In postmodernist novel, the explanation of the relationship between fiction and reality is a distinctive feature, known as a playing game. In Continuity of Parks, the "game" is played through the application...In postmodernist novel, the explanation of the relationship between fiction and reality is a distinctive feature, known as a playing game. In Continuity of Parks, the "game" is played through the application of colors, settings, props, etc. with the plots' evolution. It is helpful to appreciate the postmodernist novel by analysing the relationship.展开更多
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
FEW games are as popular in China as mahjong. whose players range in age from 20 to over 80. Today mahjong, a favorite pastime for Chinese natives, is also winning hearts of the expat community in China.
China's agriculture has grown rapidly over the last 50 years, bringing selfsufficiency and economic development to the world's most populous country. However, Jiang Gaoming, a researcher with the Institute of Botany...China's agriculture has grown rapidly over the last 50 years, bringing selfsufficiency and economic development to the world's most populous country. However, Jiang Gaoming, a researcher with the Institute of Botany at the Chinese Academy of Sciences,展开更多
In modern computer games, "bots" - intelligent realistic agents play a prominent role in the popularity of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple ...In modern computer games, "bots" - intelligent realistic agents play a prominent role in the popularity of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple conditional statements which are hard-coded in bots logic. Since these bots have become quite predictable to an experienced games' player, a player might lose interest in the game. We propose the use of a game theoretic based learning rule called fictitious play for improving behavior of these computer game bots which will make them less predictable and hence, more a enjoyable game.展开更多
Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data deri...Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data derived from the interaction of a player’s behavior within the game as well as the player’s experience with the game.Player behavior focuses on dynamic and static information gathered at the time of gameplay.Player experience concerns the association of the human player during gameplay,which is based on cognitive and affective physiological measurements collected from sensors mounted on the player’s body or in the player’s surroundings.In this paper,player experience modeling is studied based on the board puzzle game“Candy Crush Saga”using cognitive data of players accessed by physiological and peripheral devices.Long Short-Term Memory-based Deep Neural Network(LSTM-DNN)is used to predict players’effective states in terms of valence,arousal,dominance,and liking by employing the concept of transfer learning.Transfer learning focuses on gaining knowledge while solving one problem and using the same knowledge to solve different but related problems.The homogeneous transfer learning approach has not been implemented in the game domain before,and this novel study opens a new research area for the game industry where the main challenge is predicting the significance of innovative games for entertainment and players’engagement.Relevant not only from a player’s point of view,it is also a benchmark study for game developers who have been facing problems of“cold start”for innovative games that strengthen the game industrial economy.展开更多
Using the semi-tensor product method, this paper investigates the modeling and analysis of networked evolutionary games(NEGs) with finite memories, and presents a number of new results. Firstly, a kind of algebraic ex...Using the semi-tensor product method, this paper investigates the modeling and analysis of networked evolutionary games(NEGs) with finite memories, and presents a number of new results. Firstly, a kind of algebraic expression is formulated for the networked evolutionary games with finite memories, based on which the behavior of the corresponding evolutionary game is analyzed. Secondly, under a proper assumption, the existence of Nash equilibrium of the given networked evolutionary games is proved and a free-type strategy sequence is designed for the convergence to the Nash equilibrium. Finally, an illustrative example is worked out to support the obtained new results.展开更多
Much to the chagrin of parents who think their kids should spend less time playing video games and more time studying, time spent playing action video games can actually make dyslexic children read better. In fact, 12...Much to the chagrin of parents who think their kids should spend less time playing video games and more time studying, time spent playing action video games can actually make dyslexic children read better. In fact, 12 hours of video game play did more for reading skills than is normally achieved with a year of spontaneous reading development or demanding traditional reading treatments. The evidence, appearing in the Cell Press journal Current Biology on February 28, follows from earlier work by the same team linking dyslexia to展开更多
This paper is aimed to figure out the dilemma of sustainable development of Beijing shadow play.Through a brand-new perspective of the Winter Olympic Games,this paper not only demonstrates the opportunities and challe...This paper is aimed to figure out the dilemma of sustainable development of Beijing shadow play.Through a brand-new perspective of the Winter Olympic Games,this paper not only demonstrates the opportunities and challenges faced by Beijing shadow play in the current era,but also expounds the inheritance and innovation of it to show the value of change and sustainable development.It could be found that these methods are capable of breaking the limitations of time and space,so that this extraordinary art form can go worldwide and be found and loved by more people.It is concluded that more efforts should be put into the field of Beijing shadow play and that Beijing shadow play can be revived by virtue of inheritance and innovation.展开更多
文摘In postmodernist novel, the explanation of the relationship between fiction and reality is a distinctive feature, known as a playing game. In Continuity of Parks, the "game" is played through the application of colors, settings, props, etc. with the plots' evolution. It is helpful to appreciate the postmodernist novel by analysing the relationship.
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.
文摘FEW games are as popular in China as mahjong. whose players range in age from 20 to over 80. Today mahjong, a favorite pastime for Chinese natives, is also winning hearts of the expat community in China.
文摘China's agriculture has grown rapidly over the last 50 years, bringing selfsufficiency and economic development to the world's most populous country. However, Jiang Gaoming, a researcher with the Institute of Botany at the Chinese Academy of Sciences,
文摘In modern computer games, "bots" - intelligent realistic agents play a prominent role in the popularity of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple conditional statements which are hard-coded in bots logic. Since these bots have become quite predictable to an experienced games' player, a player might lose interest in the game. We propose the use of a game theoretic based learning rule called fictitious play for improving behavior of these computer game bots which will make them less predictable and hence, more a enjoyable game.
基金This study was supported by the BK21 FOUR project(AI-driven Convergence Software Education Research Program)funded by the Ministry of Education,School of Computer Science and Engineering,Kyungpook National University,Korea(4199990214394).This work was also supported by the Institute of Information&communications Technology Planning&Evaluation(IITP)grant funded by the Korea Government(MSIT)under Grant 2017-0-00053(A Technology Development of Artificial Intelligence Doctors for Cardiovascular Disease).
文摘Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data derived from the interaction of a player’s behavior within the game as well as the player’s experience with the game.Player behavior focuses on dynamic and static information gathered at the time of gameplay.Player experience concerns the association of the human player during gameplay,which is based on cognitive and affective physiological measurements collected from sensors mounted on the player’s body or in the player’s surroundings.In this paper,player experience modeling is studied based on the board puzzle game“Candy Crush Saga”using cognitive data of players accessed by physiological and peripheral devices.Long Short-Term Memory-based Deep Neural Network(LSTM-DNN)is used to predict players’effective states in terms of valence,arousal,dominance,and liking by employing the concept of transfer learning.Transfer learning focuses on gaining knowledge while solving one problem and using the same knowledge to solve different but related problems.The homogeneous transfer learning approach has not been implemented in the game domain before,and this novel study opens a new research area for the game industry where the main challenge is predicting the significance of innovative games for entertainment and players’engagement.Relevant not only from a player’s point of view,it is also a benchmark study for game developers who have been facing problems of“cold start”for innovative games that strengthen the game industrial economy.
基金supported by the National Natural Science Foundation of China(61503225)the Natural Science Foundation of Shandong Province(ZR2015FQ003,ZR201709260273)
文摘Using the semi-tensor product method, this paper investigates the modeling and analysis of networked evolutionary games(NEGs) with finite memories, and presents a number of new results. Firstly, a kind of algebraic expression is formulated for the networked evolutionary games with finite memories, based on which the behavior of the corresponding evolutionary game is analyzed. Secondly, under a proper assumption, the existence of Nash equilibrium of the given networked evolutionary games is proved and a free-type strategy sequence is designed for the convergence to the Nash equilibrium. Finally, an illustrative example is worked out to support the obtained new results.
文摘Much to the chagrin of parents who think their kids should spend less time playing video games and more time studying, time spent playing action video games can actually make dyslexic children read better. In fact, 12 hours of video game play did more for reading skills than is normally achieved with a year of spontaneous reading development or demanding traditional reading treatments. The evidence, appearing in the Cell Press journal Current Biology on February 28, follows from earlier work by the same team linking dyslexia to
文摘This paper is aimed to figure out the dilemma of sustainable development of Beijing shadow play.Through a brand-new perspective of the Winter Olympic Games,this paper not only demonstrates the opportunities and challenges faced by Beijing shadow play in the current era,but also expounds the inheritance and innovation of it to show the value of change and sustainable development.It could be found that these methods are capable of breaking the limitations of time and space,so that this extraordinary art form can go worldwide and be found and loved by more people.It is concluded that more efforts should be put into the field of Beijing shadow play and that Beijing shadow play can be revived by virtue of inheritance and innovation.