyQUESTIONNAIRE030209 endocrinology & metabolism03 medical and health sciencesScreen timeComputerSDG 3 - Good Health and Well-beingIntervention (counseling)HumansSedentary lifestyleSchool Health Servicesbusiness.industryPublic healthPublic Health Environmental and Occupational HealthPREVENTIONScreen timePHYSICAL-ACTIVITYVideo GamesParents [Author Keywords]BiostatisticsSedentary BehaviorbusinessBMC Public Health
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Effective strategies for promoting physical activity through the use of digital media among school-age children: A systematic review

2021

Digital media are widespread among school-age children, and their incorrect use may lead to an increase in sedentary levels and the consequences associated with it. There are still few studies that have investigated whether physical activity levels could be increased through their use. The aim of this study was to systematically review the scientific literature in order to identify whether digital strategies and technologies are capable of increasing the level of physical activity. A literature search was performed using the following databases: Pubmed, Scopus, and Web of Science. The main outcomes evaluated the increase in physical activity levels, the number of steps, and the reduction of…

Gerontologymedia_common.quotation_subjectGeography Planning and DevelopmentPhysical activityScopusphysical activityTJ807-830Scientific literatureManagement Monitoring Policy and LawTD194-195Renewable energy sourcesDigital mediaexergameschildrenMedicineQuality (business)GE1-350Childrendigital mediamedia_commonSedentary lifestyleDigital mediaSchool age childSettore M-EDF/02 - Metodi E Didattiche Delle Attivita' SportiveEnvironmental effects of industries and plantsRenewable Energy Sustainability and the Environmentbusiness.industryPhysical activityChecklistEnvironmental sciencesExergamesbusinessSettore M-EDF/01 - Metodi E Didattiche Delle Attivita' Motorie
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