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,HUGY has become quite popular in the Chinese market.The character can been seen everywhere,from its emojis,memes,cartoon stories,and art toys,to T-shirts,candies,garments.HUGY is a cartoon of a cute puppy,who...Recently,HUGY has become quite popular in the Chinese market.The character can been seen everywhere,from its emojis,memes,cartoon stories,and art toys,to T-shirts,candies,garments.HUGY is a cartoon of a cute puppy,who is always smiling widely and reaching out his arms,ready to hug you.We invited the character’s creator,Lina Ju for an interview.Lina Ju comes from South Korea but has been working in China for 10 years.She is the chief designer of GENMEC,a trendy brand belonging to Sums Model,a company based in the south of China.展开更多
The design target with definite purpose character of product quality wasdescribed in a real fuzzy number ( named fuzzy target for short in this paper), and its membershipjunctions in common use were given. According t...The design target with definite purpose character of product quality wasdescribed in a real fuzzy number ( named fuzzy target for short in this paper), and its membershipjunctions in common use were given. According to the fuzzy probability theory and the robust designprinciple, the robust design rule based on fuzzy probability (named fuzzy robust design rule forshort) was put forward and its validity and practicability were analyzed and tested with a designexample. The theoretical analysis and the design examples make clear that, while the fuzzy robustdesign rule was used, the fine design effect can be obtained and the fuzzy robust design rule can bevery suitable for the choice of the membership function of the fuzzy target; so it has a particularadvantage.展开更多
The purpose of this article is to discuss the proper method for Chinese digital animation character design on the foundation of certain cultural elements. The method used in this study is known as comparative analysis...The purpose of this article is to discuss the proper method for Chinese digital animation character design on the foundation of certain cultural elements. The method used in this study is known as comparative analysis of Disney and Japanese animation styles in action, appearance, facial expression and voice design. These dynamic factors are the best carrier of the animation spirit and native culture, so it is important to take the dynamic factors into account when producing the digital animation, and it will be an excellent starting point to innovate Chinese digital animation.展开更多
What are the real intentions of young women to play online games? Can they benefit more than just entertainment? Based on a 2-year followup survey of a young female online gamer, this paper explores the inner experien...What are the real intentions of young women to play online games? Can they benefit more than just entertainment? Based on a 2-year followup survey of a young female online gamer, this paper explores the inner experiences of a young female gamers. Findings indicate that young female Chinese gamers attach importance to the choice of characters in the world of online games and that they establish a sense of identity in virtual space through character affirmation and interactions with other gamers. For young female gamers, who are eager to temporarily escape from reality, playing online games is a positive psychological compensation and a process for building self-confidence.展开更多
Chinese mythology with its profound cultural asserts and the unconstrained imagination is an indispensable factor in animation creation.The rich resources of myth in ancient China provided a broad space for the creati...Chinese mythology with its profound cultural asserts and the unconstrained imagination is an indispensable factor in animation creation.The rich resources of myth in ancient China provided a broad space for the creation of animation film and inherited a long ethnic culture.Firstly,the study creates an animation mythological character design model according to the literature review to provide the operational theory for animation design,which consists of three main parts:central idea,research method,and conceptual model.Secondly,the research sums up the animation character creative process framework through the case of Shisa with the specific ideas of creative design.Four steps are used to design a mythological character:set a scenario(illustration),tell a story(interpretation),write a script(reaction),and design a character(reflection).It has analyzed how to integrate the information about the mythology and stimulate the designers’creative imagination in the animation character design in order to create the artworks with unique oriental charm.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
<Abstract>To study an entity the entire jack-up performs as a total system with close interdependency and high level of integration of a myriad of subsystems supporting each individual function.All subsystems sh...<Abstract>To study an entity the entire jack-up performs as a total system with close interdependency and high level of integration of a myriad of subsystems supporting each individual function.All subsystems should be arranged in regular geometric space with clear regional division according to their respective functions.The "building block"such as arrangement makes it feasible to apply modular design method while the integration and conflicts among subsystems offer an arena for game theoretic analysis.All the contradictions between subsystems should be resolved bye the designer.Here we present a game theoretic analysis methodology,which based on the basic principles of game theory,through the establishment of matrix-mode game models to describe and analyze engineering design tasks.By using this method the optimization process in various fields of expertise can be effectively coordinated and controlled,and the parallel design patterns can be achieved to some extent.Taking account of the impact of commercial or technical activities in platform’s life cycle,time line is considered in the early stage of design process which provides more convenience for effcient upgrade and reconfiguration.Some second-hand three-legged jack-up upgrade design process is used as an example to illustrate the utility of the method.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
DEAR EDITOR, I have been reading your magazine for many years. I have written some puzzles and part of them will reveal a word in Chinese when finished. DAVID
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
Simulation games that are close to actual clinical situations can assist students in the learning process and, through the active presentation of subject material, help them acquire necessary knowledge. The aims of th...Simulation games that are close to actual clinical situations can assist students in the learning process and, through the active presentation of subject material, help them acquire necessary knowledge. The aims of this study were to develop a computer game focused on caring for patients with chronic obstructive pulmonary disease (COPD) in the outpatient clinic and to evaluate the nursing students’ change in knowledge and their satisfaction score after they played this computer game. This study had a randomized pre-/post-control experimental design. How to assess and care for patients with dyspnea episodes, the use of inhalants, the effects of weather changes, and breathing exercises for patients with COPD were the key content elements of the computer game developed by the study team. The COPD care knowledge test and satisfaction questionnaire were the evaluation instruments. Sixty-eight junior nursing students participated in this study. Of these 68 participants, 35 were randomly assigned to the control group and 33 were randomly assigned to the experimental group. Each group finished the pretest, then played the game for 20 minutes, and then did the post-test questionnaire. The results of this study determined that the COPD care knowledge score was significantly improved after playing the game in the experimental group (t = 2.24, P < 0.05). The experimental group responded that the computer game could help them clearly understand ways to take care of patients with COPD in the outpatient clinic. Important suggestions were to add reflection session after playing the computer game and to modify the fluency of the operation procedures. The experience and results of this study could apply not only to the teaching strategy for nursing students, but also for further developing a game for patient education.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.
文摘Recently,HUGY has become quite popular in the Chinese market.The character can been seen everywhere,from its emojis,memes,cartoon stories,and art toys,to T-shirts,candies,garments.HUGY is a cartoon of a cute puppy,who is always smiling widely and reaching out his arms,ready to hug you.We invited the character’s creator,Lina Ju for an interview.Lina Ju comes from South Korea but has been working in China for 10 years.She is the chief designer of GENMEC,a trendy brand belonging to Sums Model,a company based in the south of China.
文摘The design target with definite purpose character of product quality wasdescribed in a real fuzzy number ( named fuzzy target for short in this paper), and its membershipjunctions in common use were given. According to the fuzzy probability theory and the robust designprinciple, the robust design rule based on fuzzy probability (named fuzzy robust design rule forshort) was put forward and its validity and practicability were analyzed and tested with a designexample. The theoretical analysis and the design examples make clear that, while the fuzzy robustdesign rule was used, the fine design effect can be obtained and the fuzzy robust design rule can bevery suitable for the choice of the membership function of the fuzzy target; so it has a particularadvantage.
文摘The purpose of this article is to discuss the proper method for Chinese digital animation character design on the foundation of certain cultural elements. The method used in this study is known as comparative analysis of Disney and Japanese animation styles in action, appearance, facial expression and voice design. These dynamic factors are the best carrier of the animation spirit and native culture, so it is important to take the dynamic factors into account when producing the digital animation, and it will be an excellent starting point to innovate Chinese digital animation.
基金part of the research findings of"Studies in the Interaction between Chinese Cultural Elements and Chinese Animation Content Production Sector"(No.06JA860007)a humanity and social sciences project funded by the Ministry of Education of the PRC
文摘What are the real intentions of young women to play online games? Can they benefit more than just entertainment? Based on a 2-year followup survey of a young female online gamer, this paper explores the inner experiences of a young female gamers. Findings indicate that young female Chinese gamers attach importance to the choice of characters in the world of online games and that they establish a sense of identity in virtual space through character affirmation and interactions with other gamers. For young female gamers, who are eager to temporarily escape from reality, playing online games is a positive psychological compensation and a process for building self-confidence.
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Chinese mythology with its profound cultural asserts and the unconstrained imagination is an indispensable factor in animation creation.The rich resources of myth in ancient China provided a broad space for the creation of animation film and inherited a long ethnic culture.Firstly,the study creates an animation mythological character design model according to the literature review to provide the operational theory for animation design,which consists of three main parts:central idea,research method,and conceptual model.Secondly,the research sums up the animation character creative process framework through the case of Shisa with the specific ideas of creative design.Four steps are used to design a mythological character:set a scenario(illustration),tell a story(interpretation),write a script(reaction),and design a character(reflection).It has analyzed how to integrate the information about the mythology and stimulate the designers’creative imagination in the animation character design in order to create the artworks with unique oriental charm.
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the Liaoning BaiQian Wan Talents Program(No.2007186-25)
文摘<Abstract>To study an entity the entire jack-up performs as a total system with close interdependency and high level of integration of a myriad of subsystems supporting each individual function.All subsystems should be arranged in regular geometric space with clear regional division according to their respective functions.The "building block"such as arrangement makes it feasible to apply modular design method while the integration and conflicts among subsystems offer an arena for game theoretic analysis.All the contradictions between subsystems should be resolved bye the designer.Here we present a game theoretic analysis methodology,which based on the basic principles of game theory,through the establishment of matrix-mode game models to describe and analyze engineering design tasks.By using this method the optimization process in various fields of expertise can be effectively coordinated and controlled,and the parallel design patterns can be achieved to some extent.Taking account of the impact of commercial or technical activities in platform’s life cycle,time line is considered in the early stage of design process which provides more convenience for effcient upgrade and reconfiguration.Some second-hand three-legged jack-up upgrade design process is used as an example to illustrate the utility of the method.
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.
文摘DEAR EDITOR, I have been reading your magazine for many years. I have written some puzzles and part of them will reveal a word in Chinese when finished. DAVID
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Simulation games that are close to actual clinical situations can assist students in the learning process and, through the active presentation of subject material, help them acquire necessary knowledge. The aims of this study were to develop a computer game focused on caring for patients with chronic obstructive pulmonary disease (COPD) in the outpatient clinic and to evaluate the nursing students’ change in knowledge and their satisfaction score after they played this computer game. This study had a randomized pre-/post-control experimental design. How to assess and care for patients with dyspnea episodes, the use of inhalants, the effects of weather changes, and breathing exercises for patients with COPD were the key content elements of the computer game developed by the study team. The COPD care knowledge test and satisfaction questionnaire were the evaluation instruments. Sixty-eight junior nursing students participated in this study. Of these 68 participants, 35 were randomly assigned to the control group and 33 were randomly assigned to the experimental group. Each group finished the pretest, then played the game for 20 minutes, and then did the post-test questionnaire. The results of this study determined that the COPD care knowledge score was significantly improved after playing the game in the experimental group (t = 2.24, P < 0.05). The experimental group responded that the computer game could help them clearly understand ways to take care of patients with COPD in the outpatient clinic. Important suggestions were to add reflection session after playing the computer game and to modify the fluency of the operation procedures. The experience and results of this study could apply not only to the teaching strategy for nursing students, but also for further developing a game for patient education.