Problem-solving strategy i,,; a critical skill in inquiry-based learning. Several studies have investigated how to use learning games to improve inquiry abilities. However, not every learner favors this kind of approa...Problem-solving strategy i,,; a critical skill in inquiry-based learning. Several studies have investigated how to use learning games to improve inquiry abilities. However, not every learner favors this kind of approach. Thus, we need to examine how human factors affect learners' reactions to the use of a digital game to support inquiry-based learning. This study addressed this issue by developing a digital game, "Baking Town", and using the game to examine the effects of two central human factors, sex differences and problem-solving strategies, on students' performance. The results demonstrate that students' inquiry abilities were significantly improved after they participated in the digital game. The results also demonstrate that the digital game may be a feasible way to reduce differences between boys and girls in this domain. Finally, we used the findings to develop a framework that can be used to enhance our understanding of sex differences and the use of problem-solving strategies in the context of digital games.展开更多
Today, individuals can effectively use all kinds of communication tools with digital transformation. This transformation process is called "The Network Society" by Castells. According to Castells, people are living ...Today, individuals can effectively use all kinds of communication tools with digital transformation. This transformation process is called "The Network Society" by Castells. According to Castells, people are living with long cables or networks that connect each other. With the progressing and spreading technological advances, entertainment sector is booming since 1950s even more dramatically than the computer sector. Digital games sector, in this perspective, has been the intersection area of the entertainment sector and the computer sector. We can include to these three sectors a fourth one: Communication (or Media) sector. With the convergence of these four sectors, there is an enormous sea of possibilities, opportunities and problemles faced by humans. Our information society is turning into games. Today, the traditional understanding of play has been replaced by digital games. Digital games as an independent communication tool differ from traditional play in that they include a new communication medium into action. There is a different communication process in these digital games, which especially is an interest to younger generations. Digital games provide an interactive environment with individuals as they allow electiveness, mobility and non-linearity. In an era of economic angst and where real and virtual identities are being discussed, individuals of the information society are searching for something different other than mass communication. They seek after individual experiences. The main focus in this study will be to analyze the habits of play in digital games. The relationship between digital games and their users will also be examined. The quantitative study of digital games will be a useful source for future studies and will bridge the gap in this area.展开更多
Steganalysis attack is to statistically estimate the embedded watermark in the watermarked multimedia,and the estimated watermark may be destroyed by the attacker.The existing methods of false negative probability,how...Steganalysis attack is to statistically estimate the embedded watermark in the watermarked multimedia,and the estimated watermark may be destroyed by the attacker.The existing methods of false negative probability,however,do not consider the influence of steganalysis attack.This paper proposed the game theory based false negative probability to estimate the impacts of steganalysis attack,as well as unintentional attack.Specifically,game theory was used to model the collision between the embedment and steganalysis attack,and derive the optimal building embedding/attacking strategy.Such optimal playing strategies devote to calculating the attacker destructed watermark,used for calculation of the game theory based false negative probability.The experimental results show that watermark detection reliability measured using our proposed method,in comparison,can better reflect the real scenario in which the embedded watermark undergoes unintentional attack and the attacker using steganalysis attack.This paper provides a foundation for investigating countermeasures of digital watermarking community against steganalysis attack.展开更多
Excess correlation between the activity or properties of two particles separated by non-local distances has been demonstrated for photons, shifts in relative proton and hydroxyl ratios in spring water, and the distrib...Excess correlation between the activity or properties of two particles separated by non-local distances has been demonstrated for photons, shifts in relative proton and hydroxyl ratios in spring water, and the distribution of values from random number generators if both loci shared a specific type of rotational magnetic field. Previous experiments had shown that specific responses from pairs of people who shared circumcerebral magnetic fields with changing angular velocities revealed significant excess correlation. The most significant differences occurred during the component of the field exposure that has previously been associated with “excess correlation”. In the present experiments, we found evidence of excess correlation of performance (serial in-game scores) occurred between pairs (separated by 10 m) of experienced gamers during the relative measures for the central portion of the protocol but was diminished when the “excess correlation” electromagnetic fields were activated, suggesting a similar competing mechanism. The results are consistent with the interpretation that shared video systems and activities may enhance excess correlation of responses. This can be simulated in novice players by experimentally inducing excess correlation through appropriate application of changing, circumcerebral angular velocity magnetic fields that were similar in magnitude to those associated with computer systems and time frames that define human consciousness.展开更多
文摘Problem-solving strategy i,,; a critical skill in inquiry-based learning. Several studies have investigated how to use learning games to improve inquiry abilities. However, not every learner favors this kind of approach. Thus, we need to examine how human factors affect learners' reactions to the use of a digital game to support inquiry-based learning. This study addressed this issue by developing a digital game, "Baking Town", and using the game to examine the effects of two central human factors, sex differences and problem-solving strategies, on students' performance. The results demonstrate that students' inquiry abilities were significantly improved after they participated in the digital game. The results also demonstrate that the digital game may be a feasible way to reduce differences between boys and girls in this domain. Finally, we used the findings to develop a framework that can be used to enhance our understanding of sex differences and the use of problem-solving strategies in the context of digital games.
文摘Today, individuals can effectively use all kinds of communication tools with digital transformation. This transformation process is called "The Network Society" by Castells. According to Castells, people are living with long cables or networks that connect each other. With the progressing and spreading technological advances, entertainment sector is booming since 1950s even more dramatically than the computer sector. Digital games sector, in this perspective, has been the intersection area of the entertainment sector and the computer sector. We can include to these three sectors a fourth one: Communication (or Media) sector. With the convergence of these four sectors, there is an enormous sea of possibilities, opportunities and problemles faced by humans. Our information society is turning into games. Today, the traditional understanding of play has been replaced by digital games. Digital games as an independent communication tool differ from traditional play in that they include a new communication medium into action. There is a different communication process in these digital games, which especially is an interest to younger generations. Digital games provide an interactive environment with individuals as they allow electiveness, mobility and non-linearity. In an era of economic angst and where real and virtual identities are being discussed, individuals of the information society are searching for something different other than mass communication. They seek after individual experiences. The main focus in this study will be to analyze the habits of play in digital games. The relationship between digital games and their users will also be examined. The quantitative study of digital games will be a useful source for future studies and will bridge the gap in this area.
基金supported by the National Natural Science Foundation of China(No. 71020107027) in part by the Doctoral Startup Fundation of Xinjiang University of Finace and Economics
文摘Steganalysis attack is to statistically estimate the embedded watermark in the watermarked multimedia,and the estimated watermark may be destroyed by the attacker.The existing methods of false negative probability,however,do not consider the influence of steganalysis attack.This paper proposed the game theory based false negative probability to estimate the impacts of steganalysis attack,as well as unintentional attack.Specifically,game theory was used to model the collision between the embedment and steganalysis attack,and derive the optimal building embedding/attacking strategy.Such optimal playing strategies devote to calculating the attacker destructed watermark,used for calculation of the game theory based false negative probability.The experimental results show that watermark detection reliability measured using our proposed method,in comparison,can better reflect the real scenario in which the embedded watermark undergoes unintentional attack and the attacker using steganalysis attack.This paper provides a foundation for investigating countermeasures of digital watermarking community against steganalysis attack.
文摘Excess correlation between the activity or properties of two particles separated by non-local distances has been demonstrated for photons, shifts in relative proton and hydroxyl ratios in spring water, and the distribution of values from random number generators if both loci shared a specific type of rotational magnetic field. Previous experiments had shown that specific responses from pairs of people who shared circumcerebral magnetic fields with changing angular velocities revealed significant excess correlation. The most significant differences occurred during the component of the field exposure that has previously been associated with “excess correlation”. In the present experiments, we found evidence of excess correlation of performance (serial in-game scores) occurred between pairs (separated by 10 m) of experienced gamers during the relative measures for the central portion of the protocol but was diminished when the “excess correlation” electromagnetic fields were activated, suggesting a similar competing mechanism. The results are consistent with the interpretation that shared video systems and activities may enhance excess correlation of responses. This can be simulated in novice players by experimentally inducing excess correlation through appropriate application of changing, circumcerebral angular velocity magnetic fields that were similar in magnitude to those associated with computer systems and time frames that define human consciousness.