Edutainment,in the kindergarten education stage,emphasizes the game as the basic activity and combines the content of education with the form of the game,thus it also forms the educational method of gamification teach...Edutainment,in the kindergarten education stage,emphasizes the game as the basic activity and combines the content of education with the form of the game,thus it also forms the educational method of gamification teaching.Through investigation and analysis,it is found that the current kindergarten game activity design has the problem of improper combination of educational content and game form.The current kindergarten game activity design has problems such as stereotypes,children’s lack of active learning opportunities in activities,teachers’insufficient theoretical understanding,inappropriate teacher guidance methods,and so on.Embodied cognition theory attaches importance to the important role of the body in the development of cognition,provides new guidance for classroom teaching,and opens up a new path for classroom teaching reform.Based on the perspective of embodied cognition theory,the concept of body and mind integration should be adhered to in kindergarten teaching with games as the basic activity,experiential teaching situation should be created,children’s subjective experience should be respected,and games and interactions should be designed to promote children’s physical and mental participation,thus laying a foundation for the realization of children’s individual freedom,autonomy,and all-round development.Therefore,this paper aims at the existing problems in the current kindergarten gamification teaching and discusses the design strategy of children’s game activities based on embodied cognition theory.展开更多
Purpose: Based on our experience of designing and testing a computer-based game for teaching undergraduate students information literacy (IL) concepts and skills, this paper summarizes the basic strategies for stri...Purpose: Based on our experience of designing and testing a computer-based game for teaching undergraduate students information literacy (IL) concepts and skills, this paper summarizes the basic strategies for striking a balance between education and entertainment for the designers of quality IL games. Design/methodology/approach: The project team recruited 10 college students to play the game and post-game group interviews revealed problems and optimization priorities. The optimized game was tested among 50 college students. Based on a comparison of testing results of the two versions of the game, basic strategies for designing quality 1L games were summarized. Findings: The following 5 basic strategies can effectively promote combination of education and entertainment: l) using adventure games to enhance gaming experience, 2) plotting an intriguing story to attract players, 3) motivating players to engage in game play with game components such as challenge, curiosity, fantasy and control, 4) presenting learning materials through game props, and 5) assigning players tasks to be completed with subject knowledge. Research limitations: The 5 basic strategies have been tested only in the development process of one game, and the book classification knowledge in the mini-game is limited to the 22 major categories of the Chinese Library Classification. Practical implications: University libraries may refer to our experience to design and utilize educational games to promote the IL education for college students. Originality value: Few empirical studies tested and summarized strategies for combining learning and fun in the design of IL games for university students. The 5 strategies, which are summarized in the process of design and optimization of the mini-game book classification, are valuable for other designers of IL games.展开更多
Recently, virtual reality and interactive somatosensory technology has become one of the hot issues in the research of computer applications. Leap Motion is a new type of interactive somatosensory devices which bring ...Recently, virtual reality and interactive somatosensory technology has become one of the hot issues in the research of computer applications. Leap Motion is a new type of interactive somatosensory devices which bring users senses of immersion efficiently. This paper studies a interactive somatosensory game model based on Leap Motion and implemented with Unity. Based on the two core technology philosophy of Leap Motion, i.e., virtual reality technology and body sense of interactive technology, the design implementation of each sub module of the system and Leap Motion game algorithm are thoroughly addressed. This paper has certain significance for future application of Leap Motion in film, television, and interactive games.展开更多
Androgenic-anabolic steroids (AAS) have been misused by athletes at the Olympic Games, both before and after they were prohibited in sport in 1974. Systematic doping with AAS occurred in the German Democratic Republ...Androgenic-anabolic steroids (AAS) have been misused by athletes at the Olympic Games, both before and after they were prohibited in sport in 1974. Systematic doping with AAS occurred in the German Democratic Republic (GDR) from 1965 to 1989 which assisted that country to win many medals at Olympic Games, especially in female events. Currently, AAS are the most frequent category of prohibited substances detected in the urine of athletes both globally and at the last two Summer Olympic Games. Scientific confirmation that AAS are effective in enhancing sports performance was difficult because ethical approval was difficult for research involving male subjects taking massive doses of androgens as some athletes and bodybuilders did. Methods to detect AAS have evolved gradually over the past three decades and currently, despite an impressive array of sophisticated analytical equipment and methods, anti-doping authorities and analytical scientists continue to face challenges as have occurred from the use by athletes of designer AAS during the past few years. The future development and use of selective androgen receptor modulators (SARMs) can be anticipated to pose problems in the years ahead. Endocrinologists should be aware that on occasions, replacement testosterone (T) therapy may be authorized in sport as a therapeutic use exemption (TUE) and these circumstances are discussed.展开更多
In on-line role-playing games (RPG), each race holds some attributes and skills. Each skill contains several abilities such as physical damage, hit rate, etc. Parts of the attributes and all the abilities are a functi...In on-line role-playing games (RPG), each race holds some attributes and skills. Each skill contains several abilities such as physical damage, hit rate, etc. Parts of the attributes and all the abilities are a function of the character’s level, which are called Ability-Increasing Functions (AIFs). A well-balanced on-line RPG is characterized by having a set of well-balanced AIFs. In this paper, we propose an evolutionary design method, including integration with an improved Probabilistic Incremental Program Evolution (PIPE) and a Cooperative Coevolutionary Algorithm (CCEA), for on-line RPGs to maintain the game balance. Moreover, we construct a simplest turn-based game model and perform a series of experiments based on it. The results indicate that the proposed method is able to obtain a set of well-balanced AIFs efficiently. They also show that in this case the CCEA outperforms the simple genetic algorithm, and that the capability of PIPE has been significantly improved through the improvement work.展开更多
In the case of on-line action role-playing game, the combat strategies can be divided into three distinct classes, Strategy of Motion(SM), Strategy of Attacking Occasion (SAO) and Strategy of Using Skill (SUS). In thi...In the case of on-line action role-playing game, the combat strategies can be divided into three distinct classes, Strategy of Motion(SM), Strategy of Attacking Occasion (SAO) and Strategy of Using Skill (SUS). In this paper, we analyze such strategies of a basic game model in which the combat is modeled by the discrete competitive Markov decision process. By introducing the chase model and the combat assistant technology, we identify the optimal SM and the optimal SAO, successfully. Also, we propose an evolutionary framework, including integration with competitive coevolution and cooperative coevolution, to search the optimal SUS pair which is regarded as the Nash equilibrium point of the strategy space. Moreover, some experiments are made to demonstrate that the proposed framework has the ability to find the optimal SUS pair. Furthermore, from the results, it is shown that using cooperative coevolutionary algorithm is much more efficient than using simple evolutionary algorithm.展开更多
One application of software engineering is the vast and widely popular video game entertainment industry. Success of a video game product depends on how well the player base receives it. Of research towards understand...One application of software engineering is the vast and widely popular video game entertainment industry. Success of a video game product depends on how well the player base receives it. Of research towards understanding factors of success behind releasing a video game, we are interested in studying a factor known as Replayability. Towards a software engineering oriented game design methodology, we collect player opinions on Replayability via surveys and provide methods to analyze the data. We believe these results can help game designers to more successfully produce entertaining games with longer lasting appeal by utilizing our software engineering techniques.展开更多
Computational grids (CGs) aim to offer pervasive access to a diverse collection of geographically distributed resources owned by different serf-interested agents or organizations. These agents may manipulate the res...Computational grids (CGs) aim to offer pervasive access to a diverse collection of geographically distributed resources owned by different serf-interested agents or organizations. These agents may manipulate the resource allocation algorithm in their own benefit, and their selfish behavior may lead to severe performance degradation and poor efficiency. In this paper, game theory is introduced to solve the problem of barging for resource collection in heterogeneous distributed systems. By using the Cournot model that is an important model in static and complete information games, the algorithm is optimized in order to maximize the benefit. It can be seen that the approach is more suitable to the real situation and has practical use. Validity of the solutions is shown.展开更多
文摘Edutainment,in the kindergarten education stage,emphasizes the game as the basic activity and combines the content of education with the form of the game,thus it also forms the educational method of gamification teaching.Through investigation and analysis,it is found that the current kindergarten game activity design has the problem of improper combination of educational content and game form.The current kindergarten game activity design has problems such as stereotypes,children’s lack of active learning opportunities in activities,teachers’insufficient theoretical understanding,inappropriate teacher guidance methods,and so on.Embodied cognition theory attaches importance to the important role of the body in the development of cognition,provides new guidance for classroom teaching,and opens up a new path for classroom teaching reform.Based on the perspective of embodied cognition theory,the concept of body and mind integration should be adhered to in kindergarten teaching with games as the basic activity,experiential teaching situation should be created,children’s subjective experience should be respected,and games and interactions should be designed to promote children’s physical and mental participation,thus laying a foundation for the realization of children’s individual freedom,autonomy,and all-round development.Therefore,this paper aims at the existing problems in the current kindergarten gamification teaching and discusses the design strategy of children’s game activities based on embodied cognition theory.
基金supported by the National Social Science Foundation of China (Grant No.: 13BTQ024) the Foundation for Humanities and Social Sciences of the Chinese Ministry of Education (Grant No.: 12YJAZH155)
文摘Purpose: Based on our experience of designing and testing a computer-based game for teaching undergraduate students information literacy (IL) concepts and skills, this paper summarizes the basic strategies for striking a balance between education and entertainment for the designers of quality IL games. Design/methodology/approach: The project team recruited 10 college students to play the game and post-game group interviews revealed problems and optimization priorities. The optimized game was tested among 50 college students. Based on a comparison of testing results of the two versions of the game, basic strategies for designing quality 1L games were summarized. Findings: The following 5 basic strategies can effectively promote combination of education and entertainment: l) using adventure games to enhance gaming experience, 2) plotting an intriguing story to attract players, 3) motivating players to engage in game play with game components such as challenge, curiosity, fantasy and control, 4) presenting learning materials through game props, and 5) assigning players tasks to be completed with subject knowledge. Research limitations: The 5 basic strategies have been tested only in the development process of one game, and the book classification knowledge in the mini-game is limited to the 22 major categories of the Chinese Library Classification. Practical implications: University libraries may refer to our experience to design and utilize educational games to promote the IL education for college students. Originality value: Few empirical studies tested and summarized strategies for combining learning and fun in the design of IL games for university students. The 5 strategies, which are summarized in the process of design and optimization of the mini-game book classification, are valuable for other designers of IL games.
基金Supported by Gansu Science and Technology Major Project(1302FKDA036)
文摘Recently, virtual reality and interactive somatosensory technology has become one of the hot issues in the research of computer applications. Leap Motion is a new type of interactive somatosensory devices which bring users senses of immersion efficiently. This paper studies a interactive somatosensory game model based on Leap Motion and implemented with Unity. Based on the two core technology philosophy of Leap Motion, i.e., virtual reality technology and body sense of interactive technology, the design implementation of each sub module of the system and Leap Motion game algorithm are thoroughly addressed. This paper has certain significance for future application of Leap Motion in film, television, and interactive games.
基金Supported by National High Technology Research and Development Program of China (863 Program) (2006AA04Z183), National Natural Science Foundation of China (60621001, 60534010, 60572070, 60774048, 60728307), Program for Changjiang Scholars and Innovative Research Groups of China (60728307, 4031002)
文摘Androgenic-anabolic steroids (AAS) have been misused by athletes at the Olympic Games, both before and after they were prohibited in sport in 1974. Systematic doping with AAS occurred in the German Democratic Republic (GDR) from 1965 to 1989 which assisted that country to win many medals at Olympic Games, especially in female events. Currently, AAS are the most frequent category of prohibited substances detected in the urine of athletes both globally and at the last two Summer Olympic Games. Scientific confirmation that AAS are effective in enhancing sports performance was difficult because ethical approval was difficult for research involving male subjects taking massive doses of androgens as some athletes and bodybuilders did. Methods to detect AAS have evolved gradually over the past three decades and currently, despite an impressive array of sophisticated analytical equipment and methods, anti-doping authorities and analytical scientists continue to face challenges as have occurred from the use by athletes of designer AAS during the past few years. The future development and use of selective androgen receptor modulators (SARMs) can be anticipated to pose problems in the years ahead. Endocrinologists should be aware that on occasions, replacement testosterone (T) therapy may be authorized in sport as a therapeutic use exemption (TUE) and these circumstances are discussed.
文摘In on-line role-playing games (RPG), each race holds some attributes and skills. Each skill contains several abilities such as physical damage, hit rate, etc. Parts of the attributes and all the abilities are a function of the character’s level, which are called Ability-Increasing Functions (AIFs). A well-balanced on-line RPG is characterized by having a set of well-balanced AIFs. In this paper, we propose an evolutionary design method, including integration with an improved Probabilistic Incremental Program Evolution (PIPE) and a Cooperative Coevolutionary Algorithm (CCEA), for on-line RPGs to maintain the game balance. Moreover, we construct a simplest turn-based game model and perform a series of experiments based on it. The results indicate that the proposed method is able to obtain a set of well-balanced AIFs efficiently. They also show that in this case the CCEA outperforms the simple genetic algorithm, and that the capability of PIPE has been significantly improved through the improvement work.
文摘In the case of on-line action role-playing game, the combat strategies can be divided into three distinct classes, Strategy of Motion(SM), Strategy of Attacking Occasion (SAO) and Strategy of Using Skill (SUS). In this paper, we analyze such strategies of a basic game model in which the combat is modeled by the discrete competitive Markov decision process. By introducing the chase model and the combat assistant technology, we identify the optimal SM and the optimal SAO, successfully. Also, we propose an evolutionary framework, including integration with competitive coevolution and cooperative coevolution, to search the optimal SUS pair which is regarded as the Nash equilibrium point of the strategy space. Moreover, some experiments are made to demonstrate that the proposed framework has the ability to find the optimal SUS pair. Furthermore, from the results, it is shown that using cooperative coevolutionary algorithm is much more efficient than using simple evolutionary algorithm.
文摘One application of software engineering is the vast and widely popular video game entertainment industry. Success of a video game product depends on how well the player base receives it. Of research towards understanding factors of success behind releasing a video game, we are interested in studying a factor known as Replayability. Towards a software engineering oriented game design methodology, we collect player opinions on Replayability via surveys and provide methods to analyze the data. We believe these results can help game designers to more successfully produce entertaining games with longer lasting appeal by utilizing our software engineering techniques.
基金Project supported by the Science Foundation of Shanghai Municipal Commission of Science and Technology(Grant No.00JC14052)
文摘Computational grids (CGs) aim to offer pervasive access to a diverse collection of geographically distributed resources owned by different serf-interested agents or organizations. These agents may manipulate the resource allocation algorithm in their own benefit, and their selfish behavior may lead to severe performance degradation and poor efficiency. In this paper, game theory is introduced to solve the problem of barging for resource collection in heterogeneous distributed systems. By using the Cournot model that is an important model in static and complete information games, the algorithm is optimized in order to maximize the benefit. It can be seen that the approach is more suitable to the real situation and has practical use. Validity of the solutions is shown.