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
Objective To investigate the effects of virtual reality balance games combined with strengthening muscle training on balance function and exercise capacity in patients with Parkinson's disease.Methods Sixty patien...Objective To investigate the effects of virtual reality balance games combined with strengthening muscle training on balance function and exercise capacity in patients with Parkinson's disease.Methods Sixty patients with Parkinson's disease were selected from January 2018 to October 2019.The random number table method was divided into the control group(n=30)and the observation group(n=30).Both groups were given conventional drugs and For rehabilitation training,the observation group was given a virtual reality balance game combined with strengthening muscle training.The upper limbs,lower limbs,balance function,comprehensive rehabilitation effect and daily living ability were compared before and after training.Results After training,the Brunnstrom score,FMA-UE,FMA-LE score,and cadence score of the two groups of patients increased.The common contraction rate(CR)of the biceps brachii in elbow flexion and the three heads of the brachii in elbow extension Muscle CR,standing walking test,10m walking test,reduced left and right step difference,and the observation group was better than the control group,which was significant(P<0.05).Conclusion Patients with Parkinson's disease have improved their upper and lower extremity motor capacity and balance function through virtual reality balance games combined with strengthening muscle training,which can improve the overall rehabilitation effect and ability of daily living.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
Load-balance is an important issue in wireless sensor networks (WSNs), especially in WSNs with hierarchical structure. Energy consumed unevenly will bring the production of hot spots. Hot spot will cause WSNs to divid...Load-balance is an important issue in wireless sensor networks (WSNs), especially in WSNs with hierarchical structure. Energy consumed unevenly will bring the production of hot spots. Hot spot will cause WSNs to divide some unconnected sub-networks and shorten the lifetime of WSNs. To tackle this problem, a load-balance mechanism is proposed based on minority game (MG) with dormancy strategy. This mechanism can cause the rich behaviors of cooperation , prolong lifetime of WSNs, and keep energy consumed evenly. This dormancy mechanism can save energy of nodes by keeping in sleep temperately . Simulation results show that the proposed strategy can efficiently enhance the lifetime of cluster and the lifetime of whole WSNs.展开更多
Recovery from stroke needs different time and speed in every case depending on the brain capacity of neural plasticity. Based on neurophysiological researches high repetition of practice is required to induce neuropla...Recovery from stroke needs different time and speed in every case depending on the brain capacity of neural plasticity. Based on neurophysiological researches high repetition of practice is required to induce neuroplastic changes and functional recovery of motor deficits. However, data from earlier studies shows that stroke patients generally perform a very limited number of movement repetitions in traditional therapy sessions. Virtual Reality therapy was found to be beneficial in improving trunk, hand, upper and lower extremity functions. However, reviews found no definitive conclusions regarding balance. The present study focuses on evaluating the efficacy of Nintendo WiiTM on balance and gait functions of stroke patients. Twenty one hemiparetic stroke patients were randomly assigned to either control or therapy groups. Effectiveness was evaluated by Fugl-Meyer balance subtest, Functional Ambulation Categories (FAC), Romberg (R), sharpened Romberg (SR), one-legged stance (OLS), six-meter walking test (6MWT) and timed up and go test (TUG). The analysis revealed a significant effect of training with Nintendo Wii M for FAC z = 0.0267, FMBS z = 0.0046, OLST2 z = 0.0068 and OLS1 z = 0.0067 (affected side). The control group demonstrated improvement in R (z = 0.0474) and SR (z = 0.0411). In both groups improvement was detected in functional mobility and 6MWT (control group z = 0.0069, Wii groupz = 0.0123). No significant differences were found between groups. Findings of the current study support that balance treatment with Nintendo WiiTM is similarly effective method to improve static balance and functional mobility when compared with conventional therapy.展开更多
A load-balancing scheme for IEEE 802.11 WLANs based on cooperative game theory is presented.A coalition among the access points(APs) with overlapping coverage is formed to share the network load through a game.First...A load-balancing scheme for IEEE 802.11 WLANs based on cooperative game theory is presented.A coalition among the access points(APs) with overlapping coverage is formed to share the network load through a game.Firstly, the candidate APs submit their load-competing strategies(i.e., the amount of user traffic they can admit in an AC/game period) to the control AP.Secondly, the control AP solves the game by the method of shapley value, which is the maximum traffic allocated to each AP in an AC/game period.Finally, the game is repeated periodically to distribute the traffic load among the APs.Simulation results show that the proposed game can balance the network load effectively compared with the IEEE 802.11 standard balancing solution.展开更多
Load balancing plays a critical role in a cellular network. As one kind of cellular network, Radio-over-Fibre (RoF) system can provide ubiquitous high data-rate transmissions, which has attracted many attentions, bu...Load balancing plays a critical role in a cellular network. As one kind of cellular network, Radio-over-Fibre (RoF) system can provide ubiquitous high data-rate transmissions, which has attracted many attentions, but it also suffer load unbalancing problem. In order to improve the system performance, in this paper, we propose a novel loading balance scheme in RoF system based on differential game theory. The scheme formulates the load allocated to each RAP (Radio Access Point) as a Nasb Equilibrium, using non-cooperative differential game to obtain the optical load allocation of each RAP. The simulations performed show that the non-cooperative differential game algorithm is applicable and the optimal load solution can be achieved.展开更多
Based upon the theory of the nonlinear quadric two-person nonzero-sum differential game,the fact that the time-limited mixed H2/H∞ control problem can be turned into the problem of solving the state feedback Nash bal...Based upon the theory of the nonlinear quadric two-person nonzero-sum differential game,the fact that the time-limited mixed H2/H∞ control problem can be turned into the problem of solving the state feedback Nash balance point is mentioned. Upon this,a theorem about the solution of the state feedback control is given,the Lyapunov stabilization of the nonlinear system under this control is proved,too. At the same time,this solution is used to design the nonlinear H2/H∞ guidance law of the relative motion between the missile and the target in three-dimensional(3D) space. By solving two coupled Hamilton-Jacobi partial differential inequalities(HJPDI),a control with more robust stabilities and more robust performances is obtained. With different H∞ performance indexes,the correlative weighting factors of the control are analytically designed. At last,simulations under different robust performance indexes and under different initial conditions and under the cases of intercepting different maneuvering targets are carried out. All results indicate that the designed law is valid.展开更多
VR(virtual reality)and video game technology has been proven to be beneficial in rehabilitation.The majority of studies have focused on the use of Nintendo Wii in the rehabilitation of neurological disorders most comm...VR(virtual reality)and video game technology has been proven to be beneficial in rehabilitation.The majority of studies have focused on the use of Nintendo Wii in the rehabilitation of neurological disorders most commonly stroke.It is not the only commercially available gaming system however it is the most popular virtual gaming used at home,research and clinical practice.VR training has been proven to be beneficial in lower extremity functions,balance and gait recovery.Previous studies focused on evaluating the efficacy and effectiveness of the Nintendo Wii and VR and the dosage and intensity of the“Wii therapy”remained unclear.The objective of the recent trial was to evaluate the knowledge about balance games and clinical measurement using Nintendo Wii,alongside helping clinicians plan therapy with Nintendo Wii.展开更多
Living objects have complex internal and external interactions. The complexity is regulated and controlled by homeostasis, which is the balance of multiple opposing influences. The environmental effects finally guide ...Living objects have complex internal and external interactions. The complexity is regulated and controlled by homeostasis, which is the balance of multiple opposing influences. The environmental effects finally guide the self-organized structure. The living systems are open, dynamic structures performing random, stationary, stochastic, self-organizing processes. The self-organizing procedure is defined by the spatial-temporal fractal structure, which is self-similar both in space and time. The system’s complexity appears in its energetics, which tries the most efficient use of the available energies;for that, it organizes various well-connected networks. The controller of environmental relations is the Darwinian selection on a long-time scale. The energetics optimize the healthy processes tuned to the highest efficacy and minimal loss (minimalization of the entropy production). The organism is built up by morphogenetic rules and develops various networks from the genetic level to the organism. The networks have intensive crosstalk and form a balance in the Nash equilibrium, which is the homeostatic state in healthy conditions. Homeostasis may be described as a Nash equilibrium, which ensures energy distribution in a “democratic” way regarding the functions of the parts in the complete system. Cancer radically changes the network system in the organism. Cancer is a network disease. Deviation from healthy networking appears at every level, from genetic (molecular) to cells, tissues, organs, and organisms. The strong proliferation of malignant tissue is the origin of most of the life-threatening processes. The weak side of cancer development is the change of complex information networking in the system, being vulnerable to immune attacks. Cancer cells are masters of adaptation and evade immune surveillance. This hiding process can be broken by electromagnetic nonionizing radiation, for which the malignant structure has no adaptation strategy. Our objective is to review the different sides of living complexity and use the knowledge to fight against cancer.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
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Hainan natural science foundation project 2017(No.817325)
文摘Objective To investigate the effects of virtual reality balance games combined with strengthening muscle training on balance function and exercise capacity in patients with Parkinson's disease.Methods Sixty patients with Parkinson's disease were selected from January 2018 to October 2019.The random number table method was divided into the control group(n=30)and the observation group(n=30).Both groups were given conventional drugs and For rehabilitation training,the observation group was given a virtual reality balance game combined with strengthening muscle training.The upper limbs,lower limbs,balance function,comprehensive rehabilitation effect and daily living ability were compared before and after training.Results After training,the Brunnstrom score,FMA-UE,FMA-LE score,and cadence score of the two groups of patients increased.The common contraction rate(CR)of the biceps brachii in elbow flexion and the three heads of the brachii in elbow extension Muscle CR,standing walking test,10m walking test,reduced left and right step difference,and the observation group was better than the control group,which was significant(P<0.05).Conclusion Patients with Parkinson's disease have improved their upper and lower extremity motor capacity and balance function through virtual reality balance games combined with strengthening muscle training,which can improve the overall rehabilitation effect and ability of daily living.
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Load-balance is an important issue in wireless sensor networks (WSNs), especially in WSNs with hierarchical structure. Energy consumed unevenly will bring the production of hot spots. Hot spot will cause WSNs to divide some unconnected sub-networks and shorten the lifetime of WSNs. To tackle this problem, a load-balance mechanism is proposed based on minority game (MG) with dormancy strategy. This mechanism can cause the rich behaviors of cooperation , prolong lifetime of WSNs, and keep energy consumed evenly. This dormancy mechanism can save energy of nodes by keeping in sleep temperately . Simulation results show that the proposed strategy can efficiently enhance the lifetime of cluster and the lifetime of whole WSNs.
文摘Recovery from stroke needs different time and speed in every case depending on the brain capacity of neural plasticity. Based on neurophysiological researches high repetition of practice is required to induce neuroplastic changes and functional recovery of motor deficits. However, data from earlier studies shows that stroke patients generally perform a very limited number of movement repetitions in traditional therapy sessions. Virtual Reality therapy was found to be beneficial in improving trunk, hand, upper and lower extremity functions. However, reviews found no definitive conclusions regarding balance. The present study focuses on evaluating the efficacy of Nintendo WiiTM on balance and gait functions of stroke patients. Twenty one hemiparetic stroke patients were randomly assigned to either control or therapy groups. Effectiveness was evaluated by Fugl-Meyer balance subtest, Functional Ambulation Categories (FAC), Romberg (R), sharpened Romberg (SR), one-legged stance (OLS), six-meter walking test (6MWT) and timed up and go test (TUG). The analysis revealed a significant effect of training with Nintendo Wii M for FAC z = 0.0267, FMBS z = 0.0046, OLST2 z = 0.0068 and OLS1 z = 0.0067 (affected side). The control group demonstrated improvement in R (z = 0.0474) and SR (z = 0.0411). In both groups improvement was detected in functional mobility and 6MWT (control group z = 0.0069, Wii groupz = 0.0123). No significant differences were found between groups. Findings of the current study support that balance treatment with Nintendo WiiTM is similarly effective method to improve static balance and functional mobility when compared with conventional therapy.
基金supported by the Aviation Science Fund (20080196005)
文摘A load-balancing scheme for IEEE 802.11 WLANs based on cooperative game theory is presented.A coalition among the access points(APs) with overlapping coverage is formed to share the network load through a game.Firstly, the candidate APs submit their load-competing strategies(i.e., the amount of user traffic they can admit in an AC/game period) to the control AP.Secondly, the control AP solves the game by the method of shapley value, which is the maximum traffic allocated to each AP in an AC/game period.Finally, the game is repeated periodically to distribute the traffic load among the APs.Simulation results show that the proposed game can balance the network load effectively compared with the IEEE 802.11 standard balancing solution.
基金This research was supported by the Fundamental Research Funds for the Central Universities,also supported by the National Natural Science Foundation of P.R.China
文摘Load balancing plays a critical role in a cellular network. As one kind of cellular network, Radio-over-Fibre (RoF) system can provide ubiquitous high data-rate transmissions, which has attracted many attentions, but it also suffer load unbalancing problem. In order to improve the system performance, in this paper, we propose a novel loading balance scheme in RoF system based on differential game theory. The scheme formulates the load allocated to each RAP (Radio Access Point) as a Nasb Equilibrium, using non-cooperative differential game to obtain the optical load allocation of each RAP. The simulations performed show that the non-cooperative differential game algorithm is applicable and the optimal load solution can be achieved.
基金Sponsored by the National Natural Science Foundation of China (Grant No.90716028)
文摘Based upon the theory of the nonlinear quadric two-person nonzero-sum differential game,the fact that the time-limited mixed H2/H∞ control problem can be turned into the problem of solving the state feedback Nash balance point is mentioned. Upon this,a theorem about the solution of the state feedback control is given,the Lyapunov stabilization of the nonlinear system under this control is proved,too. At the same time,this solution is used to design the nonlinear H2/H∞ guidance law of the relative motion between the missile and the target in three-dimensional(3D) space. By solving two coupled Hamilton-Jacobi partial differential inequalities(HJPDI),a control with more robust stabilities and more robust performances is obtained. With different H∞ performance indexes,the correlative weighting factors of the control are analytically designed. At last,simulations under different robust performance indexes and under different initial conditions and under the cases of intercepting different maneuvering targets are carried out. All results indicate that the designed law is valid.
基金The authors wish to thankAttill Nagy MD for the statistical analysis.Also Christopher Whitfield for his many advices.Thank you for the contribution of the Department of Medical Rehabilitation and Physical Medicine University of Debrecen.
文摘VR(virtual reality)and video game technology has been proven to be beneficial in rehabilitation.The majority of studies have focused on the use of Nintendo Wii in the rehabilitation of neurological disorders most commonly stroke.It is not the only commercially available gaming system however it is the most popular virtual gaming used at home,research and clinical practice.VR training has been proven to be beneficial in lower extremity functions,balance and gait recovery.Previous studies focused on evaluating the efficacy and effectiveness of the Nintendo Wii and VR and the dosage and intensity of the“Wii therapy”remained unclear.The objective of the recent trial was to evaluate the knowledge about balance games and clinical measurement using Nintendo Wii,alongside helping clinicians plan therapy with Nintendo Wii.
文摘Living objects have complex internal and external interactions. The complexity is regulated and controlled by homeostasis, which is the balance of multiple opposing influences. The environmental effects finally guide the self-organized structure. The living systems are open, dynamic structures performing random, stationary, stochastic, self-organizing processes. The self-organizing procedure is defined by the spatial-temporal fractal structure, which is self-similar both in space and time. The system’s complexity appears in its energetics, which tries the most efficient use of the available energies;for that, it organizes various well-connected networks. The controller of environmental relations is the Darwinian selection on a long-time scale. The energetics optimize the healthy processes tuned to the highest efficacy and minimal loss (minimalization of the entropy production). The organism is built up by morphogenetic rules and develops various networks from the genetic level to the organism. The networks have intensive crosstalk and form a balance in the Nash equilibrium, which is the homeostatic state in healthy conditions. Homeostasis may be described as a Nash equilibrium, which ensures energy distribution in a “democratic” way regarding the functions of the parts in the complete system. Cancer radically changes the network system in the organism. Cancer is a network disease. Deviation from healthy networking appears at every level, from genetic (molecular) to cells, tissues, organs, and organisms. The strong proliferation of malignant tissue is the origin of most of the life-threatening processes. The weak side of cancer development is the change of complex information networking in the system, being vulnerable to immune attacks. Cancer cells are masters of adaptation and evade immune surveillance. This hiding process can be broken by electromagnetic nonionizing radiation, for which the malignant structure has no adaptation strategy. Our objective is to review the different sides of living complexity and use the knowledge to fight against cancer.
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.