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Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


1

Shirley Coates Brostmeyer: Changing the (Engineering) Game | Department of  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Shirley Coates Brostmeyer: Changing the (Engineering) Game Shirley Coates Brostmeyer: Changing the (Engineering) Game Shirley Coates Brostmeyer: Changing the (Engineering) Game March 22, 2011 - 6:23pm Addthis Shirley Coates Brostmeyer holds FTT’s twin-spool turbofan, the most efficient micro-turbine of its size | credit Frank Serio Shirley Coates Brostmeyer holds FTT's twin-spool turbofan, the most efficient micro-turbine of its size | credit Frank Serio April Saylor April Saylor Former Digital Outreach Strategist, Office of Public Affairs In honor of Women's History Month, we've brought you the stories of several women in the energy and science industries -- past, present and future. This week we spoke with Shirley Coates Brostmeyer, co-founder, CEO and owner of Florida Turbine Technologies, to find out what it takes to run

2

Game-Changing Advancements in Solar Energy | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Game-Changing Advancements in Solar Energy Game-Changing Advancements in Solar Energy Game-Changing Advancements in Solar Energy Addthis Record-Breaking Solar 1 of 5 Record-Breaking Solar This concentrating photovoltaic (CPV) cell -- which uses a focused lens to magnify light to 418 times the intensity of the sun -- earned an R&D100 Award and set a new world record of 43.5 percent for solar cell conversion efficiency. The technology is based on high-efficiency multijunction research pioneered by the National Renewable Energy Laboratory (NREL). | Photo by Daniel Derkacs/Solar Junction. Date taken: 2012-11-29 09:21 Solar Innovation 2 of 5 Solar Innovation Solar Junction's record-breaking SJ3 solar cell is based on EERE-supported multijunction research. | Photo by Daniel Derkacs/Solar Junction Date taken: 2012-11-29 09:21

3

Game-Changing Advancements in Solar Energy | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Home Game-Changing Advancements in Solar Energy Game-Changing Advancements in Solar Energy Addthis Record-Breaking Solar 1 of 5 Record-Breaking Solar This concentrating...

4

Game changing computational engineering technology  

Science Conference Proceedings (OSTI)

During the last two decades, giant strides have been achieved in many aspects of Computational Engineering. Higher-fidelity mathematical models, better approximation methods, and faster algorithms have been developed for many time-dependent applications. ...

Charbel Farhat

2010-06-01T23:59:59.000Z

5

Multidimensional Assessment of Emerging Technologies: Case of Next Generation Internet and Online Gaming Application  

Science Conference Proceedings (OSTI)

The Internet has changed the world in many ways. Online communications, financial and business-to-business transactions, electronic shopping, banking, and entertainment have become the norm in the digital age. The combined package of technologies that ... Keywords: Evaluating Technologies, Multidimensional Assessment, Next Generation Internet, Online Gaming, Technology Assessment

Ramin Neshati; Tugrul U. Daim

2010-04-01T23:59:59.000Z

6

UNMAKEABLELOVE: gaming technologies for the cybernetic theatre Re-Actor  

Science Conference Proceedings (OSTI)

This paper describes a new 6-screen stereographic display system Re-Actor, together with an interactive augmented reality artwork UNMAKEABLELOVE. The artwork was developed using extended Microsoft XNA game-engine technology and over ... Keywords: Re-Actor, Samuel Beckett, algorithms, augmented reality, cybernetic theatre, game engine, interactive, polarized, real-time, situated, stereographic

Sarah Kenderdine; Jeffrey Shaw

2009-10-01T23:59:59.000Z

7

Changing the virtual self: avatar transformations in popular games  

Science Conference Proceedings (OSTI)

During play, players of video games intentionally change their avatars, altering how the avatar looks, behaves, or can be manipulated. This process is integral to gameplay, forming an important component both of successful and enjoyable play. We present ... Keywords: activity theory, avatar, video game

Pippin Barr; Robert Biddle; Judy Brown

2006-12-01T23:59:59.000Z

8

Ohio State Develops Game-Changing CO2 Capture Membranes in DOE-Funded  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Ohio State Develops Game-Changing CO2 Capture Membranes in Ohio State Develops Game-Changing CO2 Capture Membranes in DOE-Funded Project Ohio State Develops Game-Changing CO2 Capture Membranes in DOE-Funded Project November 15, 2012 - 12:00pm Addthis Washington, DC - In a project funded by the U.S. Department of Energy's Office of Fossil Energy (FE), researchers at The Ohio State University have developed a groundbreaking new hybrid membrane that combines the separation performance of inorganic membranes with the cost-effectiveness of polymer membranes. The breakthrough technology has vast commercial potential for use at coal-fired power plants with carbon capture, utilization, and storage (CCUS), a key element in national efforts to mitigate climate change. Before the carbon dioxide (CO2) generated at a power plant can be securely

9

A Look Inside 1366 and Sun Catalytix, Two "Game-Changing" Innovation  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

A Look Inside 1366 and Sun Catalytix, Two "Game-Changing" A Look Inside 1366 and Sun Catalytix, Two "Game-Changing" Innovation Projects A Look Inside 1366 and Sun Catalytix, Two "Game-Changing" Innovation Projects February 3, 2011 - 1:53pm Addthis Andy Oare Andy Oare Former New Media Strategist, Office of Public Affairs What will the project do? These six innovative technology recipients received a combined $23.6 million in funding from the Recovery Act, an iIn a little over a year, they have generated an additional $100 million in outside private capital investment. Today, the Department of Energy highlighted six Advanced Research Projects Agency - Energy projects that are at the forefront of American energy innovation. As President Obama said in his State of the Union address, this kind of innovation is critical to our economic prosperity. These six

10

Energy Department Support Brings Game-Changing Advancements in Solar Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Department Support Brings Game-Changing Advancements in Department Support Brings Game-Changing Advancements in Solar Energy Energy Department Support Brings Game-Changing Advancements in Solar Energy November 29, 2012 - 10:37am Addthis Record-Breaking Solar 1 of 5 Record-Breaking Solar This concentrating photovoltaic (CPV) cell -- which uses a focused lens to magnify light to 418 times the intensity of the sun -- earned an R&D100 Award and set a new world record of 43.5 percent for solar cell conversion efficiency. The technology is based on high-efficiency multijunction research pioneered by the National Renewable Energy Laboratory (NREL). | Photo by Daniel Derkacs/Solar Junction. Date taken: 2012-11-29 09:21 Solar Innovation 2 of 5 Solar Innovation Solar Junction's record-breaking SJ3 solar cell is based on EERE-supported

11

A Look Inside 1366 and Sun Catalytix, Two "Game-Changing" Innovation  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

A Look Inside 1366 and Sun Catalytix, Two "Game-Changing" A Look Inside 1366 and Sun Catalytix, Two "Game-Changing" Innovation Projects A Look Inside 1366 and Sun Catalytix, Two "Game-Changing" Innovation Projects February 3, 2011 - 1:53pm Addthis Andy Oare Andy Oare Former New Media Strategist, Office of Public Affairs What will the project do? These six innovative technology recipients received a combined $23.6 million in funding from the Recovery Act, an iIn a little over a year, they have generated an additional $100 million in outside private capital investment. Today, the Department of Energy highlighted six Advanced Research Projects Agency - Energy projects that are at the forefront of American energy innovation. As President Obama said in his State of the Union address, this kind of innovation is critical to our economic prosperity. These six

12

Energy Department Support Brings Game-Changing Advancements in Solar Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Energy Department Support Brings Game-Changing Advancements in Energy Department Support Brings Game-Changing Advancements in Solar Energy Energy Department Support Brings Game-Changing Advancements in Solar Energy November 29, 2012 - 10:37am Addthis Record-Breaking Solar 1 of 5 Record-Breaking Solar This concentrating photovoltaic (CPV) cell -- which uses a focused lens to magnify light to 418 times the intensity of the sun -- earned an R&D100 Award and set a new world record of 43.5 percent for solar cell conversion efficiency. The technology is based on high-efficiency multijunction research pioneered by the National Renewable Energy Laboratory (NREL). | Photo by Daniel Derkacs/Solar Junction. Date taken: 2012-11-29 09:21 Solar Innovation 2 of 5 Solar Innovation Solar Junction's record-breaking SJ3 solar cell is based on EERE-supported

13

Changing the Advanced Energy Manufacturing Game in America's Heartland |  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Changing the Advanced Energy Manufacturing Game in America's Changing the Advanced Energy Manufacturing Game in America's Heartland Changing the Advanced Energy Manufacturing Game in America's Heartland December 16, 2010 - 9:32am Addthis Andy Oare Andy Oare Former New Media Strategist, Office of Public Affairs What does this mean for me? Clean energy manufacturing is expanding across the Midwest. This was spurred in large part by the Advanced Energy Manufacturing Tax Credit, also known as 48C, which was part of the Recovery Act. The $2.3 billion in tax credits received by 183 projects is being matched by nearly $5.4 billion in private capital. One of the big reasons we became a global economic leader is because we built things - cars, steel, furniture - you name it, we could build it faster and better than anyone else. In many ways, manufacturing provided

14

Changing the Advanced Energy Manufacturing Game in America's Heartland |  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Advanced Energy Manufacturing Game in America's Advanced Energy Manufacturing Game in America's Heartland Changing the Advanced Energy Manufacturing Game in America's Heartland December 16, 2010 - 9:32am Addthis Andy Oare Andy Oare Former New Media Strategist, Office of Public Affairs What does this mean for me? Clean energy manufacturing is expanding across the Midwest. This was spurred in large part by the Advanced Energy Manufacturing Tax Credit, also known as 48C, which was part of the Recovery Act. The $2.3 billion in tax credits received by 183 projects is being matched by nearly $5.4 billion in private capital. One of the big reasons we became a global economic leader is because we built things - cars, steel, furniture - you name it, we could build it faster and better than anyone else. In many ways, manufacturing provided

15

Insectopia: exploring pervasive games through technology already pervasively available  

Science Conference Proceedings (OSTI)

We present the pervasive game Insectopia, which have been designed by the approach of utilizing commercially available mobile phones to provide context-dependent gameplay. The design and evaluation of the game is described together with a discussion ... Keywords: bluetooth harvesting, context-dependent games, pervasive games

Johan Peitz; Hannamari Saarenp; Staffan Bjrk

2007-06-01T23:59:59.000Z

16

@Google: Eric Isaacs - What does it mean to change the game?...  

NLE Websites -- All DOE Office Websites (Extended Search)

@Google: Eric Isaacs - What does it mean to change the game? Share Browse By - Any - Energy -Energy efficiency --Vehicles ---Alternative fuels ---Automotive engineering ---Diesel...

17

The Residential Sector: Changing Markets, Changing Technologies  

Science Conference Proceedings (OSTI)

Residential customers in the U.S. are confronted with markets for home services that continue to change rapidly. Not only are markets for traditional "utilities" such as telecommunications services, energy services, and entertainment services transitioning to competitive choice scenarios, but the technology which customers use in each of these arenas is changing rapidly as well. This report outlines the way that customers are responding to these changing market dynamics, in terms of the way they think ab...

1999-12-02T23:59:59.000Z

18

Abrupt Climate Change Scenario Technologies  

NLE Websites -- All DOE Office Websites (Extended Search)

Abrupt Climate Change Scenario Technologies Abrupt Climate Change Scenario Technologies Speaker(s): Tina Kaarsberg Date: April 27, 2006 - 12:00pm Location: Bldg. 90 Seminar Host/Point of Contact: Jayant Sathaye This talk examines the potential for several types of technologies that hitherto have not been a focus of U.S. climate technology planning. It was inspired by the latest climate science data and modeling which suggest that an abrupt warming (+10oF in 10 years), is an increasingly plausible scenario. The technologies described in the session rapidly reduce the risk of climate change and increase our ability to respond quickly. All of the technologies also have other public benefits. (Summary follows): For more information about this seminar, please contact: JoAnne Lambert 510.486.4835, or send e-mail to JMLambert@lbl.gov

19

How games can redirect humanity's cognitive surplus for social good  

Science Conference Proceedings (OSTI)

Keywords: cognitive surplus, games, persuasive technologies, pervasive technologies, prosocial games, social good

Joel Ross; Bill Tomlinson

2010-12-01T23:59:59.000Z

20

Inducing Transformational Energy Technological Change  

Science Conference Proceedings (OSTI)

Reducing risks of severe climate change in the latter part of the 20th Century is likely to require not only incremental improvements in known energy technologies, but the discovery of transformational new energy technologies. This paper reviews current knowledge about both demand and supply aspects of the challenge of accelerating transformational change, considering both economic and policy incentives, including targeted government funding of research and development, and several other schools of thought about drivers of scientific discovery and innovation.

Wilbanks, Thomas J [ORNL

2011-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


21

Perspectives in Energy Research: How Can We Change the Game? (2011 Summit)  

DOE Green Energy (OSTI)

Eric Issacs, Director of DOE's Argonne National Laboratory, discussed the role of the EFRC Program and National Laboratories in developing game-changing energy technologies in the EFRC Summit session titled "Leading Perspectives in Energy Research." The 2011 EFRC Summit and Forum brought together the EFRC community and science and policy leaders from universities, national laboratories, industry and government to discuss "Science for our Nation's Energy Future." In August 2009, the Office of Science established 46 Energy Frontier Research Centers. The EFRCs are collaborative research efforts intended to accelerate high-risk, high-reward fundamental research, the scientific basis for transformative energy technologies of the future. These Centers involve universities, national laboratories, nonprofit organizations, and for-profit firms, singly or in partnerships, selected by scientific peer review. They are funded at $2 to $5 million per year for a total planned DOE commitment of $777 million over the initial five-year award period, pending Congressional appropriations. These integrated, multi-investigator Centers are conducting fundamental research focusing on one or more of several grand challenges and use-inspired basic research needs recently identified in major strategic planning efforts by the scientific community. The purpose of the EFRCs is to integrate the talents and expertise of leading scientists in a setting designed to accelerate research that transforms the future of energy and the environment.

Isaacs, Eric (Director, Argonne National Laboratory)

2011-05-25T23:59:59.000Z

22

Game Accessibility: Enabling Everyone to Play  

Science Conference Proceedings (OSTI)

There is a growing push to make computer games accessible to the disabled. Keywords: Games,Assistive technology,Assistive devices,game developers,games,accessibility,disabilities,disabled,adaptive technology

Lee Garber

2013-06-01T23:59:59.000Z

23

Prosperity Game: Advanced Manufacturing Day, May 17, 1994  

SciTech Connect

Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents a 90-minute Prosperity Game conducted as part of Advanced Manufacturing Day on May 17, 1994. This was the fourth game conducted under the direction of the Center for National Industrial Alliances at Sandia. Although previous games lasted from one to two days, this abbreviated game produced interesting and important results. Most of the strategies proposed in previous games were reiterated here. These included policy changes in international trade, tax laws, the legal system, and the educational system. Government support of new technologies was encouraged as well as government-industry partnerships. The importance of language in international trade was an original contribution of this game. The deliberations and recommendations of these teams provide valuable insights as to the views of this diverse group of decision makers concerning policy changes, foreign competition, and the development, delivery and commercialization of new technologies.

Berman, M.

1994-12-01T23:59:59.000Z

24

Profit incentives and technological change  

E-Print Network (OSTI)

This thesis is a collection of three empirical essays on the effect of profit incentives on innovation and technology adoption. Chapter 1, written with Daron Acemoglu, investigates the effect of (potential) market size on ...

Linn, Joshua

2005-01-01T23:59:59.000Z

25

Game-based learning with computers: learning, simulations, and games  

Science Conference Proceedings (OSTI)

For developing a sophisticated game-based training system it is important to consider both, the technical aspects of game development (i.e. games engineering) as well as the pedagogical aspects of games and technology enhanced learning (i.e. game didactics). ...

Alke Martens; Holger Diener; Steffen Malo

2008-01-01T23:59:59.000Z

26

Changes related to "Blue Spark Technologies formerly Thin Battery...  

Open Energy Info (EERE)

icon Twitter icon Changes related to "Blue Spark Technologies formerly Thin Battery Technologies Inc" Blue Spark Technologies formerly Thin Battery Technologies Inc...

27

The community network game project: Enhancing collaborative activities  

E-Print Network (OSTI)

Abstract: The EU-funded Community Network Game (CNG) project aims at enhancing collaborative activities between Massively Multiplayer Online Games (MMOG) players. This will be achieved by developing new tools for the generation, distribution and insertion of user-generated content (UGC) into existing MMOGs without changing the game code and without adding new processing or network loads to the MMOG central servers. This UGC may include items (e.g., textures, 3D objects) to be added to the game and live video captured from the game screen and streamed to other players. We present the objectives of the project, focusing on its main scientific and technological contributions.

Shakeel Ahmad; Christos Bouras; Raouf Hamzaoui; Andreas Papazois; Erez Perelman; Alex Shani; Gwendal Simon

2010-01-01T23:59:59.000Z

28

Using Technology to Bring Climate Change Adaptation Research...  

NLE Websites -- All DOE Office Websites (Extended Search)

Using Technology to Bring Climate Change Adaptation Research to the Great Lakes Print E-mail Using Technology to Bring Climate Change Adaptation Research to the Great Lakes...

29

Technological change: educating for extreme collaboration  

Science Conference Proceedings (OSTI)

This paper considers pedagogical strategies and techniques in design for attaining sustained innovation collaboratively, in order to assist in the New Product Design process and enhance opportunities for creating truly innovative products. The authors ... Keywords: collaborative working, design education, design innovation, design teams, extreme collaboration, multidisciplinary design, technological change

Vasilije Kokotovich; Tom Barker

2010-09-01T23:59:59.000Z

30

Tailoring persuasive health games to gamer type  

Science Conference Proceedings (OSTI)

Persuasive games are an effective approach for motivating health behavior, and recent years have seen an increase in games designed for changing human behaviors or attitudes. However, these games are limited in two major ways: first, they are not based ... Keywords: behavior theory, hbm, player typology, gamer types, games design, health, persuasive game, serious games

Rita Orji; Regan L. Mandryk; Julita Vassileva; Kathrin M. Gerling

2013-04-01T23:59:59.000Z

31

Changes related to "Beijing Sanyuan Green Lighting Technology...  

Open Energy Info (EERE)

page on Facebook icon Twitter icon Changes related to "Beijing Sanyuan Green Lighting Technology Development Co Ltd" Beijing Sanyuan Green Lighting Technology...

32

Changes related to "Guodian Technology Environment Co Ltd" |...  

Open Energy Info (EERE)

this page on Facebook icon Twitter icon Changes related to "Guodian Technology Environment Co Ltd" Guodian Technology Environment Co Ltd Jump to: navigation, search This...

33

Changes related to "Kumasi Institute of Technology and Environment...  

Open Energy Info (EERE)

icon Twitter icon Changes related to "Kumasi Institute of Technology and Environment (KITE)" Kumasi Institute of Technology and Environment (KITE) Jump to:...

34

Changes related to "Clean Coal Technology (Indiana)" | Open Energy...  

Open Energy Info (EERE)

page Share this page on Facebook icon Twitter icon Changes related to "Clean Coal Technology (Indiana)" Clean Coal Technology (Indiana) Jump to: navigation, search...

35

Changes related to "Category:Electricity Generating Technologies...  

Open Energy Info (EERE)

Share this page on Facebook icon Twitter icon Changes related to "Category:Electricity Generating Technologies" Category:Electricity Generating Technologies Jump to:...

36

Changes related to "Wuxi Qiaolian Wind Electricity Technology...  

Open Energy Info (EERE)

this page on Facebook icon Twitter icon Changes related to "Wuxi Qiaolian Wind Electricity Technology Co Ltd" Wuxi Qiaolian Wind Electricity Technology Co Ltd Jump to:...

37

Changes related to "Bioethanol Secience and Technology Centre...  

Open Energy Info (EERE)

Special page Share this page on Facebook icon Twitter icon Changes related to "Bioethanol Secience and Technology Centre" Bioethanol Secience and Technology Centre Jump...

38

Technologies for Climate Change Mitigation: Transport Sector | Open Energy  

Open Energy Info (EERE)

Technologies for Climate Change Mitigation: Transport Sector Technologies for Climate Change Mitigation: Transport Sector Jump to: navigation, search Tool Summary LAUNCH TOOL Name: Technologies for Climate Change Mitigation: Transport Sector Agency/Company /Organization: Global Environment Facility, United Nations Environment Programme Sector: Energy, Climate Focus Area: Transportation Topics: Low emission development planning Resource Type: Guide/manual Website: tech-action.org/Guidebooks/TNAhandbook_Transport.pdf Cost: Free Technologies for Climate Change Mitigation: Transport Sector Screenshot References: Technologies for Climate Change Mitigation: Transport Sector[1] "The options outlined in this guidebook are designed to assist you in the process of developing transport services and facilities in your countries

39

Formalizing Game-play  

Science Conference Proceedings (OSTI)

Current computer conflict simulation games, or wargames, are opaque in the sense that most of the game mechanisms are not directly visible to the players and are frequently not described in user accessible documentation, have a transient lifetime that ... Keywords: board games, computer conflict simulation games, computer games, formal specification, formalism, game construction, game design, game development, game formalization, game map, game mechanisms, game rules, game specification, game-play, rules, sequence of play, simulation games, strategy board games, war gaming, wargame

Tomas By

2012-04-01T23:59:59.000Z

40

Holographic Projection Technology: The World is Changing  

E-Print Network (OSTI)

This research papers examines the new technology of Holographic Projections. It highlights the importance and need of this technology and how it represents the new wave in the future of technology and communications, the different application of the technology, the fields of life it will dramatically affect including business, education, telecommunication and healthcare. The paper also discusses the future of holographic technology and how it will prevail in the coming years highlighting how it will also affect and reshape many other fields of life, technologies and businesses.

Elmorshidy, Ahmed

2010-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


41

Agricultural Technologies for Climate Change Mitigation and Adaptation in  

Open Energy Info (EERE)

Agricultural Technologies for Climate Change Mitigation and Adaptation in Agricultural Technologies for Climate Change Mitigation and Adaptation in Developing Countries: Policy Options for Innovations and Technology Diffusion Jump to: navigation, search Tool Summary Name: Agricultural Technologies for Climate Change Mitigation and Adaptation in Developing Countries: Policy Options for Innovations and Technology Diffusion Agency/Company /Organization: International Centre for Trade and Sustainable Development Sector: Land Focus Area: Agriculture, Biomass Topics: Adaptation, Implementation, Policies/deployment programs Resource Type: Guide/manual, Publications Website: ictsd.org/downloads/2010/06/agricultural-technologies-for-climate-chan Language: English Agricultural Technologies for Climate Change Mitigation and Adaptation in Developing Countries: Policy Options for Innovations and Technology Diffusion Screenshot

42

DOE Releases Climate Change Technology Program Strategic Plan | Department  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Releases Climate Change Technology Program Strategic Plan Releases Climate Change Technology Program Strategic Plan DOE Releases Climate Change Technology Program Strategic Plan September 20, 2006 - 9:01am Addthis Plan Outlines Strategies for Reducing Greenhouse Gas Emissions through Development and Deployment of Advanced Technologies WASHINGTON, DC - The U.S. Department of Energy (DOE) today released the Climate Change Technology Program (CCTP) Strategic Plan, which details measures to accelerate the development and reduce the cost of new and advanced technologies that avoid, reduce, or capture and store greenhouse gas emissions. CCTP is the technology component of a comprehensive U.S. strategy introduced by President Bush in 2002 to combat climate change that include measures to slow the growth of greenhouse gas emissions through

43

Access to Climate Change Technology by Developing Countries | Open Energy  

Open Energy Info (EERE)

Access to Climate Change Technology by Developing Countries Access to Climate Change Technology by Developing Countries Jump to: navigation, search Tool Summary LAUNCH TOOL Name: Access to Climate Change Technology by Developing Countries Agency/Company /Organization: International Centre for Trade and Sustainable Development Sector: Energy, Land Focus Area: Renewable Energy Topics: Finance, Implementation Resource Type: Publications, Guide/manual Website: ictsd.org/downloads/2009/11/access-to-climate-change-technology-by-dev Access to Climate Change Technology by Developing Countries Screenshot References: Developing Country-Access to CC Tech[1] "The paper critically examines various approaches that have been suggested for achieving greater access to climate change technology by developing countries, including compulsory licensing, patent pools, patent databases

44

Game design strategies for collectivist persuasion  

Science Conference Proceedings (OSTI)

A fundamental feature of serious games is persuasion, an attempt to influence behaviors, feelings, or thoughts. Much of the existing research on serious games and, more generally, on persuasive technology (PT), does not address the important links between ... Keywords: culture, game design, persuasion, serious games

Rilla Khaled; Pippin Barr; Robert Biddle; Ronald Fischer; James Noble

2009-08-01T23:59:59.000Z

45

Analysis of The Climate Change Technology Initiative: Fiscal Year ...  

U.S. Energy Information Administration (EIA)

Fossil Fuel Technologies. DOE's Office of Fossil Energy (FE) requested $38 million in 2000 and $56 million for 2001 for climate change funding (Table 40).

46

Agricultural Technologies for Climate Change Mitigation and Adaptation...  

Open Energy Info (EERE)

changes are needed to encourage the innovation and diffusion of these practices and technologies to developing countries? We focus on developing countries in general with...

47

Methods for Climate Change Technology Transfer Needs Assessments...  

Open Energy Info (EERE)

| Sign Up Search Page Edit with form History Facebook icon Twitter icon Methods for Climate Change Technology Transfer Needs Assessments and Implementing Activities:...

48

Energyenvironment policy modeling of endogenous technological change with personal vehicles  

E-Print Network (OSTI)

reserved. Keywords: Greenhouse gas; Hybrid cost models; Transportation emissions policy; Bottom-up; Top-down; Technological change; Greenhouse gas abatement policy 1. Introduction A major challenge for greenhouse gas (GHGMETHODS Energy­environment policy modeling of endogenous technological change with personal

49

Educational Molecular Biology Games  

NLE Websites -- All DOE Office Websites (Extended Search)

Molecular Biology Games Do you have a great game? Please click our Ideas page. Featured Games: Biology Games fom biologyjunction.com Biology Games fom biologyjunction.com...

50

Methods for Climate Change Technology Transfer Needs Assessments and  

Open Energy Info (EERE)

form form View source History View New Pages Recent Changes All Special Pages Semantic Search/Querying Get Involved Help Apps Datasets Community Login | Sign Up Search Page Edit with form History Facebook icon Twitter icon » Methods for Climate Change Technology Transfer Needs Assessments and Implementing Activities: Experiences of Developing and Transition Countries Jump to: navigation, search Tool Summary LAUNCH TOOL Name: Methods for Climate Change Technology Transfer Needs Assessments and Implementing Activities: Experiences of Developing and Transition Countries Focus Area: Energy Access Topics: Potentials & Scenarios Website: www.climatetech.net/pdf/Ccmethod.pdf Equivalent URI: cleanenergysolutions.org/content/methods-climate-change-technology-tra Language: English

51

Technological Change and Its Effects on Mitigation Costs  

Science Conference Proceedings (OSTI)

This report emphasizes that understanding the way technologies evolve and penetrate the market is essential to understanding methods of addressing global climate change. The focus of this chapter is on the ways in which technological change is captured by climate change policy modelers, with particular attention on two idealized approaches: top-down and bottom-up. The conclusion is that in order to understand the implications of large-scale economic models of the climate change problem, it is essential to understand first the assumptions that have been made regarding the path of technological progress.

Edmonds, James A.; Roop, Joseph M.; Scott, M. J.

2001-01-01T23:59:59.000Z

52

Massachusetts Institute of Technology ChangingPlaces  

E-Print Network (OSTI)

, will require a transition to home-based preventative medicine. o Energy shortages, brought on by an inability to expand the grid and build new centralized plants, will motivate home-based renewable energy production and advanced conservation methods. o Technology companies developing products and services for home-based

53

A Global Portfolio Strategy for Climate Change Technology Development  

NLE Websites -- All DOE Office Websites (Extended Search)

A Global Portfolio Strategy for Climate Change Technology Development A Global Portfolio Strategy for Climate Change Technology Development Speaker(s): Geoffrey J. Blanford Date: July 21, 2005 - 12:00pm Location: Bldg. 90 Seminar Host/Point of Contact: Afzal Siddiqui John Stoops In this study we propose a novel formulation of a decision problem in R&D strategy. The problem is motivated by and applied to the context of technologies relevant to global climate change, but is characterized in general by an aggregate R&D decision-maker with a social welfare objective, technology diffusion markets subject to externalities in which private costs are minimized, and uncertainty in both technological and environmental factors. A technology strategy is defined as the allocation of R&D investment across several broad research programs, and the

54

Let's play!: mobile health games for adults  

Science Conference Proceedings (OSTI)

Researchers have designed a variety of systems that promote wellness. However, little work has been done to examine how casual mobile games can help adults learn how to live healthfully. To explore this design space, we created OrderUP!, a game ... Keywords: behavior change, casual games, food, health, mobile games, nutrition, transtheoretical model

Andrea Grimes; Vasudhara Kantroo; Rebecca E. Grinter

2010-09-01T23:59:59.000Z

55

Educational Material Science Games  

NLE Websites -- All DOE Office Websites (Extended Search)

Material Science Games Material Science Games Do you have a great material science game? Please click our Ideas page. Featured Games: >KS2 Bitsize BBC - Materials KS2 Bitsize BBC - Materials Sponsored by the BBC, K2S Bitsize offers tons of free online science games including a section on materials. Learn about the changes in materials, changing states, heat, rocks, soils, solids, liquids, gases, and much more. Science Kids - Properties of Materials Science Kids - Properties of Materials Learn about the properties of materials as you experiment with a variety of objects in this great science activity for kids. Discover the interesting characteristics of materials; are they flexible, waterproof, strong or transparent? Characteristics of Materials - BBC Schools Characteristics of Materials - BBC Schools

56

Technology and Technical Change in the MIT EPPA Model  

E-Print Network (OSTI)

Potential technology change has a strong influence on projections of greenhouse gas emissions and costs of control, and computable general equilibrium (CGE) models are a common device for studying these phenomena. Using ...

Jacoby, Henry D.

57

A Global Portfolio Strategy for Climate Change Technology Development  

NLE Websites -- All DOE Office Websites (Extended Search)

A Global Portfolio Strategy for Climate Change Technology Development Speaker(s): Geoffrey J. Blanford Date: July 21, 2005 - 12:00pm Location: Bldg. 90 Seminar HostPoint of...

58

A curiously short history of game art  

Science Conference Proceedings (OSTI)

Starting in the late mid-1990s, a group of artists in Europe, Australia and the United States began exploring the use of videogame technologies and cultural tropes to create Game Art, or more clearly stated, art made from videogames. Works like Bernstrup ... Keywords: Cory Arcangel, JODI, appropriation, art history, artgames, cultural reception, curation, exhibition, game art, game hacks, game mods, media art, museum, performative interventions, videogame technology

John Sharp

2012-05-01T23:59:59.000Z

59

Understanding Information Technology Change in the Hospital Sector  

Science Conference Proceedings (OSTI)

Hospitals have long provided some of the most diverse and shifting loads utilities must service. Today, one of the biggest drivers of changing electricity use among hospitals is the varying demands of hospital information technology systems. This report describes changes facing hospitals today and discusses whether advances in information technology (IT) systems are likely to create greater demands on electric providers and for electricity and thus provide inroads to new utility products and services.

1997-04-25T23:59:59.000Z

60

University Prosperity Game. Final report  

Science Conference Proceedings (OSTI)

Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the University Prosperity Game conducted under the sponsorship of the Anderson Schools of Management at the University of New Mexico. This Prosperity Game was initially designed for the roadmap making effort of the National Electronics Manufacturing Initiative (NEMI) of the Electronics Subcommittee of the Civilian Industrial Technology Committee under the aegis of the National Science and Technology Council. The game was modified to support course material in MGT 508, Ethical, Political, and Social Environment of Business. Thirty-five students participated as role players. In this educational context the game`s main objectives were to: (1) introduce and teach global competitiveness and business cultures in an experiential classroom setting; (2) explore ethical, political, and social issues and address them in the context of global markets and competition; and (3) obtain non-government views regarding the technical and non-technical (i.e., policy) issues developed in the NEMI roadmap-making endeavor. The negotiations and agreements made during the game, along with the student journals detailing the players feelings and reactions to the gaming experience, provide valuable insight into the benefits of simulation as an advanced learning tool in higher education.

Boyack, K.W.; Berman, M.

1996-03-01T23:59:59.000Z

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


61

Lab Game-Changers in Our Past and Future | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Game-Changers in Our Past and Future Game-Changers in Our Past and Future Lab Game-Changers in Our Past and Future March 20, 2012 - 1:17pm Addthis A researcher at the Joint Bioenergy Institute at Berkeley National Lab chooses bacteria colonies in their efforts to create a game-changing biofuel from sustainable, energy-dense plants, such as switchgrass. The JBEI is one example of the ability for Energy Department labs to form scientific partnerships designed to hurdle an energy barrier with transformative technology. | Photo courtesy of Berkeley National Lab. A researcher at the Joint Bioenergy Institute at Berkeley National Lab chooses bacteria colonies in their efforts to create a game-changing biofuel from sustainable, energy-dense plants, such as switchgrass. The JBEI is one example of the ability for Energy Department labs to form

62

Lab Game-Changers in Our Past and Future | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Lab Game-Changers in Our Past and Future Lab Game-Changers in Our Past and Future Lab Game-Changers in Our Past and Future March 20, 2012 - 1:17pm Addthis A researcher at the Joint Bioenergy Institute at Berkeley National Lab chooses bacteria colonies in their efforts to create a game-changing biofuel from sustainable, energy-dense plants, such as switchgrass. The JBEI is one example of the ability for Energy Department labs to form scientific partnerships designed to hurdle an energy barrier with transformative technology. | Photo courtesy of Berkeley National Lab. A researcher at the Joint Bioenergy Institute at Berkeley National Lab chooses bacteria colonies in their efforts to create a game-changing biofuel from sustainable, energy-dense plants, such as switchgrass. The JBEI is one example of the ability for Energy Department labs to form

63

Quantum Game Theory  

E-Print Network (OSTI)

Quantum game theory is the study of strategic behavior by agents with access to quantum technology. Broadly speaking, this technology can be employed in either of two ways: As part of a randomization device or as part of a communications protocol. We survey some of the main ideas from both branches of the subject.

Landsburg, Steven E

2011-01-01T23:59:59.000Z

64

Environmental Prosperity Game. Final report  

SciTech Connect

Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the Environmental Prosperity Game conducted under the sponsorship of the Silicon Valley Environmental Partnership. Players were drawn from all stakeholders involved in environmental technologies including small and large companies, government, national laboratories, universities, environmentalists, the legal profession, finance, and the media. The primary objectives of this game were to: investigate strategies for developing a multi-agency (national/state/regional), one-step regulatory approval process for certifying and implementing environmental technologies and evaluating the simulated results; identify the regulatory hurdles and requirements, and the best approaches for surmounting them; identify technical problems and potential resources (environmental consultants, labs, universities) for solving them. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning environmental issues, including the development, licensing, and commercialization of new technologies.

Berman, M.; Boyack, K.; VanDevender, J.P.

1995-12-01T23:59:59.000Z

65

Modeling Greenhouse Gas Energy Technology Responses to Climate Change  

Science Conference Proceedings (OSTI)

Models of the global energy system can help shed light on the competition and complementarities among technologies and energy systems both in the presence and absence of actions to affect the concentration of greenhouse gases. This paper explores the role of modeling in the analysis of technology deployment in addressing climate change. It examines the competition among technologies in a variety of markets, and explores conditions under which new markets, such as for hydrogen and carbon disposal, or modern commercial biomass, could emerge. Carbon capture and disposal technologies are shown have the potential to play a central role in controlling the cost of stabilizing the concentration of greenhouse gases, the goal of the UN Framework Convention on Climate Change.

Edmonds, James A.; Clarke, John F.; Dooley, James J.; Kim, Son H.; Smith, Steven J.

2004-07-01T23:59:59.000Z

66

Technology Maturity and Market Penetration Assessment  

Science Conference Proceedings (OSTI)

This report presents technology maturity curves and market penetration charts that were developed to assess the current and future state of development for a range of technologies. Technology maturity curves were developed for 17 technology categories covering the generation, transmission, and distribution of electricity and customer technologies. Market penetration charts were then developed for a subset of "game-changing" technologies to show the key steps to market entry for these technologies. Antici...

2012-07-10T23:59:59.000Z

67

Multidisciplinary students and instructors: a second-year games course  

Science Conference Proceedings (OSTI)

Computer games are a multi-billion dollar industry and have become an important part of our private and social lives. It is only natural, then, that the technology used to create games should become part of a computing science curriculum. However, game ... Keywords: computer games, multidisciplinary students, multidisciplinary teaching

Nathan R. Sturtevant; H. James Hoover; Jonathan Schaeffer; Sean Gouglas; Michael H. Bowling; Finnegan Southey; Matthew Bouchard; Ghassan Zabaneh

2008-02-01T23:59:59.000Z

68

Educational Chemistry Games  

NLE Websites -- All DOE Office Websites (Extended Search)

Chemistry Games Do you have a great chemistry game? Please click our Ideas page. Featured Games: Nobelprize.org's Chemistry Games Nobelprize.org's Chemistry Games Nobelprize.org,...

69

Educational Physics Games  

NLE Websites -- All DOE Office Websites (Extended Search)

Physics Games Do you have a great physics game? Please click our Ideas page. Featured Games: Nobel Prize - Physics Games Section Nobel Prize - Physics Games Section Nobelprize.org,...

70

Considering technology within the UN climate change negotiations  

E-Print Network (OSTI)

(E3G), and Fabrizio Tulej (EC) for their insights and contributions. Reviews by Andrew Higham and Jos Sijm (ECN) were very useful. Support from the Dutch Ministry of Economic Affairs is also recognised. The treatment of technology within the UNFCCC negotiation process has moved from a relatively marginal subject to one of central importance, and is likely to be critical to ensuring a successful outcome at COP15. The development, deployment and transfer of low-carbon technologies, and overcoming related investment challenges, is, however, an issue considerably wider than the remit and scope of the UNFCCC. Hence there is a need to understand how cooperative action on technology under the Convention can be most effective. The existing UNFCCC technology framework would need to be significantly refined and augmented in order to appropriately address the scale and pace of the low-carbon technology implementation challenge. This paper considers the contours of an enhanced technology framework that could contribute to a future climate change agreement. In doing so, it synthesises aspects of the relevant literature and creates a link to the decision-making process of the UNFCCC.

Morgan Bazilian A; Heleen De Coninck B; Mark Radka C; Smita Nakhooda D; William Boyd E; Iain Macgill F; Amal-lee Amin G

2008-01-01T23:59:59.000Z

71

Modeling Impacts of Climate Change Mitigation Technologies on Power Grids  

Science Conference Proceedings (OSTI)

This paper describes a modeling approach that simulate the impacts of different climate change mitigation technologies on power grids for power system planning purposes. Because the historical data is less credible when new technologies are being deployed to the system, it is then critical to model them to address their impacts. This paper illustrated how to integrate modeling results obtained from different modeling tools to give a reasonable forecast of the future. Building simulation tools, distribution power grid modeling tools, and power system planning tools are used to model and aggregate the impacts from the end-use to the system level. Electricity generation, production cost, emission, and transmission congestions are used to quantify the influence of different mitigation technologies. Modeling results have shown that the cross-discipline modeling approach provided the modeler with the necessary time resolution and input details to address the variables that influence the modeling results. Different modeling issues are also addressed in the paper.

Nguyen, Tony B.; Lu, Ning; Jin, Chunlian

2011-10-10T23:59:59.000Z

72

The specification and estimation of technological change in electricity production  

SciTech Connect

This study focuses on the rate of technological change in electricity production. The dominant role of fossil fuel-fired electricity production in the industry, coupled with the direct association with the emission of greenhouse gases, makes technology parameters particularly significant for several reasons. First, very long-run simulations of energy-economic paths at a global level require that technical progress occupy a place in the methodology for sound formulations that are vital in global emissions/energy policy analysis. Second, given the outlook for electricity generation being predominately coal-based, especially in developing economies around the world, the specification and measurement of technical change is essential for developing realistic long-run technology forecasts. Finally, industry or sector growth in productivity hinges partly on technical progress, and updated analysis will always be necessary to stay abreast of developments on this front, as well as for economic growth considerations in general. This study is based on empirical economic research on production functions in the electric utility industry. However, it advances a seldom used approach, called the {open_quotes}engineering-production function{close_quotes}, in contrast to the more common neoclassical approach used by economists. Combined with this approach is a major departure from the type of data used to conduct econometric estimations of production parameters. This research draws upon a consistent set of ex ante or {open_quotes}blueprint{close_quotes} data that better reflects planned, technical performance and cost data elements, in contrast to the more customary, expect type of data from actual firm/plant operations. The results from the examination of coal-fired technologies indicate the presence of technical change. Using data for the period from 1979 to 1989, we find technical change to be capital-augmenting at the rate of 1.8 percent per year.

Kavanaugh, D.C.; Ashton, W.B.

1995-01-01T23:59:59.000Z

73

Trusting to learn: trust and privacy issues in serious games  

Science Conference Proceedings (OSTI)

Organizations are increasingly investing in technology-enhanced learning systems to improve their employees' skills. Serious games are one example; the competitive and fun nature of games is supposed to motivate employee participation. But any system ... Keywords: privacy, serious games, technology-enhanced learning, trust

Miguel Malheiros; Charlene Jennett; Will Seager; M. Angela Sasse

2011-06-01T23:59:59.000Z

74

Educational Weather Games  

NLE Websites -- All DOE Office Websites (Extended Search)

Games Do you have a great weather game? Please click our Ideas page. Featured Games: NOAA - Planet Arcade NOAA - Planet Arcade The National Oceanic and Atmospheric Administration...

75

Educational Games about Mathematics  

NLE Websites -- All DOE Office Websites (Extended Search)

Search this page, using your web browser's search function. Educational Games about Mathematics Do you have a great math game? Please click our Ideas page. Featured Games: Hooda...

76

Industrial Partnership Prosperity Game{trademark}  

Science Conference Proceedings (OSTI)

Prosperity Games TM are an outgrowth and adaptation move/countermove and seminar War Games. Prosperity Games TM are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education, and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games TM are unique in that both the game format and the player contributions vary from game to game. This report documents the Industry Partnership Prosperity Game sponsored by the Technology Partnerships and Commercialization Center at Sandia National Laboratories. Players came from the Sandia line organizations, the Sandia business development and technology partnerships organizations, the US Department of Energy, academia, and industry The primary objectives of this game were to: explore ways to increase industry partnerships to meet long-term Sandia goals; improve Sandia business development and marketing strategies and tactics; improve the process by which Sandia develops long-term strategic alliances. The game actions and recommendations of these players provided valuable insights as to what Sandia can do to meet these objectives.

Boyak, K.; Berman, M.; Beck, D.

1998-02-01T23:59:59.000Z

77

Technology transition in the national air transportation system : market failure and game theoretic analysis with application to ADS-B  

E-Print Network (OSTI)

This research analyzes the problem of technology transition in the national air transportation system, focusing on the implementation of Automatic Dependent Surveillance-Broadcast (ADS-B). ADS-B is a key technology in the ...

Hu, Xiaojie

2008-01-01T23:59:59.000Z

78

Natural games  

E-Print Network (OSTI)

Behavior in the context of game theory is described as a natural process that follows the 2nd law of thermodynamics. The rate of entropy increase as the payoff function is derived from statistical physics of open systems. The thermodynamic formalism relates everything in terms of energy and describes various ways to consume free energy. This allows us to associate game theoretical models of behavior to physical reality. Ultimately behavior is viewed as a physical process where flows of energy naturally select ways to consume free energy as soon as possible. This natural process is, according to the profound thermodynamic principle, equivalent to entropy increase in the least time. However, the physical portrayal of behavior does not imply determinism. On the contrary, evolutionary equation for open systems reveals that when there are three or more degrees of freedom for behavior, the course of a game is inherently unpredictable in detail because each move affects motives of moves in the future. Eventually, when no moves are found to consume more free energy, the extensive-form game has arrived at a solution concept that satisfies the minimax theorem. The equilibrium is Lyapunov-stable against variation in behavior within strategies but will be perturbed by a new strategy that will draw even more surrounding resources to the game. Entropy as the payoff function also clarifies motives of collaboration and subjective nature of decision making.

Jani Anttila; Arto Annila

2011-03-05T23:59:59.000Z

79

Revolutionizing history education : using augmented reality games to teach histories  

E-Print Network (OSTI)

In an ever-changing present of multiple truths and reconfigured histories, people need to be critical thinkers. Research has suggested the potential for using augmented reality (AR) games- location-based games that use ...

Schrier, Karen L

2005-01-01T23:59:59.000Z

80

Vehicle Technologies Office: Fact #556: February 2, 2009 Change in Material  

NLE Websites -- All DOE Office Websites (Extended Search)

6: February 2, 6: February 2, 2009 Change in Material Content of Light Vehicles to someone by E-mail Share Vehicle Technologies Office: Fact #556: February 2, 2009 Change in Material Content of Light Vehicles on Facebook Tweet about Vehicle Technologies Office: Fact #556: February 2, 2009 Change in Material Content of Light Vehicles on Twitter Bookmark Vehicle Technologies Office: Fact #556: February 2, 2009 Change in Material Content of Light Vehicles on Google Bookmark Vehicle Technologies Office: Fact #556: February 2, 2009 Change in Material Content of Light Vehicles on Delicious Rank Vehicle Technologies Office: Fact #556: February 2, 2009 Change in Material Content of Light Vehicles on Digg Find More places to share Vehicle Technologies Office: Fact #556: February 2, 2009 Change in Material Content of Light Vehicles on

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


81

Vehicle Technologies Office: Fact #474: June 18, 2007 Changes in Vehicles  

NLE Websites -- All DOE Office Websites (Extended Search)

4: June 18, 2007 4: June 18, 2007 Changes in Vehicles per Capita around the World to someone by E-mail Share Vehicle Technologies Office: Fact #474: June 18, 2007 Changes in Vehicles per Capita around the World on Facebook Tweet about Vehicle Technologies Office: Fact #474: June 18, 2007 Changes in Vehicles per Capita around the World on Twitter Bookmark Vehicle Technologies Office: Fact #474: June 18, 2007 Changes in Vehicles per Capita around the World on Google Bookmark Vehicle Technologies Office: Fact #474: June 18, 2007 Changes in Vehicles per Capita around the World on Delicious Rank Vehicle Technologies Office: Fact #474: June 18, 2007 Changes in Vehicles per Capita around the World on Digg Find More places to share Vehicle Technologies Office: Fact #474: June 18, 2007 Changes in Vehicles per Capita around the World on

82

Vehicle Technologies Office: Fact #577: June 29, 2009 Changes in Vehicles  

NLE Websites -- All DOE Office Websites (Extended Search)

7: June 29, 2009 7: June 29, 2009 Changes in Vehicles per Capita around the World to someone by E-mail Share Vehicle Technologies Office: Fact #577: June 29, 2009 Changes in Vehicles per Capita around the World on Facebook Tweet about Vehicle Technologies Office: Fact #577: June 29, 2009 Changes in Vehicles per Capita around the World on Twitter Bookmark Vehicle Technologies Office: Fact #577: June 29, 2009 Changes in Vehicles per Capita around the World on Google Bookmark Vehicle Technologies Office: Fact #577: June 29, 2009 Changes in Vehicles per Capita around the World on Delicious Rank Vehicle Technologies Office: Fact #577: June 29, 2009 Changes in Vehicles per Capita around the World on Digg Find More places to share Vehicle Technologies Office: Fact #577: June 29, 2009 Changes in Vehicles per Capita around the World on

83

Vehicle Technologies Office: Fact #617: April 5, 2010 Changes in Vehicles  

NLE Websites -- All DOE Office Websites (Extended Search)

7: April 5, 2010 7: April 5, 2010 Changes in Vehicles per Capita around the World to someone by E-mail Share Vehicle Technologies Office: Fact #617: April 5, 2010 Changes in Vehicles per Capita around the World on Facebook Tweet about Vehicle Technologies Office: Fact #617: April 5, 2010 Changes in Vehicles per Capita around the World on Twitter Bookmark Vehicle Technologies Office: Fact #617: April 5, 2010 Changes in Vehicles per Capita around the World on Google Bookmark Vehicle Technologies Office: Fact #617: April 5, 2010 Changes in Vehicles per Capita around the World on Delicious Rank Vehicle Technologies Office: Fact #617: April 5, 2010 Changes in Vehicles per Capita around the World on Digg Find More places to share Vehicle Technologies Office: Fact #617: April 5, 2010 Changes in Vehicles per Capita around the World on

84

Usability and game design : improving the MITAR Game Editor  

E-Print Network (OSTI)

Creating MIT Augmented Realty (MITAR) games can be a daunting task. MITAR game designers require a usable game editor to simplify this process. The MITAR Game Editor was the first editor to provide game designers with the ...

Falconi, Robert F

2010-01-01T23:59:59.000Z

85

Gaming Research in Policy and Organization: An Assessment From the Netherlands  

Science Conference Proceedings (OSTI)

In this article, the authors assess the use of gaming/simulation for research purposes within the organization and policy sciences. They describe three categories of research: (a) gaming/simulation for pure research, (b) gaming/simulation for policy ... Keywords: assessment, change management, methodological characteristics, organization science, organizational change, policy development, policy implementation, policy science, pure research, research with gaming

Leon De Caluw; Jac Geurts; Wouter Jan Kleinlugtenbelt

2012-10-01T23:59:59.000Z

86

Educational Computer Science Games  

NLE Websites -- All DOE Office Websites (Extended Search)

Computer Science Games Do you have a great computer science game? Please click our Ideas page. Featured Games: Alice provided by CarnegieMellon Alice provided by CarnegieMellon...

87

Building Technologies Office: Bio-Based Phase Change Materials...  

NLE Websites -- All DOE Office Websites (Extended Search)

& Beyond Design Competition Buildings to Grid Integration Technology Research, Standards, & Codes Popular Links Success Stories Previous Next Lighten Energy Loads with System...

88

Climate Change Mitigation: An Analysis of Advanced Technology Scenarios  

SciTech Connect

This report documents a scenario analysis that explores three advanced technology pathways toward climate stabilization using the MiniCAM model.

Clarke, Leon E.; Wise, Marshall A.; Placet, Marylynn; Izaurralde, R Cesar; Lurz, Joshua P.; Kim, Son H.; Smith, Steven J.; Thomson, Allison M.

2006-09-18T23:59:59.000Z

89

Solid-State Phase Change Technology for Use in Passive Solar ...  

Solid-State Phase Change Technology for Use in Passive Solar Building Materials Contact Information: Jeremy Nelson Phone: 970.491.7100 Email: ...

90

Shared virtual environment (SVE): a framework for developing social games  

Science Conference Proceedings (OSTI)

The communication channels are changing. More and more, face to face communication is being replaced by computer mediated communication. Using mediated communication, the non-verbal communication cues that are available in face to face communication ... Keywords: games, pervasive games, shared virtual environment, social gaming

M. Carmen Juan; Mariano Alcaiz; Luciano Gamberini; Irene Zaragoza; F. Martino

2007-06-01T23:59:59.000Z

91

Impact of Technological Change and Productivity on the Coal Market  

Reports and Publications (EIA)

This paper examines the components of past gains in productivity, including regional shifts, the exit of less productive producers, and technological progress Future prospects for continuing productivity gains at sustained, but lower, rates of improvement are discussed.

Information Center

2000-01-01T23:59:59.000Z

92

DOE Appoints Stephen Eule As Director of the Climate Change Technology  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Appoints Stephen Eule As Director of the Climate Change Appoints Stephen Eule As Director of the Climate Change Technology Program DOE Appoints Stephen Eule As Director of the Climate Change Technology Program March 31, 2006 - 9:51am Addthis WASHINGTON , D.C. - Secretary of Energy Samuel W. Bodman today announced the appointment of Stephen D. Eule as the Director of the Climate Change Technology Program (CCTP) in the Office of Policy and International Affairs. "With his depth of experience in science, environmental and energy policy issues, Steve will provide invaluable counsel to the Department and this Administration as we work to bring the latest in climate change technology to the forefront," Secretary Bodman said. As director of the CCTP, Mr. Eule will coordinate the federal government's technology research and development (R&D) activities. Through a

93

Inventorying Information Technology Systems: Supporting the "Paradigm of Change"  

Science Conference Proceedings (OSTI)

Information technology systems permeate organizations, supporting almost everything--apart from managing IT items themselves. Although software-configuration-management systems can provide some management assistance, they arent designed to handle the ... Keywords: enterprise asset classes, software economics, asset management, IT portfolio managemen

Mordechai Ben-Menachem; Garry S. Marliss

2004-09-01T23:59:59.000Z

94

Educational Games for General Science  

NLE Websites -- All DOE Office Websites (Extended Search)

site that provides educational science games. Play games about animals, plants, the solar system, weather, and much more. Jefferson Labs - Games and Puzzles Play science and...

95

An Application of Phase Change Technology in a Greenhouse  

E-Print Network (OSTI)

This research paper focuses on the greenhouse that needs additional heat at night to insure an inside air temperature above 20?, and applies a new type of shape-stabilized phase change material (PCM) composite wallboard to the inner surface of the north wall of the greenhouse. Through establishing the model of phase change greenhouse basing on the theory of phase change heat transfer, we research the influence of solar radiation and environment temperature on the heat transfer process in the greenhouse. We optimize the phase change temperature and enthalpy of PCM, and research the energy-saving characteristics of the greenhouses that adopt PCM wallboards during the winter season. The results show that when the phase change temperature of PCM is 26?, the enthalpy is 60kJ/kg and the mix ratio is 40%. The energy conservation rate of the greenhouse can reach 20% during the winter.

Liu, Y.; Chen, C.; Guo, H.; Yue, H.

2006-01-01T23:59:59.000Z

96

Changes related to "Maglev Wind Turbine Technologies" | Open...  

Open Energy Info (EERE)

Policies International Clean Energy Analysis Low Emission Development Strategies Oil & Gas Smart Grid Solar U.S. OpenLabs Utilities Water Wind View New Pages Recent Changes All...

97

Changes related to "Wuxi Bamboo Wind Turbine Blade Technology...  

Open Energy Info (EERE)

Policies International Clean Energy Analysis Low Emission Development Strategies Oil & Gas Smart Grid Solar U.S. OpenLabs Utilities Water Wind View New Pages Recent Changes All...

98

The community network game project: Enriching online gamers experience with user generated content  

E-Print Network (OSTI)

AbstractOne of the most attractive features of Massively Multiplayer Online Games (MMOGs) is the possibility for users to interact with a large number of other users in a variety of collaborative and competitive situations. Gamers within an MMOG typically become members of active communities with mutual interests, shared adventures, and common objectives. We present the EU funded Community Network Game (CNG) project. The CNG project will provide tools to enhance collaborative activities between online gamers and will develop new tools for the generation, distribution and insertion of user generated content (UGC) into existing MMOGs. CNG will allow the addition of new engaging community services without changing the game code and without adding new processing or network loads to the MMOG central servers. The UGC considered by the CNG project includes 3D objects and graphics as well as video to be shared using peer-to-peer (P2P) technology. We describe the concept, innovations, and objectives of the project.

Shakeel Ahmad; Christos Bouras; Raouf Hamzaoui; Andreas Papazois; Erez Perelman; Alex Shani; Gwendal Simon; George Tsichritzis

2010-01-01T23:59:59.000Z

99

A centurial history of technological change and learning curves or pulverized coal-fired utility boilers  

E-Print Network (OSTI)

change; Steam plant; Steam turbine; Electricity 1.housed ?ve 10,000 kW steam turbines and typically requiredAdvances in boiler and steam turbine technology, materials

Yeh, Sonia; Rubin, Edward

2007-01-01T23:59:59.000Z

100

Carbon capture technology: future fossil fuel use and mitigating climate change  

E-Print Network (OSTI)

Carbon capture technology: future fossil fuel use and mitigating climate change DR N FloRiN aND DR P FeNNell executive summary What is carbon capture and storage? Carbon Capture and Storage (CCS) refers to the set of technologies devel- oped to capture carbon dioxide (CO2) gas from the exhausts

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


101

NREL Demonstrates Game-Changing Air Conditioner Technology (Fact Sheet), Highlights in Research & Development, NREL (National Renewable Energy Laboratory)  

NLE Websites -- All DOE Office Websites (Extended Search)

Testing of DEVAP prototype validates modeled Testing of DEVAP prototype validates modeled predictions of 40% to 85% energy savings. Researchers in the NREL Buildings group are moving the award-winning desiccant enhanced evaporative (DEVAP) air conditioning technol- ogy further toward commercialization by demonstrating that its energy-saving perfor- mance matches closely with thermodynamic model predictions. Industry partners Synapse Product Development and AIL Research built two prototypes of DEVAP based on NREL's design and modeling, which were tested in NREL's Advanced HVAC Systems Laboratory. Experiments added confidence to the predicted energy savings of 40% in humid climates and 85% in dry climates, empowering the model as a tool for developing marketable designs, and illustrating the potential of DEVAP to transform

102

Continuous Box game  

E-Print Network (OSTI)

The classical positional game Box was introduced by Chvtal and Erd?s in 1978 in their study of the biased connectivity game on the complete graph. Their analysis was subsequently extended by Hamidoune and Las Vergnas. The board of the Box game consists of elements of n disjoint sets (boxes), which might vary in size. The game is played by two players, Maker and Breaker. Maker claims m board elements per move whereas Breaker claims just one. Maker wins this game if and only if he claims all elements of some box by the end of the game. In this paper we introduce the game CBox, a continuous version of the Box game, where the sizes of the boxes need not be integral and in every move Maker puts a nonnegative real weight into each box, such that the weights sum up to the real number m. This new game, while closely related to the original Box game, turns out to be more amenable to analysis we derive explicit and easy to use criteria for determining the winner in every instance of the game. Consequently, establishing a connection between CBox and Box, we also obtain applicable criteria for the Box game. 1

Dan Hefetz; Michael Krivelevich; Tibor Szab

2011-01-01T23:59:59.000Z

103

Neurological gaming environments  

Science Conference Proceedings (OSTI)

It has been said by members of past generations that computer gaming is destroying the minds of young people who have become addicted to playing games on their desktop computers. The number of games available through the average computer is increasing ...

Paras Kaul

2006-07-01T23:59:59.000Z

104

Better Technologies Key to Addressing Climate Change Energy Department official explains U.S. initiatives  

E-Print Network (OSTI)

Better Technologies Key to Addressing Climate Change Energy Department official explains U.S emissions and addressing climate change, according to a U.S. Department of Energy (DOE) official speaking of the DOE statement follows: [U.S. Department of Energy] Intervention by the United States Panel

105

Games on Graphs  

E-Print Network (OSTI)

We introduce and study Maker-Breaker positional games on random graphs. Our goal is to determine the threshold probability pF for the existence of Maker's strategy to claim a member of F in the unbiased (one-on-one) game played on the edges of the random graph G(n; p), for various target families F of winning sets. More generally, for each probability above this threshold we study the smallest bias b such that Maker wins the (1: b) biased game. We investigate these functions for a number of basic games, like the connectivity game, the perfect matching game, the clique game, the Hamiltonian cycle game and the tree game. Particular attention is devoted to unbiased games, when b = 1. Next, we consider the planarity game and the k-coloring game on the complete graph on n vertices. In the planarity game the winning sets are all non-planar subgraphs, and in the k-coloring game the winning sets are all non-k-colorable subgraphs. For both of the games we look at a (1: b) biased game. We are interested in determining the largest bias b such that Maker wins the Maker-Breaker version of the game. On the other hand, we want to find the largest bias b such that Forcer wins the Avoider-Forcer version of the game. Finally, we deal with balanced online games on the random graph process. The game is played by a player called Painter. Edges in the random graph process are introduced two at a time. For each pair of edges Painter immediately and irrevocably chooses one of the two possibilities to color one of them red and the other one blue. His goal is to avoid creating a monochromatic copy of a prescribed fixed graph H, for as long as possible. We study the threshold mH for the number of edges to be played to know that Painter almost surely will create a monochromatic copy of H, for H being a cycle, a path and a star.

Milos Stojakovic

2005-01-01T23:59:59.000Z

106

Catching Fireflies: a persuasive augmented reality game for Android phones  

Science Conference Proceedings (OSTI)

This poster explains the development of the unique game Catching Fireflies and how it is an example of persuasive technology used to draw people outdoors. Catching Fireflies is a game for Android operating systems which uses multiple aspects of the phone ... Keywords: augmented reality, mobile application, persuasive software

Amy Eubanks

2011-03-01T23:59:59.000Z

107

Old Schoolyard Games  

NLE Websites -- All DOE Office Websites (Extended Search)

Schoolyard Games Schoolyard Games Nature Bulletin No. 287-A December 16, 1967 Forest Preserve District of Cook County Richard B. Ogilvie, President Roland F. Eisenbeis, Supt. of Conservation OLD SCHOOLYARD GAMES Children are much the same everywhere: naturally, they want to have fun and play games. Many of the games enjoyed in our American schoolyards and playgrounds today were played by our great- grandparents, Some of them, with different names and rules, were brought from other countries and their origins are lost in the mists of antiquity. In ancient Greece and Rome, for instance, youngsters rolled hoops, flew kites and played games like hide-and-seek, blindman's buff and hopscotch. Our American Indians were fun-loving people with scores of games. The Iroquois invented lacrosse and Indian children flew kites of bladders, spun teetotums (a kind of top), made "cats' cradles" with fibers, and played tag, hide-and-seek, blindman's buff and shuttlecock.

108

Regulation Games  

E-Print Network (OSTI)

by the fear that excessive capital intensity will induce theefficient choices of capital intensity, but there are nosharp change in capital intensity suggests that utilities

Gilbert, Richard J.; Newbery, David M.

1988-01-01T23:59:59.000Z

109

When pixels speak: why video games deserve free speech protection; why video games will not receive free speech protection  

E-Print Network (OSTI)

This dissertation examines how games have been construed legally and publicly and compares the nature of games to the de facto legal criteria: in order for games to receive free speech protection, games must inform and communicate. In Chapter I, I review the literature surrounding the effects of violent video games. This literature review serves as a foundation for the rhetorical nature of the legal controversy since the controversy has no clear-cut answer to the effects of video games. Instead of a clear "Yes"??? or "????No"??? answer, game effects researchers can only posit "Maybe"??? and "No"??? findings. Game antagonists employed long-shot and shoddy research to argue their case that violent games produce violent people. The next two chapters lay a foundation for justifying why games have become increasingly controversial to date. In Chapter II, I outline a history of games and argue that games became communicative in the early 1990s. As a response to graphically communicative games and congressional bullying, the video game industry created a self regulatory rating board which should have quelled the public controversy. It did not. In Chapter III, I argue that Columbine changed the face of the game industry in the eyes of the public, as a matter of public morality. Before 1999, the public viewed games in a positive light, embodying one of America'????s pastimes and helping the disabled with their motor skills. After the events at Columbine, the public saw the video game industry as an unruly and rogue force. In Chapter IV, I explain the legal hurtles the game industry faces in becoming protected speech. While video games have become communicative and informative, they likely will not receive free speech protection because of the public scapegoating of the industry during the last two and a half decades. I conclude by discussing the latest Grand Theft Auto "????Hot Coffee"??? controversy and how game developers remain gun-shy about the free speech issue.

Bailey, Joseph Harold

2003-05-01T23:59:59.000Z

110

STATEMENT OF CONSIDERATIONS REQUEST BY ALLEGHENY TECHNOLOGIES WAH CHANG DIVISION FOR AN ADVANCE  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

ALLEGHENY TECHNOLOGIES WAH CHANG DIVISION FOR AN ADVANCE ALLEGHENY TECHNOLOGIES WAH CHANG DIVISION FOR AN ADVANCE WAIVER OF DOMESTIC AND FOREIGN INVENTION RIGHTS UNDER DOE COOPERATIVE AGREEMENT NO. DE-FC26-05NT42513; W(A)-05-053, CH-1340 The Petitioner, Allegheny Technologies, Wah Chang Division (ATI) was awarded a cooperative agreement for the performance of work entitled, "Evaluation of a Functional Interconnect for Solid Oxide Fuel Cells." The purpose of the project is the creation of a materials system for a solid oxide fuel cell interconnect. Work will focus on metallic materials such as ferritic stainless steels and nickel-base alloys in various combinations and configura-tions. Testing will focus on the elevated temperature degradation of surfaces in simulated fuel cell environments.\This award is a

111

Designing collaborative multiplayer serious games  

Science Conference Proceedings (OSTI)

The idea of Computer Supported Collaborative Learning (CSCL) is being investigated for more than twenty years. Since a few years, game-based approaches like video games for learning (Serious Games) offer new fields of application. The combination of ... Keywords: CSCL, Collaborative learning, Game-based learning, Serious games

Viktor Wendel; Michael Gutjahr; Stefan Gbel; Ralf Steinmetz

2013-06-01T23:59:59.000Z

112

Program on Technology Innovation: Biomass Leaching Pre-Treatment Technology Bench Testing  

Science Conference Proceedings (OSTI)

The leaching of biomass to remove or eliminate troublesome constituents such as alkali metals, chlorine, sulfur, and phosphorus presents an opportunity to solve many problems associated with firing and cofiring low-cost and low-grade agricultural biomass and waste materials to produce energy and biofuels. The Electric Power Research Institute (EPRI) has taken interest in fostering the development of this potentially game-changing technology. As part of this endeavor, EPRI, through the Technology Innovati...

2011-07-18T23:59:59.000Z

113

Game Theoretic Methods for the Smart Grid  

E-Print Network (OSTI)

The future smart grid is envisioned as a large-scale cyber-physical system encompassing advanced power, communications, control, and computing technologies. In order to accommodate these technologies, it will have to build on solid mathematical tools that can ensure an efficient and robust operation of such heterogeneous and large-scale cyber-physical systems. In this context, this paper is an overview on the potential of applying game theory for addressing relevant and timely open problems in three emerging areas that pertain to the smart grid: micro-grid systems, demand-side management, and communications. In each area, the state-of-the-art contributions are gathered and a systematic treatment, using game theory, of some of the most relevant problems for future power systems is provided. Future opportunities for adopting game theoretic methodologies in the transition from legacy systems toward smart and intelligent grids are also discussed. In a nutshell, this article provides a comprehensive account of the...

Saad, Walid; Poor, H Vincent; Ba?ar, Tamer

2012-01-01T23:59:59.000Z

114

Biased orientation games  

E-Print Network (OSTI)

We study biased {\\em orientation games}, in which the board is the complete graph $K_n$, and Maker and Breaker take turns in directing previously undirected edges of $K_n$. At the end of the game, the obtained graph is a tournament. Maker wins if the tournament has some property $\\mathcal P$ and Breaker wins otherwise. We provide bounds on the bias that is required for a Maker's win and for a Breaker's win in three different games. In the first game Maker wins if the obtained tournament has a cycle. The second game is Hamiltonicity, where Maker wins if the obtained tournament contains a Hamilton cycle. Finally, we consider the $H$-creation game, where Maker wins if the obtained tournament has a copy of some fixed graph $H$.

Ben-Eliezer, Ido; Sudakov, Benny

2011-01-01T23:59:59.000Z

115

Examining IT professionals' adaptation to technological change: the influence of gender and personal attributes  

Science Conference Proceedings (OSTI)

This paper examines the challenge of adapting to technological changes in IS departments. It develops a set of hypotheses about how two personal attributes (tolerance of ambiguity and openness to experience) will be associated with IT professionals' ... Keywords: IT professionals, burnout, gender, innovation adoption, openness to experience, software process innovations, stress, tolerance of ambiguity

Michael J. Gallivan

2004-08-01T23:59:59.000Z

116

The diameter game  

E-Print Network (OSTI)

Abstract. A large class of the so-called Positional Games are defined on the complete graph on n vertices. The players, Maker and Breaker, take the edges of the graph in turns, and Maker wins iff his subgraph has a given usually monotone property. Here we introduce the d-diameter game, which means that Maker wins iff the diameter of his subgraph is at most d. We investigate the biased version of the game; i.e., when the players may take more than one, and not necessarily the same number of edges, in a turn. The 2-diameter game has the property that Breaker wins the game in which each player chooses one edge per turn, but Maker wins as long as he is permitted to choose 2 edges in each turn whereas Breaker can choose as many as 0.25n 1/7 /(lnn) 3/7. In addition, we investigate d-diameter games for d> 1. The diameter games are strongly related to the degree games. Thus, we also provide a generalization of the fair degree game for the biased case. 1.

Jzsef Balogh; Ryan Martin; Andrs Pluhr

2006-01-01T23:59:59.000Z

117

Teachers' Perceptions of Effective Science, Technology, and Mathematics Professional Development and Changes in Classroom Practices  

E-Print Network (OSTI)

The purpose of this study is to examine teachers perceptions of professional development and changes in classroom practice. A proposed conceptual framework for effective professional development that results in changes in classroom practices was developed. Data from two programs that provided professional development to teachers in the areas of technology, mathematics, and science was used to inform the conceptual framework. These two programs were Target Technology in Texas (T3) and Mathematics, Science, and Technology Teacher Preparation Academies (MSTTPA). This dissertation used a multiple article format to explore each program separately, yet the proposed conceptual framework allowed for comparisons to be made between the two programs. he first study investigated teachers perceptions of technology-related professional development after their districts had received a T3 grant. An online survey was administrated to all teachers to determine their perceptions of technology-related professional development along with technology self-efficacy. Classroom observations were conducted to determine if teachers were implementing technology. The results indicated that teachers did not perceive professional development as being effective and were not implementing technology in their classrooms. Teachers did have high technology self-efficacy and perceived adequate school support, which implies that effective professional development may be a large factor in whether or not teachers implement technology in their classrooms. The second study evaluated participants perceptions of the effectiveness of mathematics and science professional development offered through a MSTTP academy. Current and former participants completed an online survey which measured their perceptions of academy activities and school environment. Participants also self-reported classroom implementation of technology. Interviews and open-ended survey questions were used to provide further insight into academy activities. The results indicated that academy participants perceived effective academy activities along with a supportive school environment. Additionally, participants reported sometimes implementing technology in their classrooms. These findings suggest that several factors might influence the successful classroom implementation of professional development. The data which supports the conceptual framework shows that effective professional development may play a key role in successful classroom implementation. Future professional development activities should be designed around characteristics for effective professional development to increase the likelihood that classroom implementation might occur.

Boriack, Anna Christine

2013-05-01T23:59:59.000Z

118

Tracking Changes in Early Paleoindian Technology and Adaptations on the Southern Plains Periphery  

E-Print Network (OSTI)

This dissertation presents new data on early Paleoindian stone technologies in the Southern Plains periphery. Analyses of lithic artifact assemblages show that significant technological changes occurred between the transitions from pre-Clovis to Clovis and from Clovis to Folsom/Midland. After an initial introduction to the problems in chapter one, a detailed technological description of the pre-Clovis assemblage from the Debra L. Friedkin site, Texas is presented. Site-scale and general technological comparisons to Clovis reveal similarities and differences. I conclude that the pre-Clovis assemblage at Friedkin cannot be considered Clovis, but could represent an ancestral technological assemblage. The third chapter presents the analysis of Clovis bifaces from the Hogeye site, Texas. I identify patterns in the biface reduction process and suggest that these patterns could be use to distinguish between regional Clovis cultural signatures and the idiosyncrasies of individual Clovis flintknappers. The fourth chapter compares Clovis and Folsom/Midland technologies and site-use at a single site, the Debra L. Friedkin site, Texas. I show that while late-stage biface reduction and point production were the focus of both occupations, Folsom/Midland groups also reduced some early- or middle- stage bifacial cores. More broadly, the Friedkin site shows that Clovis and Folsom/Midland settlement along Buttermilk Creek varied. Ultimately, this dissertation provides new evidence of possible Clovis origins, documents Clovis biface reduction signatures, and identifies site-use and technological similarities and differences between Clovis and Folsom/Midland. Defining and comparing early Paleoindian adaptations and technologies is key to understanding how humans dispersed into North America and how they adapted to new and changing environments during the last Ice Age.

Jennings, Thomas

2012-05-01T23:59:59.000Z

119

Positional Games on Random Graphs  

E-Print Network (OSTI)

We introduce and study Maker/Breaker-type positional games on random graphs. Our main concern is to determine the threshold probability pF for the existence of Maker's strategy to claim a member of in the unbiased game played on the edges of random graph G(n, p), for various target families of winning sets. More generally, for each probability above this threshold we study the smallest bias b such that Maker wins the (1: b) biased game. We investigate these functions for a number of basic games, like the connectivity game, the perfect matching game, the clique game and the Hamiltonian cycle game.

Milos Stojakovic; Tibor Szabo

2005-01-01T23:59:59.000Z

120

Audio interaction in computer mediated games  

Science Conference Proceedings (OSTI)

The use of sound in an interactive media environment has not been advanced, as a technology, as far as graphics or artificial intelligence. This discussion will explore the use of sound as a way to influence the player of a computer game, will show ways ...

J. R. Parker; John Heerema

2008-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
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they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


121

Using MIDI to modify video game content  

Science Conference Proceedings (OSTI)

This paper discusses the concept of using background music to control video game parameters and thus actions on the screen. Each song selected by the player makes the game look different and behave variedly. The concept is explored by modifying an existing ... Keywords: MIDI, MIDI-controlled games, background music reactive games, games, music, musically controlled games, rhythm games, virtual sequencer

Jukka Holm; Juha Arrasvuori; Kai Havukainen

2006-06-01T23:59:59.000Z

122

A Report of the EMF 19 Study on Technology and Global Climate Change Policies  

NLE Websites -- All DOE Office Websites (Extended Search)

REPORT ON THE EMF 19 STUDY ON REPORT ON THE EMF 19 STUDY ON TECHNOLOGY AND GLOBAL CLIMATE CHANGE POLICIES David J. Beecy (david.beecy@hq.doe.gov; 301-903-2786) Office of Environmental Systems Technology U.S. Department of Energy 19901 Germantown Road GTN, FE-23, E-133 Germantown, MD 20545 Andy S. Kydes (akydes@eia.doe.gov; 202-586-0883) Integrated Analysis and Forecasting, EI-80 Energy Information Administration U.S. Department of Energy 100 Independence Avenue, SW Washington, DC 20585 Richard G. Richels (rrichels@epri.com; 650-855-2602) Global Climate Change Program Electric Power Research Institute 3412 Hillview Avenue Palo Alto, CA 94304 John P. Weyant (weyant@stanford.edu; 650-723-3506) Department of Management Science & Engineering Terman Building: Room 406 Stanford University Stanford, CA 94305-4026

123

Product placement in interactive games  

Science Conference Proceedings (OSTI)

Modern computer and video games offer a dynamic means of interactive advertising for a wide range of commercial products. This article details an exploratory study in the area of interactive, in-game advertising. Various key forms of interactive advertising ... Keywords: computer games, interactive advertising, interactive media, product placement, video games

Barry Ip

2009-10-01T23:59:59.000Z

124

Scaling games to epic proportions  

Science Conference Proceedings (OSTI)

We introduce scalability for computer games as the next frontier for techniques from data management. A very important aspect of computer games is the artificial intelligence (AI) of non-player characters. To create interesting AI in games today, developers ... Keywords: aggregates, games, indexing, scripting

Walker White; Alan Demers; Christoph Koch; Johannes Gehrke; Rajmohan Rajagopalan

2007-06-01T23:59:59.000Z

125

Biased Games On Random Boards  

E-Print Network (OSTI)

In this paper we analyze biased Maker-Breaker games and Avoider-Enforcer games, both played on the edge set of a random board G ? G(n, p). In Maker-Breaker games there are two players, denoted by Maker and Breaker. In each round, Maker claims one previously unclaimed edge of G and Breaker responds by claiming b previously unclaimed edges. We consider the Hamiltonicity game, the perfect matching game and the k-vertexconnectivity game, where Makers goal is to build a graph which possesses the relevant property. Avoider-Enforcer games are the reverse analogue of Maker-Breaker games with a slight modification, where the two players claim at least 1 and at least b previously unclaimed edges per move, respectively, and Avoider aims to avoid building a graph which possesses the relevant property. Maker-Breaker games are known to be bias-monotone, that is, if Maker wins the (1, b) game, he also wins the (1, b ? 1) game. Therefore, it makes sense to define the critical bias of a game, b ? , to be the breaking point of the game. That is, Maker wins the (1, b) game whenever b ? b ? and loses otherwise. An analogous definition of the critical bias exists for Avoider-Enforcer games: here, the critical bias of a game b ? is such that Avoider wins the (1, b) game for every b> b ? , and loses otherwise. ln n We prove that, for every p = ?( n), G ? G(n, p) is typically such that the critical bias for all the aforementioned Maker-Breaker games is asymptotically b ? = np ln n. We also ln n prove that in the case p = ?( n), the critical bias is b ? = ? ( np ln n). These results settle a conjecture of Stojakovi? and Szab. For Avoider-Enforcer games, we prove that for p = ?( ln n n), the critical bias for all the aforementioned games is b ? = ? ( np ln n). 1

Asaf Ferber; Roman Glebov; Michael Krivelevich; Alon Naor

2012-01-01T23:59:59.000Z

126

Biased nonlocal quantum games  

E-Print Network (OSTI)

We address the question of when quantum entanglement is a useful resource for information processing tasks by presenting a new class of nonlocal games that are simple, direct, generalizations of the Clauser Horne Shimony Holt game. For some ranges of the parameters that specify the games, quantum mechanics offers an advantage, while, surprisingly, for others quantum mechanics is no more powerful than classical mechanics in performing the nonlocal task. This sheds new light on the difference between classical, quantum and super-quantum correlations.

Thomas Lawson; Noah Linden; Sandu Popescu

2010-11-29T23:59:59.000Z

127

Advertising in computer games  

E-Print Network (OSTI)

This paper suggests advertisers should experiment with in-game advertising to gain skills that could become vital in the near future. It compiles, arranges and analyzes the existing body of academic and industry knowledge ...

Vedrashko, Ilya

2006-01-01T23:59:59.000Z

128

The Place Value Game  

NLE Websites -- All DOE Office Websites (Extended Search)

Place Value Game Place Value Game Welcome to the Place Value Game! The goal of the Place Value Game is to create the largest possible number from the digits the computer gives you. Unfortunately, the computer will give you each digit one at a time and you won't know what the next number will be. You are not allowed to rearrange any of the digits you have already placed, so think carefully before you lock a number in place! Good luck! You are allowed to select the: Number of Digits - The number of digits in the number you are building. Largest Digit - The largest number the computer is allowed to pick. (9 means that the computer can pick any number from 0 to 9) Number of Discards - The number of extra spaces you get. (2 means that you are allowed to throw away 2 numbers) A JavaScript enabled web browser (Netscape Navigator 4 or Internet Explorer

129

Network game and boosting  

Science Conference Proceedings (OSTI)

We propose an ensemble learning method called Network Boosting which combines weak learners together based on a random graph (network). A theoretic analysis based on the game theory shows that the algorithm can learn the target hypothesis asymptotically. ...

Shijun Wang; Changshui Zhang

2005-10-01T23:59:59.000Z

130

War Gaming Peace Operations  

Science Conference Proceedings (OSTI)

Today's military personnel fight against and work with a diverse variety of nonstate actors, from al-Qaeda terrorists to major nongovernmental organizations who provide vital humanitarian assistance. Furthermore, the nontraditional battle spaces where ... Keywords: Afghanistan, NGOs, active learning, board game, course of action, culture, curriculum, facilitator, faith-based, humanitarian, humanitarian assistance, indeterminacy, index, intelligence, kinetic, military, negotiations, operations, post-conflict, provincial reconstruction, random events, relationships, religion, religious, stability, terrorists, war game for peace

Roger Mason, Eric Patterson

2013-02-01T23:59:59.000Z

131

A centurial history of technological change and learning curves or pulverized coal-fired utility boilers  

E-Print Network (OSTI)

OECD. Experience curves for energy technology policy. Paris,generation. National Energy Technology Laboratory, U.S. DOE;CO. Assessing new energy technologies using an energy system

Yeh, Sonia; Rubin, Edward

2007-01-01T23:59:59.000Z

132

Video Game Device Haptic Interface for Robotic Arc Welding  

Science Conference Proceedings (OSTI)

Recent advances in technology for video games have made a broad array of haptic feedback devices available at low cost. This paper presents a bi-manual haptic system to enable an operator to weld remotely using the a commercially available haptic feedback video game device for the user interface. The system showed good performance in initial tests, demonstrating the utility of low cost input devices for remote haptic operations.

Corrie I. Nichol; Milos Manic

2009-05-01T23:59:59.000Z

133

Global Energy Technology Strategy: Addressing Climate Change Phase 2 Findings from an international Public-Private Sponsored Research Program  

DOE Green Energy (OSTI)

This book examines the role of global energy technology in addressing climate change. The book considers the nature of the climate change challenge and the role of energy in the issue. It goes on to consider the implications for the evolution of the global energy system and the potential value of technology availability, development and deployment. Six technology systems are identified for special consideration: CO2 capture and storage, Biotechnology, Hydrogen systems, Nuclear energy, Wind and solar energy, and End-use energy technologies. In addition, consideration is given to the role of non-CO2 gases in climate change as well as the potential of technology development and deployment to reduce non-CO2 emissions. Present trends in energy R&D are examined and potentially fruitful avenues for research. The book concludes with a set of key findings.

Edmonds, James A.; Wise, Marshall A.; Dooley, James J.; Kim, Son H.; Smith, Steven J.; Runci, Paul J.; Clarke, Leon E.; Malone, Elizabeth L.; Stokes, Gerald M.

2007-05-01T23:59:59.000Z

134

Designing a Collaborative Visual Analytics Tool for Social and Technological Change Prediction.  

Science Conference Proceedings (OSTI)

We describe our ongoing efforts to design and develop a collaborative visual analytics tool to interactively model social and technological change of our society in a future setting. The work involves an interdisciplinary team of scientists from atmospheric physics, electrical engineering, building engineering, social sciences, economics, public policy, and national security. The goal of the collaborative tool is to predict the impact of global climate change on the U.S. power grids and its implications for society and national security. These future scenarios provide critical assessment and information necessary for policymakers and stakeholders to help formulate a coherent, unified strategy toward shaping a safe and secure society. The paper introduces the problem background and related work, explains the motivation and rationale behind our design approach, presents our collaborative visual analytics tool and usage examples, and finally shares the development challenge and lessons learned from our investigation.

Wong, Pak C.; Leung, Lai-Yung R.; Lu, Ning; Scott, Michael J.; Mackey, Patrick S.; Foote, Harlan P.; Correia, James; Taylor, Zachary T.; Xu, Jianhua; Unwin, Stephen D.; Sanfilippo, Antonio P.

2009-09-01T23:59:59.000Z

135

Empirical support for global integrated assessment modeling: Productivity trends and technological change in developing countries' agriculture and electric power sectors  

E-Print Network (OSTI)

Council on Energy and Environment, for Mexico, the NationalMexico, Brazil, and Indonesia), examining long-run trends in productivity, technological change, energy andenergy-intensive manufacturing sectors of five developing countries, India, Brazil, Mexico,

Sathaye, Jayant A.

2000-01-01T23:59:59.000Z

136

Video game values: Human-computer interaction and games  

Science Conference Proceedings (OSTI)

Current human-computer interaction (HCI) research into video games rarely considers how they are different from other forms of software. This leads to research that, while useful concerning standard issues of interface design, does not address the nature ... Keywords: Activity theory, Computer games, Play, Semiotics, Value, Video games

Pippin Barr; James Noble; Robert Biddle

2007-03-01T23:59:59.000Z

137

How Gamification will change Business Intelligence  

Science Conference Proceedings (OSTI)

In 1958, William Higginbotham was part of the Brookhaven National Laboratory (BNL) Instrumentation Division. In those days, BNL hosted a visitors day each fall. This was an opportunity for thousands of visitors to come and tour the lab and get a better understanding of the capabilities and operations at a nuclear research facility. William Higinbotham wanted to do something that would impress the audience as well as demonstrate the capabilities of the instrumentation division. Higinbotham came up with an idea that would allow the audience to play a simulated game of table tennis. By utilizing an analog computer and an oscilloscope, Higinbotham created the first publically available video game. The game was very simple and simulated the vertical side of a tennis court, the edge of the floor with the edge of the net perpendicular, on a screen. Each player had a button and a rotating knob. Rotating the knob would change the angle of the bar controlling the ball; pressing the button sent the ball toward the opposite side of the court. If the ball hit the net, it rebounded at an unexpected angle. If the ball went over and was not hit back, it would hit the floor and bounce again at a natural angle. If it disappeared off the screen, a reset button could be pressed, causing the ball to reappear and remain stationary until the user pressed the button to send the ball flying back across the net. Higginbotham recounted that "it was a simple design. Back then, analog computers were used to work out all kinds of mechanical problems. They didn't have the accuracy of digital computers, which were very crude at the time, but then you don't need a great deal of precision to play TV games. " The game was wildly successful and Higinbotham could tell from the crowds reaction that he had developed something very special. From the days of Higinbothams rudimentary version of the classic game Pong, video games have matured and become much more complex. Not only has the technology advanced, allowing for better graphics, sound and game play, but also significant research has been done in the area of game mechanics. Game mechanics are rule based systems that facilitate and encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms. (Koster, 2004) As these game mechanics become better understood, they are being applied to areas outside of the realm of video game development. Game mechanics have become the basis for understanding the psychological drivers of users in the digital world. Business Intelligence, part of this digital experience, can learn some great lessons in how to engage users and revolutionize the user experience through the application of these game mechanics. In the tradition of BNLs innovative spirit and as a sister laboratory in the Department of Energy laboratory complex, Idaho National Laboratory (INL) looks to determine how we can enhance the user experience through the effective application of game mechanics to Business Intelligence to meet the needs of our business.

Hiltbrand, Troy; Burke, Marsha

2011-04-01T23:59:59.000Z

138

Technologies  

Technologies Materials. Aggregate Spray for Air Particulate; Actuators Made From Nanoporous Materials; Ceramic Filters; Energy Absorbing Material; Diode Arrays for ...

139

Technologies  

Science & Technology. Weapons & Complex Integration. News Center. News Center. Around the Lab. Contacts. For Reporters. Livermore Lab Report. ...

140

Technologies  

Technologies Energy. Advanced Carbon Aerogels for Energy Applications; Distributed Automated Demand Response; Electrostatic Generator/Motor; Modular Electromechanical ...

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


141

Technologies  

Technologies Energy, Utilities, & Power Systems. Advanced Carbon Aerogels for Energy Applications; Distributed Automated Demand Response; Electrostatic Generator/Motor

142

Technologies  

Technologies Research Tools. Cell-Free Assembly of NanoLipoprotein Particles; Chemical Prism; Lawrence Livermore Microbial Detection Array (LLMDA) ...

143

Analysis of Consumer Response to Automobile Regulation and Technological Change in Support of California Climate Change Rulemaking  

E-Print Network (OSTI)

Explicit Policy Tool: Case of CNG in New Zealandbattery electric vehicle, a CNG vehicle, or clean diesel. Weand technologies, e.g. , CNG and electric vehicles. Most

Kurani, Kenneth S; Turrentine, Tom

2004-01-01T23:59:59.000Z

144

BIASED POSITIONAL GAMES  

E-Print Network (OSTI)

Two players play a game on the complete graph with n vertices. Each move of the first player consists of claiming k previously unclaimed edges, each move of the second player consists of claiming one previously unclaimed edge. The second player's goal is to claim all the edges of same tree on the n vertices, the first player's goal is to prevent the second from doing that. If k is sufficiently large (resp. small) with respect to n then the first (resp. second) player has a win. We prove that the breaking point comes around k = n/log n. In addition, we consider several other games of this kind.

V. Chvtal; P. Erds

1978-01-01T23:59:59.000Z

145

Prioritizing Climate Change Mitigation Alternatives: Comparing Transportation Technologies to Options in Other Sectors  

E-Print Network (OSTI)

A/C for smaller buildings High insulation technology withof the building, including its walls, insulation, windows,d) building shell technologies like improved insulation and

Lutsey, Nicholas P.

2008-01-01T23:59:59.000Z

146

Final Technical Report: "Representing Endogenous Technological Change in Climate Policy Models: General Equilibrium Approaches"  

SciTech Connect

The research supported by this award pursued three lines of inquiry: (1) The construction of dynamic general equilibrium models to simulate the accumulation and substitution of knowledge, which has resulted in the preparation and submission of several papers: (a) A submitted pedagogic paper which clarifies the structure and operation of computable general equilibrium (CGE) models (C.2), and a review article in press which develops a taxonomy for understanding the representation of technical change in economic and engineering models for climate policy analysis (B.3). (b) A paper which models knowledge directly as a homogeneous factor, and demonstrates that inter-sectoral reallocation of knowledge is the key margin of adjustment which enables induced technical change to lower the costs of climate policy (C.1). (c) An empirical paper which estimates the contribution of embodied knowledge to aggregate energy intensity in the U.S. (C.3), followed by a companion article which embeds these results within a CGE model to understand the degree to which autonomous energy efficiency improvement (AEEI) is attributable to technical change as opposed to sub-sectoral shifts in industrial composition (C.4) (d) Finally, ongoing theoretical work to characterize the precursors and implications of the response of innovation to emission limits (E.2). (2) Data development and simulation modeling to understand how the characteristics of discrete energy supply technologies determine their succession in response to emission limits when they are embedded within a general equilibrium framework. This work has produced two peer-reviewed articles which are currently in press (B.1 and B.2). (3) Empirical investigation of trade as an avenue for the transmission of technological change to developing countries, and its implications for leakage, which has resulted in an econometric study which is being revised for submission to a journal (E.1). As work commenced on this topic, the U.S. withdrawal from Kyoto and the administration's announcement of a voluntary target based on emission intensity made it apparent that the degree of emission leakage to developing countries would depend on (i) the form of the emission limit set by developed countries and (ii) the incentives faced by developing nations to accede to an international climate regime. This realization led to synergistic research on the properties of intensity targets under uncertainty, which resulted in two theoretical studies, one which has been published (A.1) and the other which is currently in review (C.5).

Ian Sue Wing

2006-04-18T23:59:59.000Z

147

Experimental development of competitive digital educational games on multi-touch screen for young children  

Science Conference Proceedings (OSTI)

Multi-touch technology offers us a new opportunity to develop digital educational games (DEGS) for children. Current researches are focusing on the area of cooperative learning, and the devices used are mostly horizontal. Can we develop competitive DEGS ... Keywords: DEGS, competitive game design, multi-touch, multiple intelligences, preschool education

Xiaohua Yu; Mian Zhang; Jie Ren; Huifang Zhao; Zhiting Zhu

2010-08-01T23:59:59.000Z

148

Investigating the impact of video games on high school students' engagement and learning about genetics  

Science Conference Proceedings (OSTI)

The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology's efficacy. This quasi-experimental ... Keywords: Applications in subject areas, Interactive learning environments, Pedagogical issues, Secondary education, Virtual reality

Leonard A. Annetta; James Minogue; Shawn Y. Holmes; Meng-Tzu Cheng

2009-08-01T23:59:59.000Z

149

CO2 capture, reuse, and sequestration technologies for mitigating global climate change  

SciTech Connect

Fossil fuels currently supply over 85% of the world`s energy needs. They will remain in abundant supply well into the 21st century. They have been a major contributor to the high standard of living enjoyed by the industrialized world. We have learned how to extract energy from fossil fuels in environmentally friendly ways, controlling the emissions of NO{sub x}, S0{sub 2}, unburned hydrocarbons, and particulates. Even with these added pollution controls, the cost of fossil energy generated power keeps falling. Despite this good news about fossil energy, its future is clouded because of the environmental and economic threat posed by possible climate change, commonly referred to as the `greenhouse effect`. The major greenhouse gas is carbon dioxide (CO{sub 2}) and the major source of anthropogenic C0{sub 2} is combustio of fossil fuels. The potential impacts of global climate change are many and varied, though there is much uncertainty as to the timing and magnitude (Watson et al., 1996). Because of the potential adverse impacts, the world community has adopted the Framework Convention on Climate Change (see Box 1). The urgency of their work was recently underscored when the Intergovernmental Panel on Climate Change (IPCC) issued their Second Assessment Report which stated that `the balance of evidence suggests a discernible human influence on global climate`. The goal of stabilization of greenhouse gas emissions at their 1990 levels in the year 2000 will not be met by the vast majority of countries. Based on this experience, it is obvious that more aggressive technology responses are required if we want to control greenhouse gas emissions.

Herzog, H.J., MIT Energy Laboratory

1998-01-01T23:59:59.000Z

150

Technologies  

High Performance Computing (HPC) Technologies; Industrial Partnerships Office P.O. Box 808, L-795 Livermore, CA 94551 Phone: (925) 422-6416 Fax: (925) ...

151

Trouble tower game demo  

Science Conference Proceedings (OSTI)

The Construction Industry has one of the highest rates of injury and fatality in Australia and across the world. A key challenge for OH&S training is to engage learners. Construction students tend to be experiential learners and class room teaching is ... Keywords: construction industry, hazard identification, learning, occupational health and safety, serious game

Stefan Greuter, Susanne Tepe, Frank Boukamp, Ron Wakefield

2013-09-01T23:59:59.000Z

152

History and Legacy of the Sydney 2009 World Masters Games  

E-Print Network (OSTI)

Masters Games are different from other quadrennial games in that: · Allcompetitorswillcompeteasindividuals

University of Technology, Sydney

153

Personalizing game content using audio-visual media  

Science Conference Proceedings (OSTI)

This paper introduces the concept of media-controlled games, where game content is personalized using audio-visual media as an input to the game. Each piece of background music or picture selected by the player makes the game look different and behave ... Keywords: MIDI, audio, games, image-controlled games, media-controlled games, music, musically controlled games, personalization

Jukka Holm; Kai Havukainen; Juha Arrasvuori

2005-06-01T23:59:59.000Z

154

Technolog  

NLE Websites -- All DOE Office Websites (Extended Search)

Research in Research in Science and Technolog y Sandia pushes frontiers of knowledge to meet the nation's needs, today and tomorrow Sandia National Laboratories' fundamental science and technology research leads to greater understanding of how and why things work and is intrinsic to technological advances. Basic research that challenges scientific assumptions enables the nation to push scientific boundaries. Innovations and breakthroughs produced at Sandia allow it to tackle critical issues, from maintaining the safety, security and effectiveness of the nation's nuclear weapons and preventing domestic and interna- tional terrorism to finding innovative clean energy solutions, develop- ing cutting-edge nanotechnology and moving the latest advances to the marketplace. Sandia's expertise includes:

155

Prioritizing Climate Change Mitigation Alternatives: Comparing Transportation Technologies to Options in Other Sectors  

E-Print Network (OSTI)

efficiency, or luminous efficacy, of the technologies are incandescent, 10-20 lumens per watt (lum/W); CFL,

Lutsey, Nicholas P.

2008-01-01T23:59:59.000Z

156

NREL: Technology Transfer - Technologies Available for Licensing  

NLE Websites -- All DOE Office Websites (Extended Search)

New Amber LEDs for High-Efficiency Solid-State Lighting New Amber LEDs for High-Efficiency Solid-State Lighting NREL is closing the LED "green gap" with a patent-pending technology that allows for easy manufacturing of low-cost amber LEDs that-when combined with red, green, and blue LEDs-produce brilliant broad-spectrum white light more efficiently than current LEDs. This color-mixing technique enables low-cost, easy-to-manufacture white LEDs with improved luminosity. This novel device architecture achieves greater efficiencies than current amber LEDs. In addition, the color-mixing approach avoids the energy losses associated with producing white light via conventional (phosphor-converted blue) LEDs. NREL's game-changing innovation could transform the market for solid-state lighting (SSL) for industry, businesses, and consumers. It also will impact

157

Technology  

NLE Websites -- All DOE Office Websites (Extended Search)

Technology Computers and the internet play an increasingly larger role in the lives of students. In this activity, students must use various web sites to locate specific pieces of...

158

Video Games: A Site for Sore Eyes  

E-Print Network (OSTI)

1984). Rx for lazy eye: Video game exercise. Science News,patients. Here we have seen video games used for amblyopia,function through action video game training. Nature

Mozaffari, Sahar

2011-01-01T23:59:59.000Z

159

Fun and Games: Multi-Language Development  

Science Conference Proceedings (OSTI)

Computer games (or "electronic games" if you encompass those games played on console-class hardware) comprise one of the fastest-growing application markets in the world. Within the development community that creates these entertaining marvels, multi-language ...

Andrew M. Phelps; David M. Parks

2004-02-01T23:59:59.000Z

160

Planarity, colorability and minor games  

E-Print Network (OSTI)

Let m and b be positive integers and let F be a hypergraph. In an (m, b)Maker-Breaker game F two players, called Maker and Breaker, take turns selecting previously unclaimed vertices of F. Maker selects m vertices permove and Breaker selects b vertices per move. The game ends when every vertex has been claimed by one of the players. Maker wins if he claims all the vertices of some hyperedge of F; otherwise Breaker wins. An (m, b) Avoider-Enforcer game F is played in a similar way. The only difference is in the determination of the winner: Avoider loses if he claims all the vertices of some hyperedge of F; otherwise Enforcer loses. In this paper we consider the Maker-Breaker and Avoider-Enforcer versions of the planarity game, the k-colorability game and the K_t-minor game.

Dan Hefetz; et al.

2007-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


161

Energy Policy 28 (2000) 907}921 Modeling uncertainty of induced technological change  

E-Print Network (OSTI)

This paper presents a new method for modeling-induced technological learning and uncertainty in energy systems. Three related features are introduced simultaneously: (1) increasing returns to scale for the costs of new technologies; (2) clusters of linked technologies that induce learning depending on their technological `proximitya in addition to the technology relations through the structure (and connections) of the energy system; and (3) uncertain costs of all technologies and energy sources. The energy systems-engineering model MESSAGE developed at IIASA was modi"ed to include these three new features. MESSAGE is a linear programming optimization model. The starting point for this new approach was a global (single-region) energy systems version of the MESSAGE model that includes more than 100 di!erent energy extraction, conversion, transport, distribution and end-use technologies. A new feature is that the future costs of all technologies are uncertain and assumed to be distributed according to the log-normal distribution. These are stylized distribution functions that indirectly re#ect the cost distributions of energy technologies in the future based on the analysis of the IIASA energy technology inventory. In addition, the expected value of these cost distributions is assumed to decrease and variance to narrow with the increasing application of new technologies. This means that the process of technological learning is uncertain even as cumulative experience increases. New technologies include, for example, fuel cells, photovoltaic and wind energy conversion technologies. The technologies are related through the structure of energy system in MESSAGE. For example, cheaper wind energy has direct

Andrii Gritsevskyi; Nebojs A Nakich Enovich

2000-01-01T23:59:59.000Z

162

NETL: News Release - Ohio State Develops Game-Changing CO Carbon Storage Partner Completes First Year of CO Research Projects Addressing Technical Challenges to Environmentally  

NLE Websites -- All DOE Office Websites (Extended Search)

Injection Operations in Illinois 2 Capture Membranes in DOE-Funded Injection Operations in Illinois 2 Capture Membranes in DOE-Funded Project Publications News Release Release Date: November 28, 2012 Research Projects Addressing Technical Challenges to Environmentally Acceptable Shale Gas Development Selected by DOE Washington, D.C. - Fifteen research projects aimed at addressing the technical challenges of producing natural gas from shales and tight sands, while simultaneously reducing environmental footprints and risks, have been selected to receive a total of $28 million in funding from the U.S. Department of Energy's Office of Fossil Energy (FE). The projects, valued at just over $36.6 million over two years, add to the research portfolio for FE's Ultra-Deepwater and Unconventional Natural Gas and Other Petroleum Resources Research Program, which develops technologies and strategies to improve the safety and minimize the environmental impacts of oil and natural gas exploration and production.

163

Complexity of question/answer games  

Science Conference Proceedings (OSTI)

Question/Answer games (Q/A games for short) are a generalization of the Renyi-Ulam game and they are a model for information extraction in parallel. A Q/A game, G=(D,s,(q"1,...,q"k)), is played on a directed acyclic graph, D=(V,E), with a distinguished ... Keywords: Combinatorial games, Computational complexity, Perfect information games, Polynomial-time hierarchy

Sarmad Abbasi; Numan Sheikh

2008-12-01T23:59:59.000Z

164

Playing the Environment: Games as Virtual Ecologies  

E-Print Network (OSTI)

Playing the Environment: Games as Virtual Ecologies Alendasocial realism, games, environment, ecology 1. INTRODUCTIONversions of the environment? The answer is multifaceted.

Chang, Alenda Y.

2009-01-01T23:59:59.000Z

165

Tired of changing light bulbs AND want to save money? Still using 100 year-old technology?  

E-Print Network (OSTI)

Tired of changing light bulbs AND want to save money? Still using 100 year-old technology? TAKE THE COMPACT FLUORESCENT LIGHT BULB CHALLENGE! · A 23 W Compact bulb gives the same light as a 100W regular are you waiting for? Count up the number of light bulbs in your home and go out and replace them

166

Technological Change, Depletion and the U.S. Petroleum Industry: A New Approach to Measurement and Estimation***  

E-Print Network (OSTI)

and crude oil reserve additions, respectively, are estimated. These functions enable us to isolate. The impact of technological change on finding costs for U.S. crude oil reserves has been more modest. This paper also looks at finding costs for crude oil. The material on stationarity and cointegration analysis

167

Underwater Augmented Reality Game using the DOLPHYN Abdelkader Bellarbi2  

E-Print Network (OSTI)

Underwater Augmented Reality Game using the DOLPHYN Abdelkader Bellarbi2 , Christophe Domingues1 technologies. With the extension of Internet to underwater applications, the innovative character, such as the mouse, to underwater uses [1]. The Dolphyn is an underwater-computerized display system with various

Paris-Sud XI, Université de

168

Battery technology for electric and hybrid vehicles: Expert viewsabout prospects for advancement. Under Review at Technological Forecasting and Social Change  

E-Print Network (OSTI)

In this paper we present the results of an expert elicitation on the prospects for advances in battery technology for electric and hybrid vehicles. We find disagreement among the experts on a wide range of topics, including the need for government funding, the probability of getting batteries with Lithium Metal anodes to work, and the probability of building safe Lithium-ion batteries. Averaging across experts we find that U.S. government expenditures of $150M/yr lead to a 66 % chance of achieving a battery that costs less than $200/kWh, and a 20 % chance for a cost of $90/kWh or less. Reducing the cost of batteries from a baseline of $384 to $200 could lead to a savings in the cost of reducing greenhouse gases of about $100 Billion in 2050.

Erin Baker; Jeffrey Keisler

2009-01-01T23:59:59.000Z

169

Games Computers Play: GameTheoretic Aspects of Computing  

E-Print Network (OSTI)

Games Computers Play: Game­Theoretic Aspects of Computing Nathan Linial \\Lambda 1 Introduction Computers may interact in great many ways. A parallel computer consists of a group of processors which cooperate in order to solve large­scale computational problems. Computers compete against each other

Linial, Nathan "Nati"

170

Prioritizing Climate Change Mitigation Alternatives: Comparing Transportation Technologies to Options in Other Sectors  

E-Print Network (OSTI)

GHG rate and average cost-per-kWh of generation of thatas the incremental cost-per-kWh of the low-GHG technology (

Lutsey, Nicholas P.

2008-01-01T23:59:59.000Z

171

Prioritizing Climate Change Mitigation Alternatives: Comparing Transportation Technologies to Options in Other Sectors  

E-Print Network (OSTI)

Estimation of the Carbon Sequestration Supply Function.efficiency, and carbon sequestration, and support market-renewable energy, and carbon sequestration technologies;

Lutsey, Nicholas P.

2008-01-01T23:59:59.000Z

172

Prioritizing Climate Change Mitigation Alternatives: Comparing Transportation Technologies to Options in Other Sectors  

E-Print Network (OSTI)

of natural gas-powered combined cycle power plants. The mostintegrated gasification combined cycle (IGCC) coal plants,integrated gasification combined cycle (IGCC) technology for

Lutsey, Nicholas P.

2008-01-01T23:59:59.000Z

173

Promoting new patterns in household energy consumption with pervasive learning games  

Science Conference Proceedings (OSTI)

Engaging computer games can be used to change energy consumption patterns in the home. PowerAgent is a pervasive game for Java-enabled mobile phones that is designed to influence everyday activities and use of electricity in the domestic setting. PowerAgent ...

Magnus Bang; Anton Gustafsson; Cecilia Katzeff

2007-04-01T23:59:59.000Z

174

Global Maker-Breaker games on sparse graphs  

E-Print Network (OSTI)

In this paper we consider Maker-Breaker games, played on the edges of sparse graphs. For a given graph property P we seek a graph (board of the game) with the smallest number of edges on which Maker can build a subgraph that satisfies P. In this paper we focus on global properties. We prove the following results: 1) for the positive minimum degree game, there is a winning board with n vertices and about 10n/7 edges, on the other hand, at least 11n/8 edges are required; 2) for the spanning k-connectivity game, there is a winning board with n vertices and (1+ok(1))kn edges; 3) for the Hamiltonicity game, there is a winning board of constant average degree; 4) for a tree T on n vertices of bounded maximum degree ?, there is a graph G on n vertices and at most f(?) n edges, on which Maker can construct a copy of T. We also discuss biased versions on these games and argue that the picture changes quite drastically there. 1

Dan Hefetz; Michael Krivelevich; Tibor Szab

2009-01-01T23:59:59.000Z

175

Environmental Energy Technologies Division Energy Analysis Department Changes in the Economic Value of  

E-Print Network (OSTI)

Reliability and Office of Energy Efficiency and Renewable Energy #12;2 Environmental Energy Technologies is an evaluation of the economic value of the energy generated · Use a long-run modeling framework to evaluate economic benefits of several different VG technologies: · Wind, single-axis tracking photovoltaics (PV

176

Bus Rapid Transit and the use of AVL Technology: A Survey of Integrating Change  

E-Print Network (OSTI)

training and support programs sometimes needed to help technical change along. Researchers and management

Gillen, David; Johnson, Doug

2002-01-01T23:59:59.000Z

177

Energy and greenhouse gas emission effects of corn and cellulosic ethanol with technology improvements and land use changes.  

Science Conference Proceedings (OSTI)

Use of ethanol as a transportation fuel in the United States has grown from 76 dam{sup 3} in 1980 to over 40.1 hm{sup 3} in 2009 - and virtually all of it has been produced from corn. It has been debated whether using corn ethanol results in any energy and greenhouse gas benefits. This issue has been especially critical in the past several years, when indirect effects, such as indirect land use changes, associated with U.S. corn ethanol production are considered in evaluation. In the past three years, modeling of direct and indirect land use changes related to the production of corn ethanol has advanced significantly. Meanwhile, technology improvements in key stages of the ethanol life cycle (such as corn farming and ethanol production) have been made. With updated simulation results of direct and indirect land use changes and observed technology improvements in the past several years, we conducted a life-cycle analysis of ethanol and show that at present and in the near future, using corn ethanol reduces greenhouse gas emission by more than 20%, relative to those of petroleum gasoline. On the other hand, second-generation ethanol could achieve much higher reductions in greenhouse gas emissions. In a broader sense, sound evaluation of U.S. biofuel policies should account for both unanticipated consequences and technology potentials. We maintain that the usefulness of such evaluations is to provide insight into how to prevent unanticipated consequences and how to promote efficient technologies with policy intervention.

Wang, M.; Han, J.; Haq, Z; Tyner, .W.; Wu, M.; Elgowainy, A. (Energy Systems)

2011-05-01T23:59:59.000Z

178

Introduction of New Technologies to Competing Industrial Customers  

Science Conference Proceedings (OSTI)

Motivated by several examples from industry, such as the introduction of a biotechnology-based process innovation in nylon manufacturing, we consider a technology provider that develops and introduces innovations to a market of industrial customers---original ... Keywords: business-to-business, game theory, industrial customers, industrial markets, multistage game, technology adoption, technology introduction

Sanjiv Erat; Stylianos Kavadias

2006-11-01T23:59:59.000Z

179

Designing entertaining educational games using procedural rhetoric: a case study  

Science Conference Proceedings (OSTI)

In the paper we describe the design and development of a video game about sustainable energy use that effectively unites fun with learning. We also present results from an initial study of the educational impact of the game. Many educational games do ... Keywords: educational games, energy, environment, game design, procedural rhetoric, serious games, simulation games

Lars Doucet; Vinod Srinivasan

2010-07-01T23:59:59.000Z

180

Role playing games: comparative analysis across two media platforms  

Science Conference Proceedings (OSTI)

Role Playing Games (RPGs) is a popular game form. RPGs have been translated into all media formats, and are also a rare example of functioning interactive narratives. Despite the popularity of these games, especially within computer games, and the possibility ... Keywords: computer games, information systems, interactive narrative, multiplayer games, role playing game

Anders Tychsen

2006-12-01T23:59:59.000Z

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


181

Noncooperative Games for Autonomous Consumer Load Balancing Over Smart Grid  

E-Print Network (OSTI)

Traditionally, most consumers of electricity pay for their consumption according to a fixed-rate. The few existing implementations of real time pricing have been restricted to large industrial consumers, where the benefits could justify the high implementation cost. With the advancement of Smart Grid technologies, large scale implementation of variable-rate metering will be more practical. Consumers will be able to control their electricity consumption in an automated fashion, where one possible scheme is to have each individual maximize their own utility as a noncooperative game. In this thesis, noncooperative games are formulated among the consumers of Smart Grid with two real-time pricing schemes, where the Nash equilibrium operation points are investigated for their uniqueness and load balancing properties. The first pricing scheme charges a price according to the average cost of electricity borne by the retailer and the second charges according to a time-variant increasing-block price. The zero revenue model and the constant revenue rate model, are the two revenue models being considered. The relationship between these games and certain congestion games, known as atomic flow games from the computer networking community, is demonstrated. It is shown that the proposed noncooperative game formulation falls under the class of atomic splittable flow games. It is shown that the Nash equilibrium exists for four different cases, with different pricing schemes and revenue models, and is shown to be unique for three of the cases, under certain conditions. It is shown that both pricing schemes lead to similar electricity loading patterns when consumers are interested only in the minimization of electricity costs. Finally, the conditions under which the increasing-block pricing scheme is preferred over the average cost based pricing scheme are discussed.

Agarwal, Tarun

2010-08-01T23:59:59.000Z

182

Labeling images with a computer game  

Science Conference Proceedings (OSTI)

We introduce a new interactive system: a game that is fun and can be used to create valuable output. When people play the game they help determine the contents of images by providing meaningful labels for them. If the game is played as much as popular ... Keywords: World Wide Web, distributed knowledge acquisition, image labeling, online games

Luis von Ahn; Laura Dabbish

2004-04-01T23:59:59.000Z

183

Prioritizing Climate Change Mitigation Alternatives: Comparing Transportation Technologies to Options in Other Sectors  

E-Print Network (OSTI)

2007. U.S. Department of Energy (U.S. DOE), 2000. Technology15. U.S. Department of Energy (U.S. DOE). 2001. TechnicalU.S. Department of Energy (U.S. DOE), 2002a. Fluorescent

Lutsey, Nicholas P.

2008-01-01T23:59:59.000Z

184

The political economy of technological innovation : a change in the debate  

E-Print Network (OSTI)

Why are some countries more technologically innovative than others? The dominant explanation amongst political-economists is that domestic institutions determine national innovation rates. However, after decades of research, ...

Taylor, Mark Zachary

2006-01-01T23:59:59.000Z

185

Betting on Las Vegas: Designing Popular Slot Games  

Science Conference Proceedings (OSTI)

... Physicist Olaf Vancura, author of several acclaimed books on gaming and holder of over 70 game-related patents, will take us on a tour of game ...

2012-02-06T23:59:59.000Z

186

Program on Technology Innovation: Volume Reduction Methods and Waste Form Changes for High-Activity Spent Resin  

Science Conference Proceedings (OSTI)

The Electric Power Research Institute (EPRI) has initiated a series of studies to mitigate the impact of limited disposal-site access on continued light water reactor operations. A previous EPRI report, Program on Technology Innovation: Volume Reduction Methods and Waste Form Changes for High-Activity Spent Resin: A Feasibility Study (1025303), established that cation and anion resin beads could be separated for the purpose of rendering the anion resin as Class A resin waste, and ...

2013-11-14T23:59:59.000Z

187

Instructional design authoring support for the development of serious games and mixed reality training. Paper presented at Interservice/Industry Training, Simulation and Education Conference  

E-Print Network (OSTI)

A significant trend is underway to apply entertainment game technologies to training environments, the Serious Games movement. These training games will be delivered through traditional technologies such as desktop computers as well as mobile computers, embedded in operational equipment and mixed reality technologies. The design and development of effective training using these technologies is challenging. There is often deep conflict between ensuring that the desired instructional goals are met while at the same time staying true to key benefits of games for trainingengagement, fun, and complexity of the training scenario. The unpredictability of games impedes control of training variables and poorly designed games may result in negative training effects. Yet, trainers realize that many current training systems and instructional methods are ineffective, lack real world complexity and are boring. There is a need to bridge the gap between proven simulation and other training systems, and gaming entertainment technologies. Authoring tools are needed to ensure these new systems are used effectively. Our team has been investigating how to develop an instructional design authoring tool that supports the entire process from identifying training requirements through the delivery of regular and embedded training. We developed the Simulation-game Instructional Systems Design (SG-ISD) Model which has been mapped to ensure it supports official Instructional Systems Development (ISD) processes for effective design while integrating game

Sonny E. Kirkley, Ph.D.; Steve Tomblin; Jamie Kirkley

2005-01-01T23:59:59.000Z

188

Biased Weak Polyform Achievement Games  

E-Print Network (OSTI)

In a biased weak $(a,b)$ polyform achievement game, the maker and the breaker alternately mark $a,b$ previously unmarked cells on an infinite board, respectively. The maker's goal is to mark a set of cells congruent to a polyform. The breaker tries to prevent the maker from achieving this goal. A winning maker strategy for the $(a,b)$ game can be built from winning strategies for games involving fewer marks for the maker and the breaker. A new type of breaker strategy called the priority strategy is introduced. The winners are determined for all $(a,b)$ pairs for polyiamonds and polyominoes up to size four.

Norris, Ian

2011-01-01T23:59:59.000Z

189

Climate change: Evolving technologies, U.S. business, and the world economy in the 21. century  

SciTech Connect

The International Climate Change Partnership presents this report as one of its efforts to present current information on climate change to the public. One often hears about the expenses entailed in protecting the environment. Unfortunately, one hears less about the economic benefits that may be associated with prudent actions to counter environmental threats. This conference is particularly useful because it focuses attention on profitable business opportunities in the United States and elsewhere that arise from practical efforts to mitigate the risks of climate change. The report contains a brief synopsis of each speaker`s address on climate change.

Harter, J.J.

1996-12-31T23:59:59.000Z

190

The Fast Changing Landscape of Sequencing Technologies and Their Impact on Microbial Genome Assemblies and Annotation  

SciTech Connect

Background: The emergence of next generation sequencing (NGS) has provided the means for rapid and high throughput sequencing and data generation at low cost, while concomitantly creating a new set of challenges. The number of available assembled microbial genomes continues to grow rapidly and their quality reflects the quality of the sequencing technology used, but also of the analysis software employed for assembly and annotation. Methodology/Principal Findings: In this work, we have explored the quality of the microbial draft genomes across various sequencing technologies. We have compared the draft and finished assemblies of 133 microbial genomes sequenced at the Department of Energy-Joint Genome Institute and finished at the Los Alamos National Laboratory using a variety of combinations of sequencing technologies, reflecting the transition of the institute from Sanger-based sequencing platforms to NGS platforms. The quality of the public assemblies and of the associated gene annotations was evaluated using various metrics. Results obtained with the different sequencing technologies, as well as their effects on downstream processes, were analyzed. Our results demonstrate that the Illumina HiSeq 2000 sequencing system, the primary sequencing technology currently used for de novo genome sequencing and assembly at JGI, has various advantages in terms of total sequence throughput and cost, but it also introduces challenges for the downstream analyses. In all cases assembly results although on average are of high quality, need to be viewed critically and consider sources of errors in them prior to analysis. Conclusion: These data follow the evolution of microbial sequencing and downstream processing at the JGI from draft genome sequences with large gaps corresponding to missing genes of significant biological role to assemblies with multiple small gaps (Illumina) and finally to assemblies that generate almost complete genomes (Illumina+PacBio).

Mavromatis, K [U.S. Department of Energy, Joint Genome Institute; Land, Miriam L [ORNL; Brettin, Thomas S [ORNL; Quest, Daniel J [ORNL; Copeland, A [U.S. Department of Energy, Joint Genome Institute; Clum, Alicia [U.S. Department of Energy, Joint Genome Institute; Goodwin, Lynne A. [Los Alamos National Laboratory (LANL); Woyke, Tanja [U.S. Department of Energy, Joint Genome Institute; Lapidus, Alla L. [U.S. Department of Energy, Joint Genome Institute; Klenk, Hans-Peter [DSMZ - German Collection of Microorganisms and Cell Cultures GmbH, Braunschweig, Germany; Cottingham, Robert W [ORNL; Kyrpides, Nikos C [U.S. Department of Energy, Joint Genome Institute

2012-01-01T23:59:59.000Z

191

Science & Technology | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Technology Technology Science & Technology This is a computer simulation of a Class 1a supernova. Argonne National Laboratory's Mira will have enough computing power to help researchers run simulations of exploding stars, specifically, of the turbulent nuclear combustion that sets off type 1a supernovae. | Photo courtesy of Argonne National Laboratory This is a computer simulation of a Class 1a supernova. Argonne National Laboratory's Mira will have enough computing power to help researchers run simulations of exploding stars, specifically, of the turbulent nuclear combustion that sets off type 1a supernovae. | Photo courtesy of Argonne National Laboratory Featured Lab Game-Changers in Our Past and Future A researcher at the Joint Bioenergy Institute at Berkeley National Lab chooses bacteria colonies in their efforts to create a game-changing biofuel from sustainable, energy-dense plants, such as switchgrass. The JBEI is one example of the ability for Energy Department labs to form scientific partnerships designed to hurdle an energy barrier with transformative technology. | Photo courtesy of Berkeley National Lab.

192

Bayesian Proportional Resource Allocation Games  

E-Print Network (OSTI)

We consider a proportional allocation mechanism that gives to each user an amount of a resource proportional to the user's bid. We study a corresponding Bayesian game in which each user has incomplete information on the ...

Tsitsiklis, John N.

193

Results of a Technical Review of the U.S. Climate Change Technology Program's R&D Portfolio  

Science Conference Proceedings (OSTI)

The U.S. Climate Change Technology Program (CCTP) is a multi-agency planning and coordinating entity, led by the U.S. Department of Energy that aims to accelerate the development and facilitate the adoption of technologies to address climate change. In late 2005, CCTP asked Oak Ridge National Laboratory and Energetics Incorporated to organize and coordinate a review of the CCTP R&D portfolio using structured workshops. Each workshop focused on one of CCTP's six strategic goals: 1.Reduce emissions from energy end-use and infrastructure 2.Reduce emissions from energy supply 3.Capture and sequester carbon dioxide 4.Reduce emissions of non-CO2 greenhouse gases (GHG) 5.Improve capabilities to measure and monitor GHG emissions 6.Bolster basic science contributions to technology development To promote meaningful dialogue while ensuring broad coverage, a group of broadly experienced professionals with expertise in fields relevant to each CCTP goal were asked to participate in the portfolio reviews and associated workshops. A total of 75 experts participated in the workshops; 60 of these participants represented non-Federal organizations. This report summarizes the findings of the workshops and the results of the Delphi assessment of the CCTP R&D portfolio.

Brown, Marilyn A [ORNL

2006-07-01T23:59:59.000Z

194

Prioritizing Climate Change Mitigation Alternatives: Comparing Transportation Technologies to Options in Other Sectors  

E-Print Network (OSTI)

Policies and Programs Update. American Council for an Energy-American policy conflict in the greenhouse: Divergent trends in federal, regional, state, and local green energy and climate change policy.

Lutsey, Nicholas P.

2008-01-01T23:59:59.000Z

195

Program on Technology Innovation: Interactions of Climate Change and Air Quality: Research Priorities and New Direction  

Science Conference Proceedings (OSTI)

Regional air quality and global climate change are highly interrelated because emissions of many pollutants affect both air quality and climate change, and the fundamental chemistry affecting air quality and global climate is similar. There are major gaps in scientific understanding that limit the development of models that can be used to accurately assess impacts of the interactions between air quality and climate on global to regional scales. A two-day workshop was held to identify such gaps and develo...

2005-08-09T23:59:59.000Z

196

Program on Technology Innovation: Gasification Testing of Various Biomasses in Untreated and Pretreated (Leached) Forms  

Science Conference Proceedings (OSTI)

Leaching of biomass to remove/eliminate troublesome constituents, such as alkali metals, chlorine, sulfur, and phosphorus, presents the opportunity to solve many of the problems found when firing and/or cofiring low-cost and low-grade agricultural biomasses, grasses, and waste materials for energy or production of biofuels. The Electric Power Research Institute (EPRI) has fostered projects for the development and testing of this potential game-changing biomass pretreatment technology since 2010. As part ...

2012-04-11T23:59:59.000Z

197

Farming education: a case for social games in learning  

Science Conference Proceedings (OSTI)

Social games have skyrocketed in popularity; much to the surprise of many in the game development community. By reinforcing individualized internalization of concepts while framing those experiences in terms of social activities, social games are filling ... Keywords: learning games, serious games, social games, social networks

Peter Smith; Alicia Sanchez

2011-07-01T23:59:59.000Z

198

Empirical support for global integrated assessment modeling: Productivity trends and technological change in developing countries' agriculture and electric power sectors  

Science Conference Proceedings (OSTI)

Integrated assessment (IA) modeling of climate policy is increasingly global in nature, with models incorporating regional disaggregation. The existing empirical basis for IA modeling, however, largely arises from research on industrialized economies. Given the growing importance of developing countries in determining long-term global energy and carbon emissions trends, filling this gap with improved statistical information on developing countries' energy and carbon-emissions characteristics is an important priority for enhancing IA modeling. Earlier research at LBNL on this topic has focused on assembling and analyzing statistical data on productivity trends and technological change in the energy-intensive manufacturing sectors of five developing countries, India, Brazil, Mexico, Indonesia, and South Korea. The proposed work will extend this analysis to the agriculture and electric power sectors in India, South Korea, and two other developing countries. They will also examine the impact of alternative model specifications on estimates of productivity growth and technological change for each of the three sectors, and estimate the contribution of various capital inputs--imported vs. indigenous, rigid vs. malleable-- in contributing to productivity growth and technological change. The project has already produced a data resource on the manufacturing sector which is being shared with IA modelers. This will be extended to the agriculture and electric power sectors, which would also be made accessible to IA modeling groups seeking to enhance the empirical descriptions of developing country characteristics. The project will entail basic statistical and econometric analysis of productivity and energy trends in these developing country sectors, with parameter estimates also made available to modeling groups. The parameter estimates will be developed using alternative model specifications that could be directly utilized by the existing IAMs for the manufacturing, agriculture, and electric power sectors.

Sathaye, Jayant A.

2000-04-01T23:59:59.000Z

199

A durable and energy efficient main memory using phase change memory technology  

Science Conference Proceedings (OSTI)

Using nonvolatile memories in memory hierarchy has been investigated to reduce its energy consumption because nonvolatile memories consume zero leakage power in memory cells. One of the difficulties is, however, that the endurance of most nonvolatile ... Keywords: endurance, low power, phase change memory

Ping Zhou; Bo Zhao; Jun Yang; Youtao Zhang

2009-06-01T23:59:59.000Z

200

BNL | History:The First Video Game?  

NLE Websites -- All DOE Office Websites (Extended Search)

The First Video Game? The First Video Game? photo of Tennis for Two Before 'Pong,' There Was 'Tennis for Two' Before the era of electronic ping pong, hungry yellow dots, plumbers, mushrooms, and fire-flowers, people waited in line to play video games at roller-skating rinks, arcades, and other hangouts. More than fifty years ago, before either arcades or home video games, visitors waited in line at Brookhaven National Laboratory to play "Tennis for Two," an electronic tennis game that is unquestionably a forerunner of the modern video game. Tennis for Two was first introduced on October 18, 1958, at one of the Lab's annual visitors' days. Two people played the electronic tennis game with separate controllers that connected to an analog computer and used an oscilloscope for a screen. The game's creator, William

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


201

Numerical solution methods for differential game problems  

E-Print Network (OSTI)

Differential game theory provides a potential means for the parametric analysis of combat engagement scenarios. To determine its viability for this type of analysis, three frameworks for solving differential game problems ...

Johnson, Philip A. (Philip Arthur)

2009-01-01T23:59:59.000Z

202

Group theory (symmetries) in a computer game  

Science Conference Proceedings (OSTI)

Computer games can lay early seeds of mathematical concepts in children. The game discussed here is a computer puzzle that allows the movement of pieces through exchanges as well as in-place rotations of 180 about the x

Tarun Biswas

1998-01-01T23:59:59.000Z

203

Technical Change Theory and Learning Curves: Patterns of Progress in Energy Technologies  

E-Print Network (OSTI)

to electricity 1990-1998 3,528 11,338 18,928 5407 9 Nuclear light water reactor 1989-1998 3,090 328,391 97,211 13,198 10 Wind - onshore 1980-1998 2,094 2,913 7,099 1,634 11 Solar thermal power 1985-2001 4,990 256 4,498 - 12 Wind offshore 1994-2001 2,066 82... and offshore wind energy. The emerging technologies have existed for a relatively short time and have achieved a lesser degree of technical progress during the period under consideration. The estimated learning rates for thermal solar power and offshore wind...

Jamasb, Tooraj

204

Change at the Top: 1663 Science and Technology Magazine | Los National  

NLE Websites -- All DOE Office Websites (Extended Search)

Change at the Top Change at the Top On June 1, Charles McMillan (bottom right) succeeded Michael Anastasio (bottom center) as director of Los Alamos National Laboratory. Shortly after McMillan was named director, he said, "I have great optimism for the future...The service we provide to the nation is just as important now as it ever was." Indeed, the rich history of the Laboratory goes all the way back to 1943, when the United States was struggling to turn the tide of World War II. The Laboratory's first director, J. Robert Oppenheimer (top left), led the staff in a successful effort to build the world's first nuclear weapons. Nuclear weapons brought the war to a rapid and decisive close, and played an important role in deterring aggression during the tenuous Cold War years. Following the Cold War, the nation ceased nuclear

205

What Predicts Commercial Bank Leaders' Intention to Use Mobile Commerce?: The Roles of Leadership Behaviors, Resistance to Change, and Technology Acceptance Model  

Science Conference Proceedings (OSTI)

The purpose of this study was to investigate the roles leadership behaviors have on technology acceptance models, focusing on bank leaders' intention to use mobile-commerce. The study included responses from 101 senior-level managers working at FDIC-insured ... Keywords: Business Management, Electronic Commerce, Leadership Competencies, Mobile Commerce, Resistance to Change, Technology Acceptance Model, Transformational Leadership

Maddy Halbach; Tao Gong

2011-07-01T23:59:59.000Z

206

The Gaming of Policy and the Politics of Gaming: A Review  

Science Conference Proceedings (OSTI)

This article examines the foundations of gaming and related concepts, such as policy exercises and serious gaming, in a public policy making context. Examining the relevant publications in Simulation & Gaming since 1969, the author looks back ... Keywords: complex systems, gaming, integrated assessment, modeling, planning, policy analysis, policy exercises, policy making, policy sciences, politics, public policy analysis, serious games, simulation, social-political complexities, technical-physical complexities

Igor S. Mayer

2009-12-01T23:59:59.000Z

207

Generative conversation tool for game writers  

Science Conference Proceedings (OSTI)

Conversation is an important part of many games, whether it is there to provide information or entertainment. In the current state of commercial game development, almost all conversation is hand-authored. Further, different authoring approaches are used ... Keywords: authoring tools, dialogue generation, game development

Christina R. Strong; Michael Mateas; Dave Grossman

2009-04-01T23:59:59.000Z

208

Exploiting graph properties of game trees  

Science Conference Proceedings (OSTI)

The state space of most adversary games is a directed graph. However, due to the success of simple recursive algorithms based on Alpha-Beta, theoreticians and practitioners have concentrated on the traversal of trees, giving the field the name "game-tree ... Keywords: game playing, search

Aske Plaat; Jonathan Schaeffer; Wim Pijls; Arie de Bruin

1996-08-01T23:59:59.000Z

209

A serious game model for cultural heritage  

Science Conference Proceedings (OSTI)

Serious games present a promising opportunity for learning, but the genre still lacks methodologies and tools for efficient and low-cost production, particularly for teacher and domain experts. This article gives an authoring framework that aims to provide ... Keywords: Serious games, content authoring, cultural heritage, game-based learning, task-based learning, user experience, user testing, virtual reality

Francesco Bellotti; Riccardo Berta; Alessandro De Gloria; Annamaria D'ursi; Valentina Fiore

2012-12-01T23:59:59.000Z

210

Designing sound for a pervasive mobile game  

Science Conference Proceedings (OSTI)

We examine the role of sound design in pervasive mobile games. As a case study, we present the sound design and evaluation of a working prototype game called The Songs of North. A play-test with 19 players was conducted over a two-week period. ... Keywords: computer games, mobile applications, sound design

Inger Ekman; Laura Ermi; Jussi Lahti; Jani Nummela; Petri Lankoski; Frans Myr

2005-06-01T23:59:59.000Z

211

Mobile gaming: Industry challenges and policy implications  

Science Conference Proceedings (OSTI)

Mobile games are a prime example of a successful mobile application and demonstrate the increasing range of platforms for the media and entertainment industries. Against this convergent background, this paper introduces the basic features of the mobile ... Keywords: Gaming industry, Mobile content and applications, Mobile ecosystem, Mobile gaming

Claudio Feijoo; Jos-Luis Gmez-Barroso; Juan-Miguel Aguado; Sergio Ramos

2012-04-01T23:59:59.000Z

212

Program on Technology Innovation: Biomass Leaching/Washing Laboratory-Scale Pilot Plant Equipment Selection and Testing  

Science Conference Proceedings (OSTI)

Leaching of biomass to remove troublesome constituents such as alkali metals, chlorine, sulfur, and phosphorus is an opportunity to solve the many problems facing the ability of firing and/or cofiring low-cost and low-grade agricultural biomass and waste materials for the production of energy and biofuels. The Electric Power Research Institute (EPRI) is interested in fostering the development of this potential game-changing biomass preteatment technology. As part of this endeavor, EPRI sponsored through ...

2011-12-23T23:59:59.000Z

213

Strategy Improvement for Concurrent Safety Games  

E-Print Network (OSTI)

We consider concurrent games played on graphs. At every round of the game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety objective: ``stay forever in a set F of states'', and its dual, the reachability objective, ``reach a set R of states''. We present in this paper a strategy improvement algorithm for computing the value of a concurrent safety game, that is, the maximal probability with which player 1 can enforce the safety objective. The algorithm yields a sequence of player-1 strategies which ensure probabilities of winning that converge monotonically to the value of the safety game. The significance of the result is twofold. First, while strategy improvement algorithms were known for Markov decision processes and turn-based games, as well as for concurrent reachability games, this is the first strategy improvement algorithm for concurrent safety games. Second, and most importantly, the impro...

Chatterjee, Krishnendu; Henzinger, Thomas A

2008-01-01T23:59:59.000Z

214

Tactical games & behavioral self-organization  

E-Print Network (OSTI)

The interactive game theoretical approach to tactics and behavioral self-organization is developed. Though it uses the interactive game theoretical formalization of dialogues as psycholinguistic phenomena, the crucial role is played by the essentially new concept of a tactical game. Applications to the perception processes and related subjects (memory, recollection, image understanding, imagination) are discussed together with relations to the computer vision and pattern recognition (the dynamical formation of patterns and perception models during perception as a result of its self-organization) and computer games (modelling of the tactical behavior and self-organization, tactical RPG and elaboration of new tactical game techniques). The appendix is devoted to the operative computer games and the user programming of operative units in a multi-user online operative computer game.

Denis V. Juriev

1999-11-19T23:59:59.000Z

215

On the Structure of Weakly Acyclic Games  

E-Print Network (OSTI)

The class of weakly acyclic games, which includes potential games and dominance-solvable games, captures many practical application domains. In a weakly acyclic game, from any starting state, there is a sequence of better-response moves that leads to a pure Nash equilibrium; informally, these are games in which natural distributed dynamics, such as better-response dynamics, cannot enter inescapable oscillations. We establish a novel link between such games and the existence of pure Nash equilibria in subgames. Specifically, we show that the existence of a unique pure Nash equilibrium in every subgame implies the weak acyclicity of a game. In contrast, the possible existence of multiple pure Nash equilibria in every subgame is insufficient for weak acyclicity in general; here, we also systematically identify the special cases (in terms of the number of players and strategies) for which this is sufficient to guarantee weak acyclicity.

Fabrikant, Alex; Schapira, Michael

2011-01-01T23:59:59.000Z

216

Part of the Climate Change Problem . . . and the Solution? Chinese-Made Wind Power Technology and Opportunities for Dissemination  

E-Print Network (OSTI)

turbines,includingtechnologiesforvariablepitchrotorsturbines,including technologiesfor variablepitchrotorsturbine components that are particularly labor intensive. Rotor

Lewis, Joanna I.

2005-01-01T23:59:59.000Z

217

Cross-border transfer of climate change mitigation technologies : the case of wind energy from Denmark and Germany to India.  

E-Print Network (OSTI)

??This research investigated the causal factors and processes of international development and diffusion of wind energy technology by examining private sector cross-border technology transfer from (more)

Mizuno, Emi, Ph. D. Massachusetts Institute of Technology

2007-01-01T23:59:59.000Z

218

Implementation of a Dual Containment/Surveillance System utilizing scene-change detection and radio frequency technology  

SciTech Connect

This paper will examine the implementation of scene-change detection and radio frequency technology within a Dual Containment/Surveillance (C/S) System. Additionally, this paper will examine the human performance factors in the operation of these systems. Currently, Westinghouse Savannah River Company utilizes the Continuous Item Monitoring and Surveillance System (CIMS) in the performance of Dual C/S to monitor special nuclear materials within International Atomic Energy Agency (IAEA) Safeguards and Domestic Safeguards. CIMS is comprised of the Material Monitoring System (MMS) (R), a multi-media electronic surveillance system developed by Sandia National Laboratory which incorporates the use of active seals commonly called Radio Frequency Tamper Indicating Devices (RFTIDs), NT Vision (R) as developed by Los Alamos National Laboratory, a Microsoft Windows NT (R) based operating system providing for domestic scene-change detection and the Digital Multi-Camera Optical Surveillance System (DMOS) (R) which provides scene-change detection for IAEA. Although this paper will focus on the implementation of Dual C/S utilizing the Continuous Item Monitoring and Surveillance System, the necessity for a thorough review of Safeguards and Security requirements with organizations and personnel having minimal to no prior MPC&A training will also be covered. Successful Dual C/S implementation plans must consider not only system design and failure modes, but must also be accompanied with the appropriate ''mind shift'' within operations and technical personnel. This is required to ensure completion of both physical and electronic activities, and system design changes are performed conscientiously and with full awareness of MPC&A requirements.

FITZGERALD, ERIC; KOENIG, RICHARD

2005-06-27T23:59:59.000Z

219

Technology acceptance in organizations.  

E-Print Network (OSTI)

??New technology has changed how people do business. With rapid development of technology, it has been difficult for businesses and organizations to successfully implement technology (more)

Stewart, Laurie

2013-01-01T23:59:59.000Z

220

The games computers play...: perfectly  

Science Conference Proceedings (OSTI)

Artificial intelligence has had notable success in building high-performance game-playing programs to compete against the best human players; Deep Blue is the obvious example, but there are many more. However, the availability of fast and plentiful machines ...

Jonathan Schaeffer

2007-03-01T23:59:59.000Z

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


221

Quantum games and minimum entropy  

Science Conference Proceedings (OSTI)

This paper analyze Nash's equilibrium (maximum utility MU) and its relations with the order state(minimum entropy ME). I introduce the concept of minimum entropy as a paradigm of both Nash-Hayek's equilibrium. The ME concept is related to Quantum Games. ...

Edward Jimnez

2003-05-01T23:59:59.000Z

222

The ANgel Problem, Positional Games, . . .  

E-Print Network (OSTI)

This thesis is about combinatorial gamesmostly. It is also about graphs, directed graphs and hypergraphs, to a large extent; and it deals with the complexity of certain computational problems from these two areas. We study three different problems that share several of the above aspects, yet, they form three individual subjects and so we treat them independently in three self-contained chapters: The angel-devil game. In the first chapter, we present improved strategies for an infinite game played on an infinite chess board, which has been introduced by Berlekamp, Conway, and Guy [8]. The angel, a chess person who jumps from square to square, tries to escape his opponent, the devil, who intends to strand the angel by placing obstacles on the board. The open question about this game is, whether some angel who is allowed to make sufficiently large but bounded steps in each move, will be able to escape forever. Conway [11] has shown that certain quite natural escape attempts are bound to fail.

Martin Kutz

2004-01-01T23:59:59.000Z

223

Weathergods: tangible interaction in a digital tabletop game  

Science Conference Proceedings (OSTI)

In this paper we describe the game 'Weathergods', which is implemented on the Entertaible tabletop gaming platform [1]. The game uses either iconic or symbolic [2] tangible objects for interaction and marries both the advantages of traditional board ... Keywords: digital tabletop gaming, interaction design, pervasive games, tangible interaction, tangible user interfaces

Saskia Bakker; Debby Vorstenbosch; Elise van den Hoven; Gerard Hollemans; Tom Bergman

2007-02-01T23:59:59.000Z

224

Incompetence and impact of training in bimatrix games  

Science Conference Proceedings (OSTI)

The concept of games with incompetence has been introduced to better represent games where players may not be capable of executing strategies that they select. In particular this paper introduces incompetence into bimatrix games and investigates the ... Keywords: Decision making, Game theory, Multivalued mapping, Nash games, Nonlinearity, Sensitivity analysis, Training

Justin D. Beck; Vladimir Ejov; Jerzy A. Filar

2012-10-01T23:59:59.000Z

225

Playable character: extending digital games into the real world  

Science Conference Proceedings (OSTI)

This paper describes a series of research probe games developed to investigate how real-world activity could be incorporated into digital game systems. These culminated in the design of our final game, Forest, which was conceived for the San Francisco ... Keywords: design, forest, games, location-based, social games

Jason Linder; Wendy Ju

2012-05-01T23:59:59.000Z

226

Gaming, world building, and narrative: using role-playing games to teach fiction writing  

Science Conference Proceedings (OSTI)

This paper reports on the findings from an experimental creative writing course entitled "Gaming, World Building, and Narrative" that incorporated digital and tabletop role-playing game principles to teach fiction writing. Students studied the narrative ...

Trent Hergenrader

2011-06-01T23:59:59.000Z

227

climate change technologies  

E-Print Network (OSTI)

generaTion anD consUmpTion Low-cost solar cells 18 sUsTainable energy District heating in a low-energy future improving energy eFFiciency #12;phoTosanDillUsTraTions:ThorkiLDChrisTensen,CLAusLunAu,MikkeLsTr electrical grid sUsTainable energy 18 Polymers reduce the cost of solar cells 22 Chasing the sun improving

Mosegaard, Klaus

228

Vampire Power and Gaming | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Vampire Power and Gaming Vampire Power and Gaming Vampire Power and Gaming May 17, 2010 - 12:55pm Addthis Elizabeth Spencer Communicator, National Renewable Energy Laboratory (No, this post has nothing to do with a certain twenty-four-year-old, side-scrolling action game series.) I read a survey today about how much energy videogame consoles use, which more or less boiled down to: Certain consoles can use about as much energy as your TV do to run, so you shouldn't leave them on (as in "on and running a game" or "on and sitting on the top-level system menu") for hours and hours when you're not actually gaming. And if you must, you should consider turning on sleep mode or having it auto-shutdown after however many hours. Of course, I'd like to think (perhaps naively) that the readers of this

229

Video Games - Did They Begin at Brookhaven  

Office of Scientific and Technical Information (OSTI)

Video Games – Did They Begin at Brookhaven? Video Games – Did They Begin at Brookhaven? Additional Web Pages The following account, written in 1981, tells how a Department of Energy research and development program led to the pioneering development of video games. William Higinbotham William Higinbotham First Pong, now Space Invaders, next Star Castle – video games have mesmerized children of at all ages across the country and around the world. Where did it all begin? Possibly at Brookhaven National Laboratory. In 1958, William Higinbotham, then head of BNL's Instrumentation Division, designed what may have been one of the first video games. Back then, Brookhaven had visitors days in the fall, and thousands of people came to tour the Lab and see exhibits set up in the gymnasium. Higinbotham's game was an illustration of what the Instrumentation Division could design and build.

230

Vampire Power and Gaming | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Vampire Power and Gaming Vampire Power and Gaming Vampire Power and Gaming May 17, 2010 - 12:55pm Addthis Elizabeth Spencer Communicator, National Renewable Energy Laboratory (No, this post has nothing to do with a certain twenty-four-year-old, side-scrolling action game series.) I read a survey today about how much energy videogame consoles use, which more or less boiled down to: Certain consoles can use about as much energy as your TV do to run, so you shouldn't leave them on (as in "on and running a game" or "on and sitting on the top-level system menu") for hours and hours when you're not actually gaming. And if you must, you should consider turning on sleep mode or having it auto-shutdown after however many hours. Of course, I'd like to think (perhaps naively) that the readers of this

231

Learn to program with phrogram!: a guide to learning through game programming using the latest version of kids programming language, First edition  

Science Conference Proceedings (OSTI)

"This guide will quickly and easily walk complete beginners through creating their first simple games using Phrogram. The material is friendly and approachable to the young and to the technologically timid alike."--Alfred Thompson, Academic Relations ...

Jon Schwartz; Walt Morrison; David Witus

2007-02-01T23:59:59.000Z

232

Cross-border transfer of climate change mitigation technologies : the case of wind energy from Denmark and Germany to India  

E-Print Network (OSTI)

This research investigated the causal factors and processes of international development and diffusion of wind energy technology by examining private sector cross-border technology transfer from Denmark and Germany to India ...

Mizuno, Emi, Ph. D. Massachusetts Institute of Technology

2007-01-01T23:59:59.000Z

233

Online gaming: a scoping study of massively multi-player online role playing games  

Science Conference Proceedings (OSTI)

The popularity of Massively Multiplayer Online Role-Playing Games (MMORPGs) has risen greatly over the last few years. To date there has been very little published academic research concerning online gaming and even less on the different types of online ... Keywords: Massively multiplayer online games, Scoping study

Alex Meredith; Zaheer Hussain; Mark D. Griffiths

2009-06-01T23:59:59.000Z

234

A game-based corpus for analysing the interplay between game context and player experience  

Science Conference Proceedings (OSTI)

Recognizing players' affective state while playing video games has been the focus of many recent research studies. In this paper we describe the process that has been followed to build a corpus based on game events and recorded video sessions from human ... Keywords: game-based corpus, player behavior, player experience, player's affective state

Noor Shaker; Stylianos Asteriadis; Georgios N. Yannakakis; Kostas Karpouzis

2011-10-01T23:59:59.000Z

235

Inspection games in arms control  

E-Print Network (OSTI)

An inspection game is a mathematical model of a situation in which an inspector verifies the adherence of an inspectee to some legal obligation, such as an arms control treaty, where the inspectee may have an interest in violating that obligation. The mathematical analysis seeks to determine an optimal inspection scheme, ideally one which will induce legal behavior, under the assumption that the potential illegal action is carried out strategically; thus a non-cooperative game with two players, inspector and inspectee, is defined. Three phases of development in the application of such models to arms control and disarmament may be identified. In the first of these, roughly from 1961 through 1968, studies that focused on inspecting a nuclear test ban treaty emphasized game theory, with less consideration given to statistical aspects associated with data acquisition and measurement uncertainty. The second phase, from 1968 to about 1985, involves work stimulated by the Treaty on the Non-Proliferation of Nuclear Weapons (NPT). Here, the verification principle of material accountancy came to the fore, along with the need to include the formalism of statistical decision theory within the inspection models. The third phase, 1985 to the present, has been dominated by challenges posed by such far-reaching verification agreements as the Intermediate Range Nuclear Forces Agreement (1NF), the Treaty on Conventional Forces in Europe (CFE) and the Chemical Weapons Convention (CWC), as well as perceived failures of the NPT system in Iraq and North Korea. In this connection, the interface between the political and technical aspects of verification is being examined from the game-theoretic viewpoint.

Rudolf Avenhaus; Morton Canty; D. Marc Kilgour; Bernhard Von Stengel; Shmuel Zamir

1996-01-01T23:59:59.000Z

236

On Traveling Salesman Games with Asymmetric Costs  

E-Print Network (OSTI)

May 1, 2012 ... We construct a stable cost allocation with budget balance guarantee equal ... and a previously unknown connection to linear production games.

237

Dynamic Linear Production Games under Uncertainty  

E-Print Network (OSTI)

Oct 2, 2013 ... Abstract: In situations where uncertain costs are shared over time, static ... under uncertainty, generalizing classical linear production games to...

238

Computer game based learning - SimComp.  

E-Print Network (OSTI)

?? This report is the result of a computer architecture simulation game development project. The goals of the project were to develop conceptual ideas for (more)

Friis, Nicolai

2005-01-01T23:59:59.000Z

239

Interdiction Games on Markovian PERT Networks  

E-Print Network (OSTI)

Apr 15, 2013 ... Abstract: In a stochastic interdiction game a proliferator aims to minimize the expected duration of a nuclear weapons development project,...

240

Information Security Analysis Using Game Theory and Simulation  

analysis can be performed using game theory implemented in dynamic simulations of Agent -Based Models ... previous limitations of current stochastic game models.

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


241

Securing cloud infrastructure against co-resident DoS attacks using game theoretic defense mechanisms  

Science Conference Proceedings (OSTI)

Evolution in cloud services and infrastructure has been constantly reshaping the way we conduct business and provide services in our day to day lives. Tools and technologies created to improve such cloud services can also be used to impair them. By using ... Keywords: cloud computing infrastructure, cyber security, denial of service (DoS), game theory

Harkeerat Singh Bedi; Sajjan Shiva

2012-08-01T23:59:59.000Z

242

Nevermind: creating an entertaining biofeedback-enhanced game experience to train users in stress management  

Science Conference Proceedings (OSTI)

Nevermind is a PC-based biofeedback-enhanced adventure horror game developed in Unity that challenges the player to go outside of his psychological comfort zone. Its use of biofeedback technology isolates the problem of fear and stress, making it a concrete, ...

Erin Reynolds

2013-07-01T23:59:59.000Z

243

Tailoring feedback to users' actions in a persuasive game for household electricity conservation  

Science Conference Proceedings (OSTI)

Recent work has begun to focus on the use of games as a platform for energy awareness and eco-feedback research. While technical advancements (wireless sensors, fingerprinting) make timely and tailored feedback an objective within easy reach, we argue ... Keywords: adaptive, context aware, design, energy awareness, feedback, persuasive technology, smart advice, sustainability

Luciano Gamberini; Anna Spagnolli; Nicola Corradi; Giulio Jacucci; Giovanni Tusa; Topi Mikkola; Luca Zamboni; Eve Hoggan

2012-06-01T23:59:59.000Z

244

Opening The Door: An evaluation of the efficacy of a problem-based learning game  

Science Conference Proceedings (OSTI)

As higher education institutions seek to improve undergraduate education, initiatives are underway to target instructional methods, re-examine curricula, and apply innovative technologies to better engage students with content. This article discusses ... Keywords: Achievement, Blended learning, Course design, Educational game, PBL, Problem-based learning, Undergraduate

Scott J. Warren; Mary Jo Dondlinger; Julie McLeod; Chris Bigenho

2012-01-01T23:59:59.000Z

245

Demand Response Design based on a Stackelberg Game in Smart Grid  

E-Print Network (OSTI)

Demand Response Design based on a Stackelberg Game in Smart Grid Sung-Guk Yoon, Young-June Choi and communications technology (ICT), that is, smart grid. With help of a two-way communication infrastructure, a real- time demand response can be applied. A smart grid network consisting of one retailer and many customers

Bahk, Saewoong

246

Noncooperative Games for Autonomous Consumer Load Balancing over Smart Grid  

E-Print Network (OSTI)

Traditionally, most consumers of electricity pay for their consumptions according to a fixed rate. With the ad- vancement of Smart Grid technologies, large-scale implementation of variable-rate metering becomes more practical. As a result, consumers will be able to control their electricity consumption in an automated fashion, where one possible scheme is to have each individual maximize their own utility as a noncooperative game. In this paper, noncooperative games are formulated among the electricity consumers in Smart Grid with two real-time pricing schemes, where the Nash equilibrium operation points are investigated for their uniqueness and load balancing properties. The first pricing scheme charges a price according to the average cost of electricity borne by the retailer and the second one charges according to a time-variant increasing-block price, where for each scheme, a zero-revenue model and a constant-rate revenue model are considered. In addition, the relationship between the studied games and ce...

Agarwal, Tarun

2011-01-01T23:59:59.000Z

247

Part of the Climate Change Problem . . . and the Solution? Chinese-Made Wind Power Technology and Opportunities for Dissemination  

E-Print Network (OSTI)

2004. Grid Connected Wind Power in China. NREL/Commercialization of Wind Power Technology in China. Coal and Candles: Wind Powerin China. EnergyPolicy

Lewis, Joanna I.

2005-01-01T23:59:59.000Z

248

Violent computer games, empathy, and cosmopolitanism  

Science Conference Proceedings (OSTI)

Many philosophical and public discussions of the ethical aspects of violent computer games typically centre on the relation between playing violent videogames and its supposed direct consequences on violent behaviour. But such an approach rests on a ... Keywords: Nussbaum, computer games, cosmopolitanism, empathy, violence

Mark Coeckelbergh

2007-07-01T23:59:59.000Z

249

Structural Workshop Paper---Estimating Discrete Games  

Science Conference Proceedings (OSTI)

This paper provides a critical review of the methods for estimating static discrete games and their relevance for quantitative marketing. We discuss the various modeling approaches, alternative assumptions, and relevant trade-offs involved in taking ... Keywords: discrete choice, games estimation, structural models

Paul B. Ellickson; Sanjog Misra

2011-11-01T23:59:59.000Z

250

Engaging viewers through social TV games  

Science Conference Proceedings (OSTI)

IPTV platforms have revealed a great potential for the viewers' involvement by allowing the development of services and applications related with the TV content. Taking advantage of both the potentialities of these platforms and game related dynamics ... Keywords: bets, evaluation, field trial, interactive television, quizzes, social games

Pedro Almeida; Jorge Ferraz; Ana Pinho; Diogo Costa

2012-07-01T23:59:59.000Z

251

Evolving intelligent game-playing agents  

Science Conference Proceedings (OSTI)

Traditional game playing programs have relied on advanced search algorithms and hand-tuned evaluation functions to play 'intelligently'. A historical overview of these techniques is provided, followed by a revealing look at recent developments in co-evolutionary ... Keywords: algorithms, artificial intelligence, co-evolution, design, experimentation, game learning, particle swarm optimisation

Nelis Franken; Andries P. Engelbrecht

2003-09-01T23:59:59.000Z

252

Weak and Strong k-connectivity games  

E-Print Network (OSTI)

For a positive integer $k$ we consider the $k$-vertex-connectivity game, played on the edge set of $K_n$, the complete graph on $n$ vertices. We first study the Maker-Breaker version of this game and prove that, for any integer $k \\geq 2$ and sufficiently large $n$, Maker has a strategy for winning this game within $\\lfloor k n/2 \\rfloor + 1$ moves, which is clearly best possible. This answers a question of Hefetz, Krivelevich, Stojakovi\\'c and Szab\\'o. We then consider the strong $k$-vertex-connectivity game. For every positive integer $k$ and sufficiently large $n$, we describe an explicit first player's winning strategy for this game.

Ferber, Asaf

2012-01-01T23:59:59.000Z

253

Villains, architects and micro-managers: what tabula rasa teaches us about game orchestration  

Science Conference Proceedings (OSTI)

Players of digital games are limited by the constraints of the game's implementation. Players cannot fly a kite, plant a tree or make friends with a dragon if these activities were not coded within the game. Game orchestration relaxes these restrictions ... Keywords: game design, game orchestration, tabletop gaming

T.C. Nicholas Graham; Irina Schumann; Mrunal Patel; Quentin Bellay; Raimund Dachselt

2013-04-01T23:59:59.000Z

254

It's all Greek to me: a case for the classics in game development education  

Science Conference Proceedings (OSTI)

This article provides an overview of Classical Greek literature as a parallel for the game development industry: we outline how the historical developments of Greek storytelling and literature inform the developmental history of video games. As the Greek ... Keywords: Aristotle, Greek literature, Homer, game curriculum, game design, game design theory, game development, game-based education, philosophy, story, storytelling

Fred Sebastian; Anthony Whitehead

2008-11-01T23:59:59.000Z

255

Exploring the use of ray tracing for future games  

Science Conference Proceedings (OSTI)

Rasterization hardware and computer games have always been tightly connected: The hardware implementation of rasterization has made complex interactive 3D games possible while requirements for future games drive the development of increasingly parallel ... Keywords: dynamic scenes, games development, global illumination, graphics hardware, realtime ray tracing, simulation

Heiko Friedrich; Johannes Gnther; Andreas Dietrich; Michael Scherbaum; Hans-Peter Seidel; Philipp Slusallek

2006-07-01T23:59:59.000Z

256

The Banzhaf power index for ternary bicooperative games  

Science Conference Proceedings (OSTI)

In this paper we analyze ternary bicooperative games, which are a refinement of the concept of a ternary voting game introduced by Felsenthal and Machover. Furthermore, majority voting rules based on the difference of votes are simple bicooperative games. ... Keywords: Banzhaf power index, Generating function, Ternary bicooperative game

J. M. Bilbao; J. R. Fernndez; N. Jimnez; J. J. Lpez

2010-05-01T23:59:59.000Z

257

Designing stories: practices of narrative in 3D computer games  

Science Conference Proceedings (OSTI)

Drawing on theories from game-, film-, and theatre studies, this paper explores two primary ways in which 3D computer games deal with stories. As evident in how these games are creatively designed and publically discussed, one of these approaches focuses ... Keywords: film, game design, immersion, media comparison, narratology, presentation, representation, storytelling, theatre

Teun Dubbelman

2011-08-01T23:59:59.000Z

258

Towards designing for competence and engagement in serious games  

Science Conference Proceedings (OSTI)

Through a series of game design experiments evidence was found signifying the importance of feeling competence as a driver for engagement during gameplay. Engagement during gameplay is important both as a motivation to play games, as well as for serious ... Keywords: designing for competence, engagement, experiential learning, game design, self-determination theory, serious games

Erik D. Van Der Spek

2012-09-01T23:59:59.000Z

259

What went wrong? A survey of problems in game development  

Science Conference Proceedings (OSTI)

Despite its growth and profitability, many reports about game projects show that their production is not a simple task, but one beset by common problems and still distant from having a healthy and synergetic work process. The goal of this article is ... Keywords: Electronic games, game development, postmortems, problems in game development, survey

Fbio Petrillo; Marcelo Pimenta; Francisco Trindade; Carlos Dietrich

2009-02-01T23:59:59.000Z

260

A narrative metaphor to facilitate educational game authoring  

Science Conference Proceedings (OSTI)

In this paper we present WEEV (Writing Environment for Educational Video games), a methodology for educational point-and-click adventure game authoring. Our approach aims to allow educators to actively collaborate in the educational game development ... Keywords: Authoring tools and methods, Improving classroom teaching, Serious games

Eugenio J. Marchiori; Javier Torrente; ngel del Blanco; Pablo Moreno-Ger; Pilar Sancho; Baltasar Fernndez-Manjn

2012-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


261

Game-theory approach to consumer incentives for solar energy  

SciTech Connect

Solar energy is currently not competitive with fossil fuels. Fossil fuel price increases may eventually allow solar to compete, but incentives can change the relative price between fossil fuel and solar energy, and make solar compete sooner. Examples are developed of a new type of competitive game using solar energy incentives. Competitive games must have players with individual controls and conflicting objectives, but recent work also includes incentives offered by one of the players to the others. In the incentive game presented here, the Government acts as the leader and offers incentives to consumers, who act as followers. The Government incentives offered in this leader-follower (Stackelberg) game reduce the cost of solar energy to the consumer. Both the Government and consumers define their own objectives with the Government determining an incentive (either in the form of a subsidy or tax) that satisfies its objective. The two hypothetical examples developed show how the Government can achieve a stated solar utilization rate with the proper incentives. In the first example the consumer's utility function guarantees some purchases of solar energy. In the second example, the consumer's utility function allows for no solar purchases because utility is derived only from the amount of energy used and not from the source of the energy. The two examples discuss both subsidy and tax incentives, with the best control over control use coming from fossil fuel taxes dependent upon the amount of solar energy used. Future work will expand this static analysis to develop time varying incentives along a time and quantity dependent learning curve for the solar industry.

Sharp, J.K.

1981-11-01T23:59:59.000Z

262

Video game console usage and national energy consumption: Results from a field-metering study  

E-Print Network (OSTI)

and energy savings potential of video game consoles in thethe energy efficiency of video game consoles. NaturalVideo game console usage and national energy consumption:

Desroches, Louis-Benoit

2013-01-01T23:59:59.000Z

263

The effects of technological change, experience and environmental regulation on the construction of coal-burning generating units  

E-Print Network (OSTI)

This paper provides an empirical analysis of the technological, regulatory and organizational factors that have influenced the costs of building coal-burning steam-electric generating units over the past twenty year. We ...

Joskow, Paul L.

1984-01-01T23:59:59.000Z

264

Greening the invisible hand : how environmental non-governmental organizations (NGOs) succeed and fall in technology change  

E-Print Network (OSTI)

This dissertation examines how national environmental non-governmental organizations (NGOs) in Sweden and the United States (US) tried to diffuse cleaner production technologies in the pulp and paper industry from 1980-1998. ...

Rossi, Mark S. (Mark Stephen), 1962-

2003-01-01T23:59:59.000Z

265

FTT:Power : A global model of the power sector with induced technological change and natural resource depletion  

E-Print Network (OSTI)

. The decarbonisation of the global power system depends first and foremost on the rate at which highly emitting technologies based on fossil fuels can be substituted for cleaner ones. While fossil fueled electricity generation technologies are mature and well... determine the 90% confidence level, and the blue curve corresponds to the most probable set of values. Uncertainty in the determination of natural resource avail- ability is notable in the case of fossil fuel reserves and re- sources. Rogner (1997) paints a...

Mercure, Jean-Francois

2011-08-25T23:59:59.000Z

266

ARPA-E Awards $130 Million for 66 Transformational Energy Technology  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

E Awards $130 Million for 66 Transformational Energy E Awards $130 Million for 66 Transformational Energy Technology Projects ARPA-E Awards $130 Million for 66 Transformational Energy Technology Projects November 28, 2012 - 1:00pm Addthis NEWS MEDIA CONTACT (202) 586-4940 WASHINGTON - Today, Energy Secretary Steven Chu announced 66 cutting-edge research projects selected by the Energy Department's Advanced Research Projects Agency - Energy (ARPA-E) to receive a total of $130 million in funding through its "OPEN 2012" program. ARPA-E seeks out transformational, breakthrough technologies that show fundamental technical promise but are too early for private-sector investment. These projects have the potential to produce game-changing breakthroughs in energy technology, form the foundation for entirely new industries, and have large

267

Learning plan networks in conversational video games  

E-Print Network (OSTI)

We look forward to a future where robots collaborate with humans in the home and workplace, and virtual agents collaborate with humans in games and training simulations. A representation of common ground for everyday ...

Orkin, Jeffrey David

2007-01-01T23:59:59.000Z

268

On Traveling Salesman Games with Asymmetric Costs  

E-Print Network (OSTI)

relaxation is actually a linear production game (Owen 1975). As a result, the dual multipliers of this LP relaxation can be used to construct a cost allocation in the...

269

Oklahoma Indian Gaming Association Annual Conference  

Energy.gov (U.S. Department of Energy (DOE))

Join more than 2,500 industry professionals from all over the country at the 2012 Oklahoma Indian Gaming Association (OIGA) Conference and Trade Showspecifically devoted to all aspects of the...

270

Games : BioEnergy Science Center  

NLE Websites -- All DOE Office Websites (Extended Search)

Student and Kids' Games Creative Discovery Museum is recognized as a leader in its field with a vision to become a world class children's museum. Click here to visit the Creative...

271

Combining Modeling and Gaming for Predictive Analytics  

SciTech Connect

Many of our most significant challenges involve people. While human behavior has long been studied, there are recent advances in computational modeling of human behavior. With advances in computational capabilities come increases in the volume and complexity of data that humans must understand in order to make sense of and capitalize on these modeling advances. Ultimately, models represent an encapsulation of human knowledge. One inherent challenge in modeling is efficient and accurate transfer of knowledge from humans to models, and subsequent retrieval. The simulated real-world environment of games presents one avenue for these knowledge transfers. In this paper we describe our approach of combining modeling and gaming disciplines to develop predictive capabilities, using formal models to inform game development, and using games to provide data for modeling.

Riensche, Roderick M.; Whitney, Paul D.

2012-08-22T23:59:59.000Z

272

Knowledge and games in modal semirings  

Science Conference Proceedings (OSTI)

Algebraic logic compacts many small steps of general logical derivation into large steps of equational reasoning. We illustrate this by representing epistemic logic and game logic in modal semirings and modal Kleene algebras. For epistemics we treat ...

Bernhard Mller

2008-04-01T23:59:59.000Z

273

Welfare losses in commodity storage games  

Science Conference Proceedings (OSTI)

We develop a game theoretic model of a shared commodity storage facility whose injection/ejection and space resources have been allocated to multiple selfish firms. We assume a setting where each firms injectability and deliverability depend on overall ...

Alan Holland

2009-05-01T23:59:59.000Z

274

Fatal Attraction: Focality, Naivete and Sophistication in Experimental Hide and Seek Games  

E-Print Network (OSTI)

experiments with ultimatum and weak-link coordination games,in Ultimatum Bargaining and 'Weak Link' Coordination Games,"

Crawford, Vincent P.; Iriberri, Nagore

2005-01-01T23:59:59.000Z

275

CALIFORNIA FISH AND GAME California Fish and Game 94(4): 180-193 2008  

E-Print Network (OSTI)

CALIFORNIA FISH AND GAME California Fish and Game 94(4): 180-193 2008 PACIFIC HARBOR SEAL CENSUS IN CALIFORNIA DURING MAY-JULY 2002 AND 2004 MARK S. LOWRY1, JAMES V. CARRETTA1, AND KARIN A. FORNEY2 1 National census of Pacific harbor seals, Phoca vitu lina richardsi, was conducted in California from May to July

276

Game-Tree search with adaptation in stochastic imperfect-information games  

Science Conference Proceedings (OSTI)

Building a high-performance poker-playing program is a challenging project. The best program to date, PsOpti, uses game theory to solve a simplified version of the game. Although the program plays reasonably well, it is oblivious to the opponent's ...

Darse Billings; Aaron Davidson; Terence Schauenberg; Neil Burch; Michael Bowling; Robert Holte; Jonathan Schaeffer; Duane Szafron

2004-07-01T23:59:59.000Z

277

Houston, we have a problem...: a survey of actual problems in computer games development  

Science Conference Proceedings (OSTI)

This paper presents a survey of problems found in the development process of electronic games. These problems were collected mainly from game postmortems and specialized litterature on game development, allowing a comparison with respect to well-known ... Keywords: electronic games, game development, postmortems, problems in game development, survey

Fbio Petrillo; Marcelo Pimenta; Francisco Trindade; Carlos Dietrich

2008-03-01T23:59:59.000Z

278

Treating cockroach phobia using a serious game on a mobile phone and augmented reality exposure: A single case study  

Science Conference Proceedings (OSTI)

In vivo exposure has proved its efficacy in the treatment of specific phobias; however, not all patients benefit from it. Communication and information technologies such as Virtual Reality (VR) and Augmented Reality (AR) have improved exposure treatment ... Keywords: Augmented reality, Exposure treatment, Mobile phones, Phobias, Serious games, Virtual reality

C. Botella; J. Breton-Lpez; S. Quero; R. M. Baos; A. Garca-Palacios; I. Zaragoza; M. Alcaniz

2011-01-01T23:59:59.000Z

279

The future of game Al : learning to use human tactics  

E-Print Network (OSTI)

Many video games require artificial players that can act as replacements for human players. With today's constant increases in the complexity of games and the prevalence of user-created content, creating an Al that is ...

Dowgun, Neil M

2009-01-01T23:59:59.000Z

280

Social regulation in an online game: uncovering the problematics of code  

Science Conference Proceedings (OSTI)

More and more interaction is becoming code-based. Indeed, in online worlds, it is all there is. If software is providing a new basis for social interaction, then changing the infrastructure of interaction may necessarily change social interaction in ... Keywords: code, ethnography, games, online communities, police, social computing, social control, social interaction, social life, social regulation, socio-technical design, software infrastructure, user study, virtual communities

Mark S. Ackerman; Jack Muramatsu; David W. McDonald

2010-11-01T23:59:59.000Z

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


281

Memory of Quark Matter Card Game  

E-Print Network (OSTI)

Scientists at the Relativistic Heavy Ion Collider (RHIC, BNL) recently discovered, that the hottest known form of matter is not a gas, but acts like a fluid. Furthermore, this fluid of quarks expands and flows much more perfectly than water or any other well known fluid. This aspect of the RHIC discovery can be introduced even to primary levels of physics education, noting that the usual solid to liquid to gas sequence of phase transitions now are known to be followed by a transition to a nearly perfect fluid, a liquid of quarks, at the largest temperatures made by humans. The educational games described herein were invented by middle school students, members of a Science Club in Hungary. The games were invented for their entertainment, the educational applications in teaching high energy particle and nuclear physics to laypersons are quite unexpected but most welcomed. This manuscript describes games with a deck of cards called Quark Matter cards, where each card represents an elementary particle. The games include an important contribution by Angela Melocoton, an administrator of the Guests, Users and Visitors (GUV) Center at BNL. It describes in simple terms, how to play the Memory of Quark Matter style card games.

J. Csrg?; Cs. Trk; T. Csrg?

2013-03-12T23:59:59.000Z

282

A survey of visual, mixed, and augmented reality gaming  

Science Conference Proceedings (OSTI)

Visual mixed and augmented realities have historically been applied to the gaming application domain. This article provides a survey of visual mixed and augmented reality gaming in both the academic and commercial contexts. There is an exploration of ... Keywords: Augmented reality, and wearable computers, computer games, entertainment computing, mixed reality

Bruce H. Thomas

2012-10-01T23:59:59.000Z

283

Teaching with games: the Minesweeper and Asteroids experience  

Science Conference Proceedings (OSTI)

The value of games as a vehicle for teaching concepts while inspiring students is now well accepted at almost all levels of education. Video games, arcade and computer games are rarely given the same kind of attention. This paper will describe the value ...

Katrin Becker

2001-12-01T23:59:59.000Z

284

Project massive: a study of online gaming communities  

Science Conference Proceedings (OSTI)

Massively Multiplayer Online Games (MMOGs) continue to be a popular and lucrative sector of the gaming market. Project Massive was created to assess MMOG players' social experiences both inside and outside of their gaming environments and the impact ... Keywords: CSCW, MMO, MMOG, MMORPG, group formation, guilds, massively multiplayer, persistent worlds

A. Fleming Seay; William J. Jerome; Kevin Sang Lee; Robert E. Kraut

2004-04-01T23:59:59.000Z

285

Generating Ambient Behaviors in Computer Role-Playing Games  

Science Conference Proceedings (OSTI)

Many computer games use custom scripts to control the ambient behaviors of nonplayercharacters. As a result, story authors mustwrite computer code for the game world'shundreds or thousands of NPCs. Creating entertaining, nonrepetitive NPC behaviors without ... Keywords: ambient behavior, nonplayer character, intelligent agents, scripting language, generative pattern, collaborative behavior, computer games

Maria Cutumisu; Duane Szafron; Jonathan Schaeffer; Matthew McNaughton; Thomas Roy; Curtis Onuczko; Mike Carbonaro

2006-09-01T23:59:59.000Z

286

An empirical analysis of online game service satisfaction and loyalty  

Science Conference Proceedings (OSTI)

In this study, we argue that there will have some factors affecting online game service satisfaction and loyalty. The purpose of this study is to understand an online game service model. This model contains several dimensions including experiential value, ... Keywords: Experiential value, Loyalty, Online game service, Satisfaction, Service quality, Transaction cost

Hao-Erl Yang; Chi-Chuan Wu; Kuang-Cheng Wang

2009-03-01T23:59:59.000Z

287

Ancient runes: using text input for interaction in mobile games  

Science Conference Proceedings (OSTI)

Mobile phones are often carried in the pocket making them available for gaming any time. Mobile games typically rely on the joystick for input, but quality of the joystick is very different in the different devices. This paper presents Ancient Runes, ... Keywords: mobile multiplayer gaming, playability, text input

Elina M. I. Koivisto; Riku Suomela; Ari Koivisto

2006-07-01T23:59:59.000Z

288

Exploring aesthetical gameplay design patterns: camaraderie in four games  

Science Conference Proceedings (OSTI)

This paper explores how a vocabulary supporting design-related discussions of gameplay preferences can be developed. Using the preference of experiencing camaraderie as an example, we have analyzed four games: the board games Space Alert and Battlestar ... Keywords: aesthetics, design patterns, game design, gameplay, gameplay design patterns, mechanics-dynamics-aesthetics

Karl Bergstrm; Staffan Bjrk; Sus Lundgren

2010-10-01T23:59:59.000Z

289

iSee: interactive scenario explorer for online tournament games  

Science Conference Proceedings (OSTI)

Fantasy games, in which players compete to correctly predict real-world outcomes in sports, entertainment, and politics, have grown in popularity and now represent a significant portion of online gaming. Pick'em pools, also known as office pools, are ... Keywords: fantasy games, office pools, scenario exploration, tournament

Greg Smith; Desney Tan; Bongshin Lee

2009-10-01T23:59:59.000Z

290

Networked Graphics: Building Networked Games and Virtual Environments  

Science Conference Proceedings (OSTI)

This broad-ranging book equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge ... Keywords: Computer Animation, Computer Graphics, Computer Science, Computers, Game Programming, Interactive & Multimedia, Networking, Video & Electronic, Virtual Reality

Anthony Steed; Manuel Fradinho Oliveira

2009-11-01T23:59:59.000Z

291

Classic Nintendo Games are (NP-)Hard Greg Aloupis  

E-Print Network (OSTI)

Classic Nintendo Games are (NP-)Hard Greg Aloupis Erik D. Demaine Alan Guo March 9, 2012 Abstract We prove NP-hardness results for five of Nintendo's largest video game franchises: Mario, Donkey Kong of Zelda, Metroid, and Pok´emon--and prove that it is NP- hard to play generalized versions of many games

Demaine, Erik

292

Game Analysis of the Evolution of Artificial Stock Market  

Science Conference Proceedings (OSTI)

In this paper, we build the participators logistic model of the game model in artificial stock market. The participators are three types: flexible agent, semi-flexible agent and rigidity agent. Then, we set up the game model in artificial stock ... Keywords: Artificial stock market, Game model, Agent

She Zhenyu; Yan Bo

2010-12-01T23:59:59.000Z

293

The wise cursor: assisted selection in 3D serious games  

Science Conference Proceedings (OSTI)

In recent years, the evolution of 3D graphics hardware and software has lead to a growing interest for serious games in three-dimensional virtual environments for learning, training, and rehabilitation. Many of these games are based on a first-person-shooter ... Keywords: Accessible user interfaces, Interactive selection, Navigation in virtual environments, Serious games

Sergio Moya; Sergi Grau; Dani Tost

2013-06-01T23:59:59.000Z

294

Towards a serious game to help students learn computer programming  

Science Conference Proceedings (OSTI)

Video games are part of our culture like TV, movies, and books. We believe that this kind of software can be used to increase students' interest in computer science. Video games with other goals than entertainment, serious games, are present, today, ...

Mathieu Muratet; Patrice Torguet; Jean-Pierre Jessel; Fabienne Viallet

2009-01-01T23:59:59.000Z

295

Analysis of level design 'push & pull' within 21 games  

Science Conference Proceedings (OSTI)

This paper investigates the differences between 3D level designs in 21 popular games. We have developed a framework to analyze 3D level designs based on patterns extracted from level designers and game play sessions. We then use these patterns to analyze ... Keywords: 3D games, design pattern, player movement

David Milam; Magy Seif El Nasr

2010-06-01T23:59:59.000Z

296

Learning Game-Specific Spatially-Oriented Heuristics  

Science Conference Proceedings (OSTI)

This paper describes an architecture that begins with enough general knowledge to play any board game as a novice, and then shifts its decision-making emphasis to learned, game-specific, spatially-oriented heuristics. From its playing experience, ... Keywords: extensible architectures, game playing, machine learning, spatial cognition

Susan L. Epstein; Jack Gelfand; Esther Lock

1998-06-01T23:59:59.000Z

297

Business Games for Leadership Development: A Systematic Review  

Science Conference Proceedings (OSTI)

Leadership development poses great challenges to modern organizations. One possible method to develop leaders is the use of experiential techniques based on business games. The objective of this article was to identify, based on literature, business ... Keywords: business games, experiential learning, games, leadership, leadership development, simulations, simulators, systematic review

Mauricio Capobianco Lopes, Francisco A. P. Fialho, Cristiano J. C. A. Cunha, Sofia Ins Niveiros

2013-08-01T23:59:59.000Z

298

Unconventional gas: truly a game changer?  

Science Conference Proceedings (OSTI)

If prices of natural gas justify and/or if concerns about climate change push conventional coal off the table, vast quantities of unconventional gas can be brought to market at reasonable prices. According to a report issued by PFC Energy, global unconventional natural gas resources that may be ultimately exploited with new technologies could be as much as 3,250,000 billion cubic feet. Current conventional natural gas resources are estimated around 620,000 billion cubic feet.

NONE

2009-08-15T23:59:59.000Z

299

Review: Engineering design using game-enhanced CAD: The potential to augment the user experience with game elements  

Science Conference Proceedings (OSTI)

Since the coining of the term 'serious games' by Clark Abt, practitioners in fields such as education, the military, and medical science, as well as researchers from other disciplines, have investigated with interest game mechanics and the dynamics of ... Keywords: CAD, Engagement, Engineering design, Games, User experience

Zoe Kosmadoudi; Theodore Lim; James Ritchie; Sandy Louchart; Ying Liu; Raymond Sung

2013-03-01T23:59:59.000Z

300

A Review of Humor for Computer Games: Play, Laugh and More  

Science Conference Proceedings (OSTI)

Computer games are now becoming ways to communicate, teach, and influence attitudes and behavior. In this article, we address the role of humor in computer games, especially in support of serious purposes. We begin with a review of the main theories ... Keywords: affective learning, communication, computer games, fun, game design, game mechanics, game-play, humor, incongruity, laughter, learning, player experience, relief, serious games, social presence, superiority

Claire Dormann; Robert Biddle

2009-12-01T23:59:59.000Z

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


301

Analysis of operational, institutional and international limitations for alternative fuel vehicles and technologies: Means/methods for implementing changes  

DOE Green Energy (OSTI)

This project focused upon the development of an approach to assist public fleet managers in evaluating the characteristics and availability of alternative fuels (AF`s) and alternative fuel vehicles (AFV`s) that will serve as possible replacements for vehicles currently serving the needs of various public entities. Also of concern were the institutional/international limitations for alternative fuels and alternative fuel vehicles. The City of Detroit and other public agencies in the Detroit area were the particular focus for the activities. As the development and initial stages of use of alternative fuels and alternative fuel vehicles proceeds, there will be an increasing need to provide information and guidance to decision-makers regarding differences in requirements and features of these fuels and vehicles. There wig be true differences in requirements for servicing, managing, and regulating. There will also be misunderstanding and misperception. There have been volumes of data collected on AFV`S, and as technology is improved, new data is constantly added. There are not, however, condensed and effective sources of information for public vehicle fleet managers on vehicle and equipment sources, characteristics, performance, costs, and environmental benefits. While theoretical modeling of public fleet requirements has been done, there do not seem to be readily available ``practical``. There is a need to provide the best possible information and means to minimize the problems for introducing the effective use of alternative fuels and alternative fuel vehicles.

Not Available

1992-07-01T23:59:59.000Z

302

Designing e-learning games for rural children in India: a format for balancing learning with fun  

E-Print Network (OSTI)

Poor literacy remains a barrier to economic empowerment in the developing world. Of particular importance is fluency in a widely spoken world language such as English, which is typically a second language for these low-income learners. We make the case that mobile games on cellphones is an appropriate solution in the typical ecologies of developing regions. The challenge is to design e-learning games that are both educational and pleasurable for our target learners, who have limited familiarity with high technology. We propose the receptive-practice-activation cycle that could be used as the conceptual model for the designs. We then report how this format could be refined, based on our experiences in the field with three games that have collectively undergone nine rounds of iterations. In particular, it appears that maintaining a distinction between learning and fun to some extent is necessary for effective designs.

Matthew Kam; Aishvarya Agarwal; Anuj Kumar; Siddhartha Lal; Akhil Mathur; Anuj Tewari; John Canny

2008-01-01T23:59:59.000Z

303

College of Engineering Michigan Technological University  

E-Print Network (OSTI)

.engineering.mtu.edu Michigan Technological University is a leading public research university, conducting research, developing Speeding the way with computational uid dynamics Microgrids Using a game theory approach Flow electrode materials degrade during service." Hackney and his team study battery electrodes made of cobalt

304

Technology Transfer: Available Technologies  

NLE Websites -- All DOE Office Websites (Extended Search)

Materials Biofuels Biofuels Biotechnology and Medecine Biotechnology & Medicine Chemistry Developing World Energy Efficient Technologies Energy Environmental Technologies...

305

Solving Multi-Leader-Follower Games  

E-Print Network (OSTI)

Apr 26, 2005 ... 1This work was supported by the Mathematical, Information, and Computational ... of Energy, under Contract W-31-109-Eng-38. ... Dominant firms in a market can exercise their power to manipulate the market to their ... game. Problems of this type arise, for example, in the analysis of deregulated electricity.

306

Evaluating pattern catalogs: the computer games experience  

Science Conference Proceedings (OSTI)

Patterns and pattern catalogs (pattern languages) have been proposed as a mechanism for re-use. Traditionally, patterns have been used to foster design re-use, and generative design patterns have been used to achieve both design and code re-use. In theory, ... Keywords: code generation, computer game, generative design pattern, metric, pattern catalog, pattern language, scripting language

M. Cutumisu; C. Onuczko; D. Szafron; J. Schaeffer; M. McNaughton; T. Roy; J. Siegel; M. Carbonaro

2006-05-01T23:59:59.000Z

307

Tricks of the Windows Game Programming Gurus  

Science Conference Proceedings (OSTI)

From the Publisher:Tricks of the Windows Game Programmin Gurus, 2E takes the reader through Win32 programming, covering all the major components of DirectX including DirectDraw, DirectSound, DirectInput (including Force Feedback), and DirectMusic. ...

Andre LaMothe

1999-09-01T23:59:59.000Z

308

Game Industry A (Very) Brief History  

E-Print Network (OSTI)

, Wii ­ Online distribution (Xbox Live Arcade, Wii Ware, PSN Store) ­ Sony and Microsoft fight about this later in the week #12;Distribution Channels · Physical media (still dominates) ­ Brick ­ Steam ­ PSN Store ­ Xbox Marketplace ­ Apple iTunes #12;The Business of Making Games · Complex

Stephenson, Ben

309

Coevolutionary "TEMPO" Game Rodney W. Johnson  

E-Print Network (OSTI)

training program was instituted to teach the PPBS and a "game" was created by General Electric's TEMPO, Suite 102, Charlotte, NC 28262 1 #12;to train people in the use of the new system. The Defense that taught itself to play checkers at a level on par with human experts. The system worked like this. Each

Michalewicz, Zbigniew

310

Electronic games for aged care and rehabilitation  

Science Conference Proceedings (OSTI)

The declining cognitive and motor abilities has become a major problem in the health care of the elderly, often leading to potentially fatal falls. Current rehabilitation strategies to address this issue include routine physiotherapy which is often dull ... Keywords: aged care, rehabilitation, software agent, video game

Stuart T. Smith; Amir Talaei-Khoei; Mililani Ray; Pradeep Ray

2009-12-01T23:59:59.000Z

311

Game-Theoretic Integration for Image Segmentation  

Science Conference Proceedings (OSTI)

AbstractRobust segmentation of structures from an image is essential for a variety of image analysis problems. However, the conventional methods of region-based segmentation and gradient-based boundary finding are often frustrated by poor image quality. ... Keywords: Image segmentation, integration, game theory, boundary finding, region-based segmentation, MRF.

Amit Chakraborty; James S. Duncan

1999-01-01T23:59:59.000Z

312

Location Games and Bounds for Median Problems  

E-Print Network (OSTI)

We consider a two-person zero-sum game in which the maximizer selects a point in a given bounded planar region, the minimizer selects K points in that region,.and the payoff is the distance from the maximizer's location ...

Haimovich, Mordecai

313

Adaptive display power management for mobile games  

Science Conference Proceedings (OSTI)

In this paper, we show how tone mapping techniques can be used to dynamically increase the image brightness, thus allowing the LCD backlight levels to be reduced. This saves significant power as the majority of the LCD's display power is consumed by ... Keywords: backlight scaling, mobile games, power management, tone mapping

Bhojan Anand; Karthik Thirugnanam; Jeena Sebastian; Pravein G. Kannan; Akhihebbal L. Ananda; Mun Choon Chan; Rajesh Krishna Balan

2011-06-01T23:59:59.000Z

314

Science and Technology Review July/August 2009  

SciTech Connect

This month's issue has the following articles: (1) Game-Changing Science in the National Interest - Commentary by Tomas Diaz de la Rubia; (2) Preventing Close Encounters of the Orbiting Kind - The Testbed Environment for Space Situational Awareness is improving capabilities for monitoring and detecting threats to space operations; (3) A CAT Scanner for Nuclear Weapon Components - A new x-ray system images nuclear weapon components in three dimensions, promising unprecedented resolution and clarity; (4) Mass-Producing Positrons - Scientists reveal a new method for yielding a greater density of positrons at a much faster rate inside a laboratory setting; and (5) The Next Generation of Medical Diagnostic Devices - Portable medical diagnostic devices using ultrawideband technology help first responders evaluate injuries in emergency situations and could improve overall health care.

Bearinger, J P

2009-06-29T23:59:59.000Z

315

Mirrored arbiter architecture: a network architecture for large scale multiplayer games  

Science Conference Proceedings (OSTI)

Massively Multiplayer games become increasingly popular. Different multiplayer games are implemented on top of different network architectures based on the characteristics of the games. Typically, multiplayer games run on Client-Server (CS), Peer-to-Peer ... Keywords: interest management techniques, massively multiplayer games, mirrored-arbiter architecture, multicast

Lan Yang; Peerapong Sutinrerk

2007-07-01T23:59:59.000Z

316

ScriptEase: A generative/adaptive programming paradigm for game scripting  

Science Conference Proceedings (OSTI)

The traditional approach to implementing interactions between a player character (PC) and objects in computer games is to write scripts in a procedural scripting language. These scripts are usually so complex that they must be written by a computer programmer ... Keywords: Adaptive programming, Computer game, Game agent, Game authoring, Game scripting, Generative pattern, Scripting language

Maria Cutumisu; Curtis Onuczko; Matthew McNaughton; Thomas Roy; Jonathan Schaeffer; Allan Schumacher; Jeff Siegel; Duane Szafron; Kevin Waugh; Mike Carbonaro; Harvey Duff; Stephanie Gillis

2007-06-01T23:59:59.000Z

317

Reducing game latency by migration, core-selection and TCP modifications  

Science Conference Proceedings (OSTI)

Massively Multi-player Online Games (MMOGs) have stringent latency requirements and handle large numbers of concurrent players. To support these conflicting requirements, it is common to divide the virtual environment into virtual regions, ... Keywords: MMOGs, TCP enhancements, computer games, core selection algorithms, distributed name servers, game latency, gaming, latency reduction, massively multi-player online games, object migration

Paul B. Beskow; Andreas Petlund; Geir A. Erikstad; Carsten Griwodz; Pal Halvorsen

2010-11-01T23:59:59.000Z

318

Customization for games: lessons from variants of texas hold'em  

Science Conference Proceedings (OSTI)

System designers who build customization into games ought to consider how players think about adjustments. The distinctiveness of gaming contexts suggests that closer inspection of customization in games is warranted and will inform the design of customizable ... Keywords: customization, end-user programming, game design, game studies, variation

Gifford K. Cheung

2011-05-01T23:59:59.000Z

319

Guidelines for personalizing the player experience in computer role-playing games  

Science Conference Proceedings (OSTI)

Computer role-playing games (CRPGs) are a genre of games that aims at providing similar gaming experience as paper and pen role-playing games. Personalized player experience is one main factor when capturing and maintaining interest of the player. However ... Keywords: computer role-playing games, personalization

Juha-Matti Vanhatupa

2011-06-01T23:59:59.000Z

320

Energy Department Support Brings Game-Changing Advancements in...  

NLE Websites -- All DOE Office Websites (Extended Search)

- 10:37am Addthis Record-Breaking Solar 1 of 5 Record-Breaking Solar This concentrating photovoltaic (CPV) cell -- which uses a focused lens to magnify light to 418 times the...

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


321

Preparing for a Game Change - National Renewable Energy Laboratory  

defense sites in Colorado and Kentucky A leading provider to Defense and Energy departments ... Pacala & Socolow, Princeton University ...

322

TECHNOLOGY REQUIREMENTS FOR IN SITU DECOMMISSIONING WORKSHOP REPORT  

SciTech Connect

In recognition of the increasing attention being focused on In Situ Decommissioning (ISD or entombment) as an acceptable and beneficial decommissioning end state, the Department of Energy's (DOE) Office of Environmental Management (EM) is developing guidance for the implementation of ISD of excess facilities within the DOE complex. Consistent with the overarching DOE goals for increased personnel and environmental safety, reduced technical uncertainties and risks, and overall gains in efficiencies and effectiveness, EM's Office of Deactivation and Decommissioning and Facility Engineering (EM-23) initiated efforts to identify the technical barriers and technology development needs for the optimal implementation of ISD. Savannah River National Laboratory (SRNL), as the EM Corporate Laboratory, conducted an ISD Technology Needs Workshop to identify the technology needs at DOE sites. The overall goal of the workshop was to gain a full understanding of the specific ISD technical challenges, the technologies available, and those needing development. The ISD Workshop was held December 9-10, 2008 in Aiken, SC. Experienced decommissioning operations personnel from Richland Operations Office (RL), Idaho National Laboratory (INL) and Savannah River Site (SRS) along with scientists and engineers specific expertise were assembled to identify incremental and 'game changing' solutions to ISD technology challenges. The workshop and follow-up activities yielded 14 technology needs statements and the recommendation that EM-23 prioritize and pursue the following specific technology development and deployment actions. For each action, the recommended technology acquisition mechanisms (competitive solicitation (CS) or direct funding (TCR)) are provided. Activities that are time critical for ISD projects, or require unique capabilities that reside in the DOE Laboratory system will be funded directly to those institutions. Activities that have longer lead times and where the private sector, universities or other agencies are expected to have greater expertise will be accomplished through an open, competitive solicitation process. Several areas will require joint efforts from the two classes of resources.

Jannik, T.; Lee, P.; Gladden, J.; Langton, C.; Serrato, M.; Urland, C.; Reynolds, E.

2009-06-30T23:59:59.000Z

323

Extending the limits of Weatherlings: a ubiquitous, educational, multiplayer, web-based game for mobile and desktop platforms  

E-Print Network (OSTI)

UbiqGames is a project that aims to create ubiquitous, educational, multi-player games. Built under UbiqGames framework, Weatherlings is a web-based educational game, which allows players to collaborate in a networked ...

Sasmaz, Yunus

2010-01-01T23:59:59.000Z

324

Rewriting game theory as a foundation for state-based models of gene regulation  

Science Conference Proceedings (OSTI)

We present a game-theoretic foundation for gene regulatory analysis based on the recent formalism of rewriting game theory. Rewriting game theory is discrete and comes with a graph-based framework for understanding compromises and interactions ...

Chafika Chettaoui; Franck Delaplace; Pierre Lescanne; Mundelanji Vestergaard; Ren Vestergaard

2006-10-01T23:59:59.000Z

325

ScriptEase: motivational behaviors for interactive characters in computer role-playing games  

Science Conference Proceedings (OSTI)

ScriptEase is a tool that allows authors with no programming experience to create interactive stories for computer role-playing games. Instead of writing scripting code manually, game authors select design patterns that encapsulate frequent game scenarios, ...

Maria Cutumisu; Duane Szafron; Jonathan Schaeffer; Kevin Waugh; Curtis Onuczko; Jeff Siegel; Allan Schumacher

2006-07-01T23:59:59.000Z

326

Building Blocks for Mobile Games : A multiplayer framework for App Inventor for Android  

E-Print Network (OSTI)

Building Blocks for Mobile Games is a client-server multiplayer game-building-framework for the App Inventor for Android platform. The Building Blocks for Mobile Games multiplayer framework includes an App Inventor component ...

Magnuson, Bill

2010-01-01T23:59:59.000Z

327

Reward system and temporal pole contributions to affective evaluation during a first person shooter video game  

E-Print Network (OSTI)

DA: The effects of violent video game habits on adolescentLachlan K, Tamborini R: Popular video games: Quantifying thethe effects of violent video games. J Adolesc 5. Bartholow

Mathiak, Krystyna A; Klasen, Martin; Weber, Ren; Ackermann, Hermann; Shergill, Sukhwinder S; Mathiak, Klaus

2011-01-01T23:59:59.000Z

328

The Chooser-Picker 7-in-a-row-game  

E-Print Network (OSTI)

One of the main objective of this paper is to relate Beck's conjecture for k-in-a-row games. The conjecture states that playing on the same board Picker is better off in a Chooser-Picker game than the second player in the Maker-Breaker version. It was shown that the 8-in-a-row game is a blocking draw that is a Breaker win. To give the outcome of 7-, or 6-in-a-row-games is hopeless, but these games are widely believed to be Breaker's win. If both conjectures hold, Picker must win the Chooser-Picker version of the 7-in-a-row game, and that is what we prove.

Csernenszky, Andrs

2010-01-01T23:59:59.000Z

329

Stochastic Switching Games and Duopolistic Competition in Emissions Markets  

E-Print Network (OSTI)

We study optimal behavior of energy producers under a CO_2 emission abatement program. We focus on a two-player discrete-time model where each producer is sequentially optimizing her emission and production schedules. The game-theoretic aspect is captured through a reduced-form price-impact model for the CO_2 allowance price. Such duopolistic competition results in a new type of a non-zero-sum stochastic switching game on finite horizon. Existence of game Nash equilibria is established through generalization to randomized switching strategies. No uniqueness is possible and we therefore consider a variety of correlated equilibrium mechanisms. We prove existence of correlated equilibrium points in switching games and give a recursive description of equilibrium game values. A simulation-based algorithm to solve for the game values is constructed and a numerical example is presented.

Ludkovski, Michael

2010-01-01T23:59:59.000Z

330

Emerging Technologies | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Emerging Technologies Emerging Technologies Emerging Technologies Last January, we took a look at how ARPA-E performer, 1366 Technologies is working to dramatically reduce the cost of solar energy. A year later, we revisited their headquarters in Lexington, MA to see the progress they've made. Featured Maine Project Takes Historic Step Forward in U.S. Tidal Energy Deployment Cobscook Bay, Maine, is the site of a tidal energy pilot project led by Ocean Renewable Power Company. | Photo courtesy of Ocean Renewable Power Company. A pilot project that will generate electricity from Maine's ocean tides could be a game-changer for America's tidal energy industry at-large. Advanced Battery Manufacturing Making Strides in Oregon EnerG2 Ribbon Cutting Ceremony for new battery materials plant in Albany, Oregon. Photo courtesy of the Vehicle Technologies Program

331

The influence of an educational course on language expression and treatment of gaming addiction for massive multiplayer online role-playing game (MMORPG) players  

Science Conference Proceedings (OSTI)

Addiction to Massive Multiple Online Role-Playing Games (MMORPGs) among juveniles has become a serious problem in Korea and has led to legislation prohibiting juveniles from playing games after midnight. One key factor in gaming addiction is the so-called ... Keywords: Addiction, Education, Event-related potential, Language, Massive multiplayer online role-playing game, P300

Pyoung Won Kim; Seo Young Kim; Miseon Shim; Chang-Hwan Im; Young-Min Shon

2013-04-01T23:59:59.000Z

332

Bell nonlocality and Bayesian game theory  

E-Print Network (OSTI)

We discuss a connection between Bell nonlocality and Bayesian games. This link offers interesting perspectives for Bayesian games, namely to allow the players to receive advice in the form of nonlocal correlations, for instance using entangled quantum particles or more general no-signaling boxes. The possibility of having such 'nonlocal advice' will lead to novel joint strategies, impossible to achieve in the classical setting. This implies that quantum resources, or more general no-signaling resources, offer a genuine advantage over classical ones. Moreover, some of these strategies can represent equilibrium points, leading to the notion of quantum/no-signaling Nash equilibrium. Finally we describe new types of question in the study of nonlocality, namely the consideration of non-local advantage when there is a set of Bell expressions.

Nicolas Brunner; Noah Linden

2012-10-03T23:59:59.000Z

333

ENGINEERING TECHNOLOGY Engineering Technology  

E-Print Network (OSTI)

, Mechatronics Technology, and Renewable Energy Technology. Career Opportunities Graduates of four origin, gender, age, marital status, sexual orientation, status as a Vietnam-era veteran, or disability

334

Technology Transfer: Available Technologies  

Please refer to the list of technologies below for licensing and research collaboration availability. If you can't find the technology you ...

335

Laws of thermodynamics and game theory  

E-Print Network (OSTI)

Using a game theory approach and a new extremal problem, Gibbs formula is proved in a most simple and general way for the classical mechanics case. A corresponding conjecture on the asymptotics of the classical entropy is formulated. For the ordinary quantum mechanics case, the third law of thermodynamics is derived. Some results on the number of ground states and residual entropy are obtained rigorously.

Lev Sakhnovich

2011-05-23T23:59:59.000Z

336

Emissions trading and technological change.  

E-Print Network (OSTI)

??Emissions trading programmes have grown in number and scope over the last forty years, and in the last decade they have become a centrepiece of (more)

Calel, Raphael

2013-01-01T23:59:59.000Z

337

Technological Changes and Transportation Development  

E-Print Network (OSTI)

and Industry (MITI) has undertaken the developmentof ceramic components a turbogenerator for aLrned at hybrid electric vehicle

Garrison, William L.

2001-01-01T23:59:59.000Z

338

A Game-Theoretical Dynamic Model for Electricity Markets  

E-Print Network (OSTI)

Oct 6, 2010 ... A Game-Theoretical Dynamic Model for Electricity Markets ... forecast horizon, bidding frequency, and some other factors on the price signals.

339

Using EPECs to model bilevel games in restructured electricity ...  

E-Print Network (OSTI)

Jan 5, 2006 ... Abstract: We study a bilevel noncooperative game-theoretic model of restructured electricity markets, with locational marginal prices.

340

Jefferson Lab Science Series - Interactive Computer Games and...  

NLE Websites -- All DOE Office Websites (Extended Search)

(Detecting Einstein's Gravity Waves) Detecting Einstein's Gravity Waves Interactive Computer Games and Animation Ms. Stephanie Barish - Shoah Foundation December 10, 1996...

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


341

Industrial ecology Prosperity Game{trademark}  

SciTech Connect

Industrial ecology (IE) is an emerging scientific field that views industrial activities and the environment as an interactive whole. The IE approach simultaneously optimizes activities with respect to cost, performance, and environmental impact. Industrial Ecology provides a dynamic systems-based framework that enables management of human activity on a sustainable basis by: minimizing energy and materials usage; insuring acceptable quality of life for people; minimizing the ecological impact of human activity to levels that natural systems can sustain; and maintaining the economic viability of systems for industry, trade and commerce. Industrial ecology applies systems science to industrial systems, defining the system boundary to incorporate the natural world. Its overall goal is to optimize industrial activities within the constraints imposed by ecological viability, globally and locally. In this context, Industrial systems applies not just to private sector manufacturing and services but also to government operations, including provision of infrastructure. Sandia conducted its seventeenth Prosperity Game{trademark} on May 23--25, 1997, at the Hyatt Dulles Hotel in Herndon, Virginia. The primary sponsors of the event were Sandia National Laboratories and Los Alamos National Laboratory, who were interested in using the format of a Prosperity Game to address some of the issues surrounding Industrial Ecology. Honorary game sponsors were: The National Science Foundation; the Committee on Environmental Improvement, American Chemical Society; the Industrial and Engineering Chemistry Division, American Chemical Society; the US EPA--The Smart Growth Network, Office of Policy Development; and the US DOE-Center of Excellence for Sustainable Development.

Beck, D.; Boyack, K.; Berman, M.

1998-03-01T23:59:59.000Z

342

Complex Games and Palm Computers Pieter Spronck and Jaap van den Herik  

E-Print Network (OSTI)

, with the introduction of home computers games became a major application. The first games were produced by solitary home-based

Spronck, Pieter

343

MHK Technologies/Oregon State University Columbia Power Technologies Direct  

Open Energy Info (EERE)

State University Columbia Power Technologies Direct State University Columbia Power Technologies Direct Drive Point Absorber < MHK Technologies Jump to: navigation, search << Return to the MHK database homepage Oregon State University Columbia Power Technologies Direct Drive Point Absorber.jpg Technology Profile Primary Organization Oregon State University OSU Project(s) where this technology is utilized *MHK Projects/OSU Direct Drive Power Generation Buoys Technology Resource Click here Wave Technology Type Click here Point Absorber Technology Readiness Level Click here TRL 1-3: Discovery / Concept Definition / Early Stage Development & Design & Engineering Technology Description When the coil experiences a changing magnetic field created by the heaving magnets voltage is generated Technology Dimensions

344

Changing society using new technologies: Youth participation in the social media revolution and its implications for the development of democracy in sub-Saharan Africa  

Science Conference Proceedings (OSTI)

This paper considers the adequacy of simple access to technology for acquiring active citizenship skills. The paper posits questions and then provides tentative answers to the questions: Is acquiring the latest technology a prerequisite for ... Keywords: Citizenship education, Developing countries, Social media revolution, Technology access

Alnaaz Kassam

2013-06-01T23:59:59.000Z

345

A Game-Dynamic Model of Gas Transportation Routes and Its Application . . .  

E-Print Network (OSTI)

The purpose of this paper is to study an optimal structure of a system of international gas pipelines competing for a gas market. We develop a game-dynamic model of the operation of several interacting gas pipeline projects with project owners acting as players in the game. The model treats the projects' commercialization times as major players' controls. Current quantities of gas supply are modeled as approximations to Nash equilibrium points in instantaneous "gas supply games", in which each player maximizes his/her current netprofit due to the sales of gas. We use the model to analyze the Turkish gas market, on which gas routes originating from Russia, Turkmenistan and Iran are competing. The analysis is carried out in three steps. At step 1, we model the operation of the pipelines as planned and estimate the associated profits. At step 2, we optimize individual projects, with respect to their profits, assuming that the other pipelines operate as planned. At step 3, we find numerical Nash equilibrium commercialization policies for the entire group of the pipelines. The simulations show the degrees to which the planned regimes are not optimal compared to the Nash equilibrium ones. Another observation is that in equilibrium regimes the pipelines are not always being run at their full capacities, which implies that the proposed pipeline capacities might not be optimal. The simulation results turn out to be moderately sensitive to changes in the discount rate and highly sensitive to changes in the price elasticity of gas demand.

Ger Klaassen; Ivan Matrosov; Alexander Roehrl; Alexander Tarasyev; Arkadii Kryazhimskii

2003-01-01T23:59:59.000Z

346

Designing and implementing a Role-Playing Game: A tool to explain factors, decision making and landscape transformation  

Science Conference Proceedings (OSTI)

In this paper we describe a research process on contextual driving factors and decision-making processes used by local actors for land use change in a zone of the Colombian Amazonian frontier. We integrated landscape multi-temporal analysis, Role-Playing ... Keywords: Agent based modeling, Colombian Amazonian frontier, Land use change, Landscape transformations, Multi-temporal analysis, Participatory tools, Role-Playing Game, UML

Manuela Vieira Pak; Daniel Castillo Brieva

2010-11-01T23:59:59.000Z

347

In polite company: rules of play in five Facebook games  

Science Conference Proceedings (OSTI)

Applications developed for the popular social network site Facebook frequently take the form of online games, but designers need to consider the conventions governing politeness, aggression, reciprocity, and obligation carefully in both online and face-to-face ... Keywords: Facebook applications, computer games, social networks

Elizabeth Losh

2008-12-01T23:59:59.000Z

348

An application of a game development framework in higher education  

Science Conference Proceedings (OSTI)

This paper describes how a game development framework was used as a learning aid in a software engineering. Games can be used within higher education in various ways to promote student participation, enable variation in how lectures are taught, and improve ...

Alf Inge Wang; Bian Wu

2009-01-01T23:59:59.000Z

349

Distributed Coalition Formation Games for Secure Wireless Transmission  

Science Conference Proceedings (OSTI)

Cooperation among wireless nodes has been recently proposed for improving the physical layer (PHY) security of wireless transmission in the presence of multiple eavesdroppers. While existing PHY security literature answered the question "what are the ... Keywords: coalitional games, game theory, physical layer security, secure communication

Walid Saad; Zhu Han; Tamer Ba?ar; Mrouane Debbah; Are Hjrungnes

2011-04-01T23:59:59.000Z

350

Using EPECs to model bilevel games in restructured electricity ...  

E-Print Network (OSTI)

Such models depend on the structure and rules of the market, and, for electricity ... game at the expense of requiring analysis of nonsmooth payoff functions. .... In this paper we focus on games of complete information, that is, each player knows ...... erature from the days of PIES energy model, Ahn and Hogan (1982), and,...

351

The Economic Impact of One WVU Home Football Game  

E-Print Network (OSTI)

Demographer October 2012 #12; 1 The Economic Impact of One WVU Home Football Game on the Monongalia. On average, a single WVU home football game in 2011 generated a total economic impact of $1.6 million in business volume in the Monongalia County economy. This included $360,000 in employee compensation and $55

Mohaghegh, Shahab

352

A malware detector placement game for intrusion detection  

Science Conference Proceedings (OSTI)

We propose and investigate a game-theoretic approach to the malware filtering and detector placement problem which arises in network security. Our main objective is to develop optimal detector algorithms taking into account attacker strategies and actions. ... Keywords: game theory, monitor placement, network-based intrusion detection

Stephan Schmidt; Tansu Alpcan; ?ahin Albayrak; Tamer Ba?ar; Achim Mueller

2007-10-01T23:59:59.000Z

353

Multi-agent team cooperation: A game theory approach  

Science Conference Proceedings (OSTI)

The main goal of this work is to design a team of agents that can accomplish consensus over a common value for the agents' output using cooperative game theory approach. A semi-decentralized optimal control strategy that was recently introduced by the ... Keywords: Consensus algorithms, Cooperative control, Game theory, Multi-agent networks, Optimal control

E. Semsar-Kazerooni; K. Khorasani

2009-10-01T23:59:59.000Z

354

A differential game of joint implementation of environmental projects  

Science Conference Proceedings (OSTI)

This paper proposes a two-player, finite-horizon differential game model to analyze joint implementation in environmental projects, one of the flexible mechanisms considered in the Kyoto Protocol. Our results show that allowing for foreign investments ... Keywords: Differential games, Environment, Joint implementation

MichLe Breton; Georges Zaccour; Mehdi Zahaf

2005-10-01T23:59:59.000Z

355

Rectangular polyomino set weak (1, 2)-achievement games  

Science Conference Proceedings (OSTI)

In a polyomino set (1, 2)-achievement game the maker and the breaker alternately mark one and two previously unmarked cells respectively. The maker's goal is to mark a set of cells congruent to one of a given set of polyominoes. The breaker tries to ... Keywords: Achievement games, Polyomino

Edgar Fisher; Nndor Sieben

2008-12-01T23:59:59.000Z

356

Influence of Black Masculinity Game Exemplars on Social Judgments  

Science Conference Proceedings (OSTI)

In this investigation, the authors ask how media exemplars of Black masculinity influence the views of and intentions toward other Black men. An experiment compared the effects of exposure to Black video game characters fitting the exemplar thug or street ... Keywords: attitudes, characterization of race, exemplars, media, political imagery, positive influence of imagery, priming, race, racial exemplars, stereotypes, video games, visions of race

Karen E. Dill, Melinda C.R. Burgess

2013-08-01T23:59:59.000Z

357

Game Analytics: Maximizing the Value of Player Data  

Science Conference Proceedings (OSTI)

Developing a successful game in todays market is a challenging endeavor. Thousands of titles are published yearly, all competing for players time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring ...

Magy Seif El-Nasr, Anders Drachen, Alessandro Canossa

2013-03-01T23:59:59.000Z

358

Computer game design and the imaginative play of young children  

Science Conference Proceedings (OSTI)

This paper discusses preliminary findings of the study of computer game design in relation to current understanding of imaginative play and its developmental value for young children. The crucial role of children's play in their development is well documented. ... Keywords: child development, computer games, design criteria, imaginative play, young children

Irina Verenikina; Jan Herrington

2009-06-01T23:59:59.000Z

359

Multiplicative updates in coordination games and the theory of evolution  

Science Conference Proceedings (OSTI)

In this paper we point out a new and unexpected connection between three fields: Evolution Theory, Game Theory, and Algorithms. In particular, we study the standard equations of population genetics for Evolution, in the presence of recombination (sex), ... Keywords: algorithmic game theory, multiplicative weight updates, theory of evolution

Erick Chastain; Adi Livnat; Christos Papadimitriou; Umesh Vazirani

2013-01-01T23:59:59.000Z

360

Parabolic PDEs and Deterministic Games Robert V. Kohn  

E-Print Network (OSTI)

Parabolic PDEs and Deterministic Games Robert V. Kohn Courant Institute, NYU Joint work with Sylvia Serfaty ICIAM07, Zurich, July 2007 Robert V. Kohn Courant Institute, NYU Parabolic PDEs and Deterministic. Kohn Courant Institute, NYU Parabolic PDEs and Deterministic Games #12;Goals and perspective Part 1

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


361

Integrating video games and robotic play in physical environments  

Science Conference Proceedings (OSTI)

Active Learning Environments with Robotic Tangibles (ALERT) are mixed reality video gaming systems that use sensors, vision systems, and robots to provide an engaging experience that may motivate hitherto underrepresented kinds of learners to become ... Keywords: embodied learning, mobile robots, participatory design, tangible media, video games

Byron Lahey; Winslow Burleson; Camilla Nrgaard Jensen; Natalie Freed; Patrick Lu

2008-08-01T23:59:59.000Z

362

Cheating is not playing: Methodological Issues of Computational Game Theory  

Science Conference Proceedings (OSTI)

Computational Game Theory is a way to study and evaluate behaviors using game theory models, via agent-based computer simulations. One of the most known example of this approach is the famous Classical Iterated Prisoner's Dilemma (CIPD). It has been ...

Bruno Beaufils; Philippe Mathieu

2006-05-01T23:59:59.000Z

363

CS1, arcade games and the free Java book  

Science Conference Proceedings (OSTI)

Computer game programming has been adopted by some instructors and schools in an effort to motivate students and make the learning more relevant to the student's world than the console programs many of their instructors learned with. This paper describes ... Keywords: acm java, cs1, free java book, games

Daniel L. Schuster

2010-03-01T23:59:59.000Z

364

A survey of students' computer game playing habits  

Science Conference Proceedings (OSTI)

The popularity of computer games has attracted the attention of educationalists who are interested in finding out whether the features that make them so engaging could be captured and used to help people learn more effectively. In this paper we examine ... Keywords: challenge, computer games, constructivism, fun, motivation

T. M. Connolly; E. A. Boyle; M. H. Stansfield; T. Hainey

2007-09-01T23:59:59.000Z

365

A pilot study of four cultural touch-screen games  

Science Conference Proceedings (OSTI)

Four simple single-player games (based on the "Four Arts" of traditional Chinese culture) have been designed in Flash for a touch-screen display. The aim is to allow players to experience a digital interactive recreation of traditional Chinese culture, ... Keywords: Chinese, Daoism, Flash, Four Arts, calligraphy, cultural heritage, go, interactive games, music, touch screen

Li Wang; Erik Champion

2011-07-01T23:59:59.000Z

366

Fabrication Technology  

SciTech Connect

The mission of the Fabrication Technology thrust area is to have an adequate base of manufacturing technology, not necessarily resident at Lawrence Livermore National Laboratory (LLNL), to conduct the future business of LLNL. The specific goals continue to be to (1) develop an understanding of fundamental fabrication processes; (2) construct general purpose process models that will have wide applicability; (3) document findings and models in journals; (4) transfer technology to LLNL programs, industry, and colleagues; and (5) develop continuing relationships with the industrial and academic communities to advance the collective understanding of fabrication processes. The strategy to ensure success is changing. For technologies in which they are expert and which will continue to be of future importance to LLNL, they can often attract outside resources both to maintain their expertise by applying it to a specific problem and to help fund further development. A popular vehicle to fund such work is the Cooperative Research and Development Agreement with industry. For technologies needing development because of their future critical importance and in which they are not expert, they use internal funding sources. These latter are the topics of the thrust area. Three FY-92 funded projects are discussed in this section. Each project clearly moves the Fabrication Technology thrust area towards the goals outlined above. They have also continued their membership in the North Carolina State University Precision Engineering Center, a multidisciplinary research and graduate program established to provide the new technologies needed by high-technology institutions in the US. As members, they have access to and use of the results of their research projects, many of which parallel the precision engineering efforts at LLNL.

Blaedel, K.L.

1993-03-01T23:59:59.000Z

367

Technology Search  

home \\ technologies \\ search. Technologies: Ready-to-Sign Licenses: Software: Patents: Technology Search. ... Operated by Lawrence Livermore National Security, LLC, ...

368

Building Technologies Office: Emerging Technologies  

NLE Websites -- All DOE Office Websites (Extended Search)

Emerging Technologies Emerging Technologies Printable Version Share this resource Send a link to Building Technologies Office: Emerging Technologies to someone by E-mail Share Building Technologies Office: Emerging Technologies on Facebook Tweet about Building Technologies Office: Emerging Technologies on Twitter Bookmark Building Technologies Office: Emerging Technologies on Google Bookmark Building Technologies Office: Emerging Technologies on Delicious Rank Building Technologies Office: Emerging Technologies on Digg Find More places to share Building Technologies Office: Emerging Technologies on AddThis.com... About Take Action to Save Energy Partner with DOE Activities Technology Research, Standards, & Codes Popular Links Success Stories Previous Next Lighten Energy Loads with System Design.

369

Experience-Based Discrimination: Classroom Games  

E-Print Network (OSTI)

The authors presented a simple classroom game in which students are randomly designated as employers, purple workers, or green workers. This environment may generate statistical discrimination if workers of one color tend not to invest because they anticipate lower opportunities in the labor market, and these beliefs are self-confirming as employers learn that it is, on average, less profitable to hire workers of that color. Such discriminatory equilibria may arise even when workers are ex-ante identical, and the employer has no prior information regarding potential workers. The exercise typically generates a lively discussion about discrimination and how it may be addressed by alternative public policies.

Roland G. Fryer, Jr.; Jacob K. Goeree; Charles A. Holt

2005-01-01T23:59:59.000Z

370

Markovian Search Games in Heterogeneous Spaces  

SciTech Connect

We consider how to search for a mobile evader in a large heterogeneous region when sensors are used for detection. Sensors are modeled using probability of detection. Due to environmental effects, this probability will not be constant over the entire region. We map this problem to a graph search problem and, even though deterministic graph search is NP-complete, we derive a tractable, optimal, probabilistic search strategy. We do this by defining the problem as a differential game played on a Markov chain. We prove that this strategy is optimal in the sense of Nash. Simulations of an example problem illustrate our approach and verify our claims.

Griffin, Christopher H [ORNL

2009-01-01T23:59:59.000Z

371

Essays in game theory and institutions  

E-Print Network (OSTI)

This dissertation is a compilation of essays highlighting the usefulness of game theory in understanding socio-economic phenomena. The second chapter tries to provide a reason for the strict codes of conduct that have been imposed on unmarried girls in almost every society at some point of time in its history using tools from classical game theory. If men prefer to marry submissive women, then parents of girls will have an incentive to signal the submissiveness of their daughters in various ways in order to attract better matches. At the same time, parents will find it costlier to signal the submissiveness of girls who are not really submissive. This line of reasoning thus helps us interpret phenomena such as veiling, footbinding, and sequestration of women in general as signals of submissiveness. The third chapter attempts to rationalize some of the ad hoc rules proposed for dividing a bankrupt estate using tools from evolutionary game theory. The ad hoc rules differ from each other because of the axioms that are imposed in addition to efficiency and claims boundedness. Efficiency requires that the estate be completely divided between the claimants, and claims boundedness requires that no claimant be awarded more than her initial contribution. This dissertation tries to show that an ad hoc rule can be rationalized as the unique self-enforcing long run outcome of Young's [46] evolutionary bargaining model by using certain intuitive rules for the Nash demand game. In the fourth chapter I present a simple model of conflict over inputs in an economy with ill-defined property rights. Agents produce output from the land they hold, which in turn can be allocated to consumption or the production of guns. There is no agency to enforce rights over the initial land holdings, and the future holdings of land are determined using a contest success function that depends on the guns produced by both agents. I characterize the equilibria in which only one, both, and none of the agents produce guns, as a function of the total land and the inequality of initial land holdings for general forms of utility, production, cost, and contest success functions.

Rai, Birendra Kumar

2006-08-01T23:59:59.000Z

372

ScriptEase: Generating Scripting Code for Computer Role-Playing Games  

Science Conference Proceedings (OSTI)

The state-of-the-art in game scripting is to manually script individual game objects that interact in the game. Thousands of non-player characters (NPCs) and props need to be scripted before they play a part in a game adventure. This situation introduces ...

M. McNaughton; M. Cutumisu; D. Szafron; J. Schaeffer; J. Redford; D. Parker

2004-09-01T23:59:59.000Z

373

Evaluation of a pervasive game for domestic energy engagement among teenagers  

Science Conference Proceedings (OSTI)

In this paper, we present Power Agent - a pervasive game designed to encourage teenagers and their families to reduce energy consumption in the home. The idea behind this mobile phone-based game was twofold; to transform the home environment and its ... Keywords: engaging interaction, persuasive games, pervasive games

Anton Gustafsson; Magnus Bng

2008-12-01T23:59:59.000Z

374

Evaluation of a pervasive game for domestic energy engagement among teenagers  

Science Conference Proceedings (OSTI)

In this article, we present Power Agenta pervasive game designed to encourage teenagers and their families to reduce energy consumption in the home. The ideas behind this mobile phone-based game are twofold; to transform the home environment ... Keywords: Engaging interaction, automatic meter reading, energy conservation, feedback, persuasive games, pervasive games, pervasive learning

Anton Gustafsson; Cecilia Katzeff; Magnus Bang

2009-12-01T23:59:59.000Z

375

Analyzing spatial user behavior in computer games using geographic information systems  

Science Conference Proceedings (OSTI)

An important aspect of the production of digital games is user-oriented testing. A central problem facing practitioners is however the increasing complexity of user-game interaction in modern games, which places challenges on the evaluation of interaction ... Keywords: game development, gameplay metric, geographic information system, metric, user behavior

Anders Drachen; Alessandro Canossa

2009-09-01T23:59:59.000Z

376

Using coevolution and gradient-based learning for the virus game  

Science Conference Proceedings (OSTI)

This paper presents a novel coevolutionary model which is used to create strong game (The Virus Game) playing strategies. We use two approaches to coevolve Artificial Neural Networks (ANN) which evaluate board positions of a two player zero-sum game ... Keywords: artificial neural networks, coevolution, gradient-based learning, virus game

Munir H Naveed; Peter I Cowling

2006-12-01T23:59:59.000Z

377

The Curriculum Planning Process for Undergraduate Game Degree Programs in the United Kingdom and United States  

Science Conference Proceedings (OSTI)

Digital games are marketed, mass-produced, and consumed by an increasing number of people and the game industry is only expected to grow. In response, postsecondary institutions in the UK and the U.S. have started to create game degree programs. Though ... Keywords: Education, curriculum, game, instruction

Monica M. McGill

2012-04-01T23:59:59.000Z

378

Sexual Priming, Gender Stereotyping, and Likelihood to Sexually Harass: Examining the Cognitive Effects of Playing a Sexually-Explicit Video Game  

E-Print Network (OSTI)

Brathwaite, B. (2007). Sex in video games. Boston, Mass. :of Stereotypic Images in Video Games Unfair, Legitimate,and consequences of playing video games. In P. Vorderer & J.

Yao, Mike Z.; Mahood, Chad; Linz, Daniel

2010-01-01T23:59:59.000Z

379

Technology Capabilities  

NLE Websites -- All DOE Office Websites (Extended Search)

Homeland Security & Defense Homeland Security & Defense Information Technology & Communications Information Technology & Communications Sensors, Electronics &...

380

Information causality, entropy and the inner product game  

E-Print Network (OSTI)

The information causality principle is a generalisation of the no-signalling principle which implies some of the known restrictions on quantum correlations. But despite its clear physical motivation, information causality is formulated in terms of a rather specialised game and figure of merit. We explore different perspectives on information causality, discussing the probability of success as the figure of merit, a relation between information causality and the non-local `inner-product game', and the derivation of a quadratic bound for these games. We then examine an entropic formulation of information causality with which one can obtain the same results, arguably in a simpler fashion.

Al-Safi, Sabri W

2011-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


381

Risk Mathematics and Quantum Games on Quantum Risk Structures - A Nuclear War Scenario Game  

E-Print Network (OSTI)

Quantum game theory is combined with risk mathematics' formalism to provide an approach to evolutionary scenario analysis. The formalism is addressed in its general form and is then applied to an extreme risks modelling case, to model a coevolving dynamical web of systemic situations representing the evolution of the regional tensions between two countries with nuclear weapons. The model's results are addressed regarding the potential for regional nuclear conflict to take place, and how evolutionary scenario analysis may contribute to nuclear war threat assessment and dynamical risk analysis. A final discussion is provided in what regards risk mathematics based on the evolutionary approach to risk assessement resulting from the combination of quantum game theory, morphic web representations and scenario analysis.

Carlos Pedro Gonalves

2012-11-28T23:59:59.000Z

382

A Game Theoretic Approach to Dynamic Energy Minimization in Wireless Transceivers  

E-Print Network (OSTI)

Adaptive transceivers can significantly reduce the energy consumption of a mobile, battery-powered node by capturing realtime changes in the communication channel. This paper proposes a game-theoretic solution to the optimization of the energy consumption in wireless transceivers. This is accomplished by dynamically adapting the modulation level of the transmitter modulator and the error correction aptitude of the receiver decoder with respect to channel conditions subject to specified average bit-error-rate and throughput constraints. Experimental results demonstrate energy savings of up to 15%.

Ali Iranli; Hanif Fatemi; Massoud Pedram

2003-01-01T23:59:59.000Z

383

Game Preserves and Closed Areas (Montana) | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Game Preserves and Closed Areas (Montana) Game Preserves and Closed Areas (Montana) Game Preserves and Closed Areas (Montana) < Back Eligibility Utility Fed. Government Commercial Agricultural Investor-Owned Utility State/Provincial Govt Industrial Construction Municipal/Public Utility Local Government Residential Installer/Contractor Rural Electric Cooperative Tribal Government Low-Income Residential Schools Retail Supplier Institutional Multi-Family Residential Systems Integrator Fuel Distributor Nonprofit General Public/Consumer Transportation Savings Category Alternative Fuel Vehicles Hydrogen & Fuel Cells Buying & Making Electricity Water Home Weatherization Solar Wind Program Info State Montana Program Type Environmental Regulations Provider Montana Fish, Wildlife, and Parks Department Game preserves and closed areas exist within the state of Montana for the

384

Alaska Department of Fish and Game | Open Energy Information  

Open Energy Info (EERE)

Game Game Jump to: navigation, search Logo: Alaska Department of Fish and Game Name Alaska Department of Fish and Game Address 1255 W. 8th Street Place Juneau, Alaska Zip 99811-5526 Phone number 907-465-4100 Website http://www.adfg.alaska.gov/ind Coordinates 58.2992°, -134.425° Loading map... {"minzoom":false,"mappingservice":"googlemaps3","type":"ROADMAP","zoom":14,"types":["ROADMAP","SATELLITE","HYBRID","TERRAIN"],"geoservice":"google","maxzoom":false,"width":"600px","height":"350px","centre":false,"title":"","label":"","icon":"","visitedicon":"","lines":[],"polygons":[],"circles":[],"rectangles":[],"copycoords":false,"static":false,"wmsoverlay":"","layers":[],"controls":["pan","zoom","type","scale","streetview"],"zoomstyle":"DEFAULT","typestyle":"DEFAULT","autoinfowindows":false,"kml":[],"gkml":[],"fusiontables":[],"resizable":false,"tilt":0,"kmlrezoom":false,"poi":true,"imageoverlays":[],"markercluster":false,"searchmarkers":"","locations":[{"text":"","title":"","link":null,"lat":58.2992,"lon":-134.425,"alt":0,"address":"","icon":"","group":"","inlineLabel":"","visitedicon":""}]}

385

Information Security Analysis Using Game Theory and Simulation  

SciTech Connect

Information security analysis can be performed using game theory implemented in dynamic simulations of Agent Based Models (ABMs). Such simulations can be verified with the results from game theory analysis and further used to explore larger scale, real world scenarios involving multiple attackers, defenders, and information assets. Our approach addresses imperfect information and scalability that allows us to also address previous limitations of current stochastic game models. Such models only consider perfect information assuming that the defender is always able to detect attacks; assuming that the state transition probabilities are fixed before the game assuming that the players actions are always synchronous; and that most models are not scalable with the size and complexity of systems under consideration. Our use of ABMs yields results of selected experiments that demonstrate our proposed approach and provides a quantitative measure for realistic information systems and their related security scenarios.

Schlicher, Bob G [ORNL; Abercrombie, Robert K [ORNL

2012-01-01T23:59:59.000Z

386

Indian Gaming 2012 Tradeshow and Convention | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Indian Gaming 2012 Tradeshow and Convention Indian Gaming 2012 Tradeshow and Convention Indian Gaming 2012 Tradeshow and Convention March 13, 2012 - 6:47pm Addthis The National Indian Gaming Association (NIGA) 2012 tradeshow and convention will take place April 1-4, 2012, in San Diego, California. The event features seminars and trainings and other activities. Be sure to visit the Office of Indian Energy booth! Learn more on the NIGA website. Addthis Related Articles Energy Savings Performance Contract Case Studies Pacific Region Combined Heat and Power Projects Byron Washom, Director of Strategic Energy Initiatives at the University of California at San Diego, poses with an electric vehicle and some of the solar panels that cover UCSD's campus.| Photo courtesy of UCSD Q&A With Byron Washom of the University of California at San Diego

387

Cooperative game-based routing approach for wireless sensor network  

Science Conference Proceedings (OSTI)

Aiming at the security and limited energy issues in wireless sensor network, this paper introduces a secure and energy-saving routing protocol based on cooperative game strategy. A novel incentive mechanism is proposed: all the nodes including the selfish ...

Fengyun Li; Guiran Chang; Lan Yao; Fuxiang Gao

2012-08-01T23:59:59.000Z

388

On the Chvtal-Erd?s triangle game  

E-Print Network (OSTI)

Given a graph G and positive integers n and q, let G(G; n, q) be the game played on the edges of the complete graph Kn in which the two players, Maker and Breaker, alternately claim 1 and q edges, respectively. Makers goal is to occupy all edges in some copy of G; Breaker tries to prevent it. In their seminal paper on positional games, Chvtal and Erd?s proved that in the game G(K3; n, q), Maker has a winning strategy if q Breaker has a winning strategy. In this note, we improve the latter of these bounds by describing a randomized strategy that allows Breaker to win the game G(K3; n, q) whenever q ? (2 ? 1/24) ? n. Moreover, we provide additional evidence supporting the belief that this bound can be further improved to ( ? 2 + o(1)) ? n. 1

Jzsef Balogh; Wojciech Samotij

2010-01-01T23:59:59.000Z

389

On Characterizing Game-Perfect Graphs by Forbidden Induced Subgraphs  

E-Print Network (OSTI)

A graph G is called g-perfect if, for any induced subgraph H of G, the game chromatic number of H equals the clique number of H. A graph G is called g-col-perfect if, for any induced subgraph H of G, the game coloring number of H equals the clique number of H. In this paper we characterize the classes of g-perfect resp. g-col-perfect graphs by a set of forbidden induced subgraphs and explicitly. Moreover, we study similar notions for variants of the game chromatic number, namely B-perfect and [A, B]-perfect graphs, and for several variants of the game coloring number, and characterize the classes of these graphs.

Stephan Dominique Andres

2010-01-01T23:59:59.000Z

390

Marine Forecasting at the 1996 Centennial Olympic Games  

Science Conference Proceedings (OSTI)

A team of meteorologists from the United States, Canada, and Australia provided marine weather support to the sailing events of the 1996 Centennial Olympic Games, held in Wassaw Sound near Savannah, Georgia. The team conducted research on the ...

Mark D. Powell; Stephen K. Rinard

1998-09-01T23:59:59.000Z

391

Motion and Scene Complexity for Streaming Video Games Mark Claypool  

E-Print Network (OSTI)

hosted on a heavyweight, fat server being streamed as an interactive video over a network to be played rendering a game scene that requires large amounts of data and spe- cialized hardware that is not readily

Claypool, Mark

392

Cheaters in the Steam Community Gaming Social Network  

E-Print Network (OSTI)

Online gaming is a multi-billion dollar industry that entertains a large, global population. One unfortunate phenomenon, however, poisons the competition and the fun: cheating. The costs of cheating span from industry-supported expenditures to detect and limit cheating, to victims' monetary losses due to cyber crime. This paper studies cheaters in the Steam Community, an online social network built on top of the world's dominant digital game delivery platform. We collected information about more than 12 million gamers connected in a global social network, of which more than 700 thousand have their profiles flagged as cheaters. We also collected in-game interaction data of over 10 thousand players from a popular multiplayer gaming server. We show that cheaters are well embedded in the social and interaction networks: their network position is largely undistinguishable from that of fair players. We observe that the cheating behavior appears to spread through a social mechanism: the presence and the number of ch...

Blackburn, Jeremy; Kourtellis, Nicolas; Zuo, Xiang; Long, Clayton; Ripeanu, Matei; Skvoretz, John; Iamnitchi, Adriana

2011-01-01T23:59:59.000Z

393

Memento Ludi: Information Retrieval from a Game-Theoretic Perspective  

E-Print Network (OSTI)

We develop a macro-model of information retrieval process using Game Theory as a mathematical theory of conflicts. We represent the participants of the Information Retrieval process as a game of two abstract players. The first player is the `intellectual crowd' of users of search engines, the second is a community of information retrieval systems. In order to apply Game Theory, we treat search log data as Nash equilibrium strategies and solve the inverse problem of finding appropriate payoff functions. For that, we suggest a particular model, which we call Alpha model. Within this model, we suggest a method, called shifting, which makes it possible to partially control the behavior of massive users. This Note is addressed to researchers in both game theory (providing a new class of real life problems) and information retrieval, for whom we present new techniques to control the IR environment.

Parfionov, George

2009-01-01T23:59:59.000Z

394

The Equivalence of Linear Programs and Zero-Sum Games  

E-Print Network (OSTI)

he noted that there was one case in which the reduction does not work. This also led .... linear program does not exist. ...... In: Handbook of game theory with eco-.

395

Parametrized regular infinite games and higher-order pushdown strategies  

Science Conference Proceedings (OSTI)

Given a set P of natural numbers, we consider infinite games where the winning condition is a regular ?-language parametrized by P. In this context, an ?-word, representing a play, has letters consisting of three components: The ...

Paul Hnsch; Michaela Slaats; Wolfgang Thomas

2009-09-01T23:59:59.000Z

396

Cooperative Energy Network Optimization for Distributed Microgrids: Game Theoretic Approach  

E-Print Network (OSTI)

Cooperative Energy Network Optimization for Distributed Microgrids: Game Theoretic Approach Y. Wasa. 1 5) 6, 7) 8) 6, 9) 10) 7) Receding Horizon Fig. 1: Distributed Microgrids4) 2 2.1 n V := {1

397

Illuminati: the game of conspiracy: a close reading  

Science Conference Proceedings (OSTI)

Illuminati is a humorous game of conspiracy and political intrigue. Designed by Steve Jackson in 1981, it has proven to be enduringly popular through many years of revision and republication. In this paper we examine its latest incarnation, Deluxe ...

Malcolm Ryan

2009-12-01T23:59:59.000Z

398

Vendor / Technology  

NLE Websites -- All DOE Office Websites (Extended Search)

Brake Assessment Tools Commercial Motor Vehicle Roadside Technology Corridor Safety Technology Showcase October 14, 2010 Commercial Motor Vehicle Roadside Technology Corridor...

399

Vendor / Technology  

NLE Websites -- All DOE Office Websites (Extended Search)

Brake-Related Research Commercial Motor Vehicle Roadside Technology Corridor Safety Technology Showcase October 14, 2010 Commercial Motor Vehicle Roadside Technology Corridor...

400

Faience Technology  

E-Print Network (OSTI)

by Joanne Hodges. Faience Technology, Nicholson, UEE 2009Egyptian materials and technology, ed. Paul T. Nicholson,Nicholson, 2009, Faience Technology. UEE. Full Citation:

Nicholson, Paul

2009-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


401

Green Energy Technologies Create Green Jobs  

NLE Websites -- All DOE Office Websites (Extended Search)

Green Energy Technologies Create Green Jobs The U.S. Department of Energy (DOE) is developing advanced energy technologies that can help address climate change and reduce...

402

15.912 Technology Strategy, Spring 2005  

E-Print Network (OSTI)

Outlines tools for formulating and evaluating technology strategy, including an introduction to the economics of technical change, models of technological evolution, and models of organizational dynamics and innovation. ...

Henderson, Rebecca

403

Glitter Photovoltaic Technology - Energy Innovation Portal  

Technology Marketing Summary Revolutionary microsolar technology utilizes glitter-sized photovoltaic cells to change how we generate and use solar power.

404

Homebrew and the social construction of gaming : community, creativity, and legal context of amateur Game Boy Advance development  

E-Print Network (OSTI)

This thesis challenges the common social construction of game development, which perceives the activity only within its commercial, corporate realm. As an exemplar of the many thriving amateur development communities, the ...

Camper, Brett Bennett

2005-01-01T23:59:59.000Z

405

Technology Search Results | Brookhaven Technology ...  

There are no technology records available that match the search query. Find a Technology. Search our technologies by categories or by keywords.

406

Technology Transfer: Available Technologies  

NLE Websites -- All DOE Office Websites (Extended Search)

test test Please refer to the list of technologies below for licensing and research collaboration availability. If you can't find the technology you're interested in, please contact us at TTD@lbl.gov. Energy ENERGY EFFICIENT TECHNOLOGIES Aerosol Sealing Aerosol Remote Sealing System Clog-free Atomizing and Spray Drying Nozzle Air-stable Nanomaterials for Efficient OLEDs Solvent Processed Nanotube Composites OLEDS with Air-stable Structured Electrodes APIs for Online Energy Saving Tools: Home Energy Saver and EnergyIQ Carbon Dioxide Capture at a Reduced Cost Dynamic Solar Glare Blocking System Electrochromic Device Controlled by Sunlight Electrochromic Windows with Multiple-Cavity Optical Bandpass Filter Electrochromic Window Technology Portfolio Universal Electrochromic Smart Window Coating

407

Bioconversion Technologies | Open Energy Information  

Open Energy Info (EERE)

Bioconversion Technologies Bioconversion Technologies Jump to: navigation, search Name Bioconversion Technologies Place United Kingdom Sector Biofuels Product Second-generation biofuels technology developer References Bioconversion Technologies[1] LinkedIn Connections CrunchBase Profile No CrunchBase profile. Create one now! This article is a stub. You can help OpenEI by expanding it. Bioconversion Technologies is a company located in United Kingdom . References ↑ "Bioconversion Technologies" Retrieved from "http://en.openei.org/w/index.php?title=Bioconversion_Technologies&oldid=342770" Categories: Clean Energy Organizations Companies Organizations Stubs What links here Related changes Special pages Printable version Permanent link Browse properties 429 Throttled (bot load)

408

Learning curves for environmental technology and their importance for climate policy analysis  

E-Print Network (OSTI)

DG. Dynamics of energy technologies and global change.CO. Experience curves for energy technology policy. Paris,o f technologies, including energy technologies [3-7]. Cost

Rubin, Edward S.; Taylor, Margaret R; Yeh, Sonia; Hounshell, David A.

2007-01-01T23:59:59.000Z

409

Technology Search Results | Brookhaven Technology ...  

Staff Directory; BNL People Technology Commercialization & Partnerships. Home; For BNL Inventors; ... a nonprofit applied science and technology organization. ...

410

Technology Search Results | Brookhaven Technology ...  

Non-Noble Metal Water Electrolysis Catalysts; Find a Technology. Search our technologies by categories or by keywords. Search ...

411

Technology Search Results | Brookhaven Technology ...  

BSA 08-04: High Temperature Interfacial Superconductivity; Find a Technology. Search our technologies by categories or by keywords. Search ...

412

Technology Search Results | Brookhaven Technology ...  

Receive Technology Updates. Get email notifications about new or improved technologies in your area of interest. Subscribe

413

Weather Services, Science Advances, and the Vancouver 2010 Olympic and Paralympic Winter Games  

Science Conference Proceedings (OSTI)

The Olympics inspire greatness. "Swifter, Higher, Stronger" applies not only to the athletes but sets the tone for everyone associated with the games, including the weather service providers. The Winter Olympic and Paralympic Games of 2010 will ...

Paul Joe; Chris Doyle; Al Wallace; Stewart G. Cober; Bill Scott; George A. Isaac; Trevor Smith; Jocelyn Mailhot; Brad Snyder; Stephane Belair; Quinton Jansen; Bertrand Denis

2010-01-01T23:59:59.000Z

414

Approximating game-theoretic optimal strategies for full-scale poker  

Science Conference Proceedings (OSTI)

The computation of the first complete approximations of game-theoretic optimal strategies for full-scale poker is addressed. Several abstraction techniques are combined to represent the game of 2-player Texas Hold'em, having size O(1018), ...

D. Billings; N. Burch; A. Davidson; R. Holte; J. Schaeffer; T. Schauenberg; D. Szafron

2003-08-01T23:59:59.000Z

415

Security and Game Theory: Algorithms, Deployed Systems, Lessons Learned, 1st edition  

Science Conference Proceedings (OSTI)

Global threats of terrorism, drug-smuggling, and other crimes have led to a significant increase in research on game theory for security. Game theory provides a sound mathematical approach to deploy limited security resources to maximize their effectiveness. ...

Milind Tambe

2011-12-01T23:59:59.000Z

416

Proceedings of the Fifth International Conference on the Foundations of Digital Games  

Science Conference Proceedings (OSTI)

The Foundations of Digital Games is a unique conference that brings together researchers and practitioners from computer science, education, design, cultural studies, and other disciplines. Games research draws ideas and methods from these disciplines, ...

Ian Horswill; Yusuf Pisan

2010-06-01T23:59:59.000Z

417

CAMEO: enabling social networks for massively multiplayer online games through continuous analytics and cloud computing  

Science Conference Proceedings (OSTI)

Millions of people play Massively Multiplayer Online Games (MMOGs) and participate in the social networks built around MMOGs daily. These players turn into a collaborative community to exchange game news, advice, and expertise, but in return expect support ...

Alexandru Iosup; Adrian L?sc?teu; Nicolae ??pu?

2010-11-01T23:59:59.000Z

418

The potential of America's Army, the video game as civilian-military public sphere  

E-Print Network (OSTI)

The US Army developed multiplayer online First Person Shooter video game, America's Army, was examined as the first instance of an entirely state-produced and directed enterprise leveraging video game popular culture. ...

Li, Zhan, 1979-

2004-01-01T23:59:59.000Z

419

Comparing Learners' Affect While Using an Intelligent Tutoring System and a Simulation Problem Solving Game  

Science Conference Proceedings (OSTI)

We compare the affect associated with an intelligent tutoring environment, Aplusix, and a simulations problem solving game, The Incredible Machine, to determine whether students experience significantly better affect in an educational game than in an ...

Ma. Mercedes Rodrigo; Ryan S. Baker; Sidney D'Mello; Ma. Celeste Gonzalez; Maria C. Lagud; Sheryl A. Lim; Alexis F. Macapanpan; Sheila A. Pascua; Jerry Q. Santillano; Jessica O. Sugay; Sinath Tep; Norma J. Viehland

2008-06-01T23:59:59.000Z

420

Technology Transfer: Available Technologies  

NLE Websites -- All DOE Office Websites (Extended Search)

Please refer to the list of technologies below for licensing and research Please refer to the list of technologies below for licensing and research collaboration availability. If you can't find the technology you're interested in, please contact us at TTD@lbl.gov. Biotechnology and Medicine DIAGNOSTICS AND THERAPEUTICS CANCER CANCER PROGNOSTICS 14-3-3 Sigma as a Biomarker of Basal Breast Cancer ANXA9: A Therapeutic Target and Predictive Marker for Early Detection of Aggressive Breast Cancer Biomarkers for Predicting Breast Cancer Patient Response to PARP Inhibitors Breast Cancer Recurrence Risk Analysis Using Selected Gene Expression Comprehensive Prognostic Markers and Therapeutic Targets for Drug-Resistant Breast Cancers Diagnostic Test to Personalize Therapy Using Platinum-based Anticancer Drugs Early Detection of Metastatic Cancer Progenitor Cells

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


421

On a base exchange game on graphs  

E-Print Network (OSTI)

We consider the following maker-breaker game on a graph G that has a partition of the edge set E into two spanning trees E1 and E2. Initially the edges of E1 are purple and the edges of E2 blue. Maker and breaker move alternately. In a move of the maker a blue edge is coloured purple. The breaker then has to recolour a different edge blue in such a way that the purple and the blue edges are spanning trees again. The goal of the maker is to exchange all colours, i.e. to make E1 blue and E2 purple. We prove that a sufficient but not necessary condition for the breaker to win is that the graph contains an induced K4. Furthermore we characterize the structure of a partition of a wheel into two spanning trees and show that the maker wins on wheels Wn with n ? 4 and provide an example of a graph where, for some partitions, the maker wins, for some others, the breaker wins.

Stephan Dominique Andres; Winfried Hochstttler; Markus Merkel

2010-01-01T23:59:59.000Z

422

Technology Transfer: Available Technologies  

NLE Websites -- All DOE Office Websites (Extended Search)

Software and Information Technologies Software and Information Technologies Algorithm for Correcting Detector Nonlinearites Chatelet: More Accurate Modeling for Oil, Gas or Geothermal Well Production Collective Memory Transfers for Multi-Core Processors Energy Efficiency Software EnergyPlus:Energy Simulation Software for Buildings Tools, Guides and Software to Support the Design and Operation of Energy Efficient Buildings Flexible Bandwidth Reservations for Data Transfer Genomic and Proteomic Software LABELIT - Software for Macromolecular Diffraction Data Processing PHENIX - Software for Computational Crystallography Vista/AVID: Visualization and Allignment Software for Comparative Genomics Geophysical Software Accurate Identification, Imaging, and Monitoring of Fluid Saturated Underground Reservoirs

423

A Beautiful Mend: A Game Theoretical Analysis of the Dormant Commerce Clause Doctrine  

E-Print Network (OSTI)

b. Exxonbetween Hunt and Exxon, which the game theoretical modelnote 16, at 403 (Thus, Exxon suggests a limited review

Stearns, Max

2004-01-01T23:59:59.000Z

424

Computerized Games and Simulations in Computer-Assisted Language Learning: A Meta-Analysis of Research  

Science Conference Proceedings (OSTI)

This article explores research on the use of computerized games and simulations in language education. The author examined the psycholinguistic and sociocultural constructs proposed as a basis for the use of games and simulations in computer-assisted ... Keywords: CALL, MMORPG, MOO, computer-assisted language learning, computerized game, computerized simulation, effective language learning, gaming, meta-analysis, psycholinguistic construct, research, second language acquisition, simulation, sociocultural construct, theories of language acquisition, virtual world

Mark Peterson

2010-02-01T23:59:59.000Z

425

Hitting time results for Maker-Breaker games  

E-Print Network (OSTI)

We study Maker-Breaker games played on the edge set of a random graph. Specifically, we analyze the moment a typical random graph process first becomes a Makers win in a game in which Makers goal is to build a graph which admits some monotone increasing property P. We focus on three natural target properties for Makers graph, namely being k-vertex-connected, admitting a perfect matching, and being Hamiltonian. We prove the following optimal hitting time results: with high probability Maker wins the k-vertex connectivity game exactly at the time the random graph process first reaches minimum degree 2k; with high probability Maker wins the perfect matching game exactly at the time the random graph process first reaches minimum degree 2; with high probability Maker wins the Hamiltonicity game exactly at the time the random graph process first reaches minimum degree 4. The latter two statements settle conjectures of Stojakovi? and Szab. We also prove generalizations of the latter two results; these generalizations partially strengthen some known results in the theory of random graphs. An extended abstract of this paper was previously published in [4]. 1

Sonny Ben-shimon; Asaf Ferber; Dan Hefetz; Michael Krivelevich

2011-01-01T23:59:59.000Z

426

A Winning Strategy for the Ramsey Graph Game  

E-Print Network (OSTI)

We consider a "Maker-Breaker" version of the Ramsey Graph Game, RG(n), and present a winning strategy for Maker requiring at most (n 0 3)2 n01 + n + 1 moves. This is the fastest winning strategy known so far. We also demonstrate how the ideas presented can be used to develop winning strategies for some related combinatorial games. Keywords: Combinatorial Games, Algorithms on Graphs, Ramsey Theory 1 Introduction The Ramsey Graph Game, RG(n), on a complete graph on N vertices, KN , is considered. Two players, Maker (red) and Breaker (blue) alternately color the edges of KN . Maker is first to play, and the players color one edge per move. Maker wins the game if there is a red Kn . Breaker wins if there is no red Kn after all the N (N 0 1)=2 edges have been colored. Let R(n; n) denote the n-th Ramsey number, i.e., the smallest number R such that for every two-coloring of the edges of KR there exsist a monochromatic Kn ae KR . Maker has a simple winning strategy if N 2R(n; n). Note ...

Aleksandar Pekec

1995-01-01T23:59:59.000Z

427

The equivalence of uniform and Shapley value-based cost allocations in a specific game  

Science Conference Proceedings (OSTI)

This paper concerns the possible equivalence of the Shapley value and other allocations in specific games. For a group buying game with a linear quantity discount schedule, the uniform allocation results in the same cost allocation as the Shapley value. ... Keywords: Cooperative game, Core, Group buying, Shapley value, Uniform cost allocation

Rachel R. Chen; Shuya Yin

2010-11-01T23:59:59.000Z

428

Let's play chinese characters: mobile learning approaches via culturally inspired group games  

Science Conference Proceedings (OSTI)

In many developing countries such as India and China, low educational levels often hinder economic empowerment. In this paper, we argue that mobile learning games can play an important role in the Chinese literacy acquisition process. We report on the ... Keywords: chinese education, chinese literacy, developing countries, ict4d, literacy acquisition, mobile games, traditional games

Feng Tian; Fei Lv; Jingtao Wang; Hongan Wang; Wencan Luo; Matthew Kam; Vidya Setlur; Guozhong Dai; John Canny

2010-04-01T23:59:59.000Z

429

A Multimodal interface device for online board games designed for sight-impaired people  

Science Conference Proceedings (OSTI)

Online games between remote opponents playing over computer networks are becoming a common activity of everyday life. However, computer interfaces for board games are usually based on the visual channel. For example, they require players to check their ... Keywords: blindness, board games, deafblindness, haptic device, multimodal feedback

Nicholas Caporusso; Lusine Mkrtchyan; Leonardo Badia

2010-03-01T23:59:59.000Z

430

A glissade on the learning curve: multi-adaptive immersive educational games  

Science Conference Proceedings (OSTI)

A major advantage of educational computer games is seen in their enormous intrinsic motivational potential. However, exploiting this potential can only occur with a very strong consideration of individual states, traits, and preferences. A crucial role ... Keywords: adaptation, digital educational games, game-based learning, interactive storytelling, personalization, psycho-pedagogical interventions

Michael D. Kickmeier-Rust; Christina M. Steiner; Elke Mattheiss; Dietrich Albert

2010-08-01T23:59:59.000Z

431

Building a massively multiplayer game for the million: Disney's Toontown Online  

Science Conference Proceedings (OSTI)

This paper presents an overview of the lessons learned building Disney's Toontown Online, a 3D massively multiplayer online game (MMP) for children ages seven and older. The paper is divided into three main parts. The first presents design highlights ... Keywords: 3D, Internet, computer graphics, multiplayer games, online games

Mark R. Mine; Joe Shochet; Roger Hughston

2003-10-01T23:59:59.000Z

432

O3D-based game learning environments for cultural heritage online education  

Science Conference Proceedings (OSTI)

This paper describes an approach, where an O3D-based virtual environment for learning cultural heritage is combined with a game environment to provide a friendly environment that makes learning more pleasant. We describe the game flow, design approach, ... Keywords: O3D, educational games, interactive teaching, multimedia exhibition

Lu Wang; Jian-Wei Guo; Cheng-Lei Yang; Hai-Seng Zhao; Xiang-Xu Meng

2010-08-01T23:59:59.000Z

433

Necessary and Sufficient Conditions for Pareto Optimal Solutions of Cooperative Differential Games  

Science Conference Proceedings (OSTI)

In this paper we present necessary as well as sufficient conditions for the existence of a Pareto optimum for cooperative differential games. The obtained results are used to analyze the regular indefinite linear quadratic differential game. For the ... Keywords: LQ theory, Pareto efficiency, cooperative differential games, dynamic optimization

Jacob Engwerda

2010-03-01T23:59:59.000Z

434

Timed automata-based rehabilitation training game design for the affected lower extremity of hemiparetic patient  

Science Conference Proceedings (OSTI)

This paper presents a timed automata based rehabilitation training game design to effectively strengthen the affected leg of the hemiparetic patient. The proposed system is implemented by applying a simple motion capture technique to a rhythm game. Especially, ... Keywords: hemiparetic patient, isometric training, motion capture, rehabilitation training game, timed automata

Gi Sook Jung; Sang Yun Kim; Soon Ki Jung; Seung Deuk Byun; Yang Soo Lee

2008-01-01T23:59:59.000Z

435

I want to be Sachin Tendulkar!: a spoken english cricket game for rural students  

Science Conference Proceedings (OSTI)

We present a mobile phone based cricket game for improving the spoken English pronunciation of school children designed and tested within a specific socio-cultural context in rural India, the Mewat district of Haryana State. The development of the game ... Keywords: commentary, cricket, education, mobile game, rural india, speech recognition, spoken english

Martha Larson; Nitendra Rajput; Abhigyan Singh; Saurabh Srivastava

2013-02-01T23:59:59.000Z

436

Applying simulation experience design methods to creating serious game-based adaptive training systems  

Science Conference Proceedings (OSTI)

The purpose of the present paper is to briefly introduce adaptive training systems, and describe the Simulation Experience Design Method. Adaptive training systems are serious games whose goal it is to engender communication opportunities for players ... Keywords: Adaptive training systems, Communication, Real-time in-game feedback assessment, Serious games, Simulation Experience Design Method

Elaine M. Raybourn

2007-03-01T23:59:59.000Z

437

Technology Reviews | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Technology Reviews Technology Reviews Technology Reviews November 1, 2013 - 11:40am Addthis Selecting a distributed energy (DE) technology for a specific application depends on many factors. Considerations include the amount of power needed, the duty cycle, space constraints, thermal needs, emission regulations, fuel availability, utility prices, and interconnection issues. The following technology reviews include descriptions of a variety of DE and combined heat and power (CHP) technologies, providing (when available) such parameters as efficiency, size, and projected cost to install and maintain. Behavior of Capstone and Honeywell Microturbine Generators During Load Changes, 38 pp, Feb. 2004 Catalogue of CHP Technologies, Dec. 2012 Cost Analysis of Nitrogen Oxide (NOx) Control Alternatives for

438

Department of Energy Advances Commercialization of Climate Change...  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Department of Energy Advances Commercialization of Climate Change Technology Department of Energy Advances Commercialization of Climate Change Technology October 31, 2006 - 9:17am...

439

NREL: Technology Transfer - Solar Policy and Program ...  

National Renewable Energy Laboratory Technology Transfer ... Unbiased analysis of economic and market impacts related to policy changes;

440

Idaho Department of Fish & Game | Open Energy Information  

Open Energy Info (EERE)

Fish and Game Fish and Game Name Idaho Department of Fish and Game Address 600 S. Walnut Place Boise, Idaho Zip 83712 Phone number 208-334-3700 Website http://fishandgame.idaho.gov/ Coordinates 43.6022164°, -116.1867127° Loading map... {"minzoom":false,"mappingservice":"googlemaps3","type":"ROADMAP","zoom":14,"types":["ROADMAP","SATELLITE","HYBRID","TERRAIN"],"geoservice":"google","maxzoom":false,"width":"600px","height":"350px","centre":false,"title":"","label":"","icon":"","visitedicon":"","lines":[],"polygons":[],"circles":[],"rectangles":[],"copycoords":false,"static":false,"wmsoverlay":"","layers":[],"controls":["pan","zoom","type","scale","streetview"],"zoomstyle":"DEFAULT","typestyle":"DEFAULT","autoinfowindows":false,"kml":[],"gkml":[],"fusiontables":[],"resizable":false,"tilt":0,"kmlrezoom":false,"poi":true,"imageoverlays":[],"markercluster":false,"searchmarkers":"","locations":[{"text":"","title":"","link":null,"lat":43.6022164,"lon":-116.1867127,"alt":0,"address":"","icon":"","group":"","inlineLabel":"","visitedicon":""}]}

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


441

California Department of Fish & Game | Open Energy Information  

Open Energy Info (EERE)

Department of Fish & Game Department of Fish & Game Name California Department of Fish & Game Address 1416 9th St, 12th Floor Place Sacramento, California Zip 95814 Phone number 916-445-0411 Website http://www.dfg.ca.gov/about/ Coordinates 38.575523°, -121.497588° Loading map... {"minzoom":false,"mappingservice":"googlemaps3","type":"ROADMAP","zoom":14,"types":["ROADMAP","SATELLITE","HYBRID","TERRAIN"],"geoservice":"google","maxzoom":false,"width":"600px","height":"350px","centre":false,"title":"","label":"","icon":"","visitedicon":"","lines":[],"polygons":[],"circles":[],"rectangles":[],"copycoords":false,"static":false,"wmsoverlay":"","layers":[],"controls":["pan","zoom","type","scale","streetview"],"zoomstyle":"DEFAULT","typestyle":"DEFAULT","autoinfowindows":false,"kml":[],"gkml":[],"fusiontables":[],"resizable":false,"tilt":0,"kmlrezoom":false,"poi":true,"imageoverlays":[],"markercluster":false,"searchmarkers":"","locations":[{"text":"","title":"","link":null,"lat":38.575523,"lon":-121.497588,"alt":0,"address":"","icon":"","group":"","inlineLabel":"","visitedicon":""}]}

442

Technology transfer issue  

Science Conference Proceedings (OSTI)

Testimony by Lawrence J. Brady, Commerce Assistant Secretary for Trade Administration, at Congressional hearings on the national security issues of technology transfers to the Soviet Union identified steps the US needs to take to deal effectively with the problem. These steps include an understanding of how the Soviet Union has and will benefit militarily by acquiring Western technology and efforts to work with other countries, counterintelligence agencies, and industries to stem the flow of technological information. Brady outlined changes in technology development that complicate the enforcement of transfer rules, and emphasized the importance of a close relationship between the business community and the Commerce Department. (DCK)

Jacobson, C.

1982-05-31T23:59:59.000Z

443

Tools & Technologies  

Energy.gov (U.S. Department of Energy (DOE))

Weprovide leadership for transforming workforce development through the power of technology. It develops corporate educational technology policy and enables the use of learning tools and...

444

Available Technologies  

The technologys subnanometer resolution is a result of superior ... Additional R&D will be required ... U.S. DEPARTMENT OF ENERGY OFFICE OF SCIENCE ...

445

Rectangular Polyomino Set Weak (1,2)-achievement Games  

E-Print Network (OSTI)

In a polyomino set (1,2)-achievement game the maker and the breaker alternately mark one and two previously unmarked cells respectively. The maker's goal is to mark a set of cells congruent to one of a given set of polyominoes. The breaker tries to prevent the maker from achieving his goal. The teams of polyominoes for which the maker has a winning strategy is determined up to size 4. In set achievement games, it is natural to study infinitely large polyominoes. This enables the construction of super winners that characterize all winning teams up to a certain size.

Fisher, Edgar

2010-01-01T23:59:59.000Z

446

Biased positional games and small hypergraphs with large covers  

E-Print Network (OSTI)

We prove that in the biased (1: b) Hamiltonicity and k-connectivity Maker-Breaker games (k> 0 is a constant), played on the edges of the complete graph Kn, Maker has a winning strategy for b ? (log 2 ? o(1))n / log n. Also, in the biased (1: b) Avoider-Enforcer game played on E(Kn), Enforcer can force Avoider to create a Hamilton cycle when b ? (1 ? o(1))n / log n. These results are proved using a new approach, relying on the existence of hypergraphs with few edges and large covering number.

Michael Krivelevich; Tibor Szab

2008-01-01T23:59:59.000Z

447

Technology Transfer: Available Technologies  

NLE Websites -- All DOE Office Websites (Extended Search)

Ion Sources and Beam Technologies Ion Sources and Beam Technologies GENERATORS AND DETECTORS Compact, Safe and Energy Efficient Neutron Generator Fast Pulsed Neutron Generator High Energy Gamma Generator Lithium-Drifted Silicon Detector with Segmented Contacts Low Power, High Energy Gamma Ray Detector Calibration Device Nested Type Coaxial Neutron Generator Neutron and Proton Generators: Cylindrical Neutron Generator with Nested Option, IB-1764 Neutron-based System for Nondestructive Imaging, IB-1794 Mini Neutron Tube, IB-1793a Ultra-short Ion and Neutron Pulse Production, IB-1707 Mini Neutron Generator, IB-1793b Compact Spherical Neutron Generator, IB-1675 Plasma-Driven Neutron/Gamma Generators Portable, Low-cost Gamma Source for Active Interrogation ION SOURCES WITH ANTENNAS External Antenna for Ion Sources

448

Perceived control and gender difference on the relationship between trialability and intent to play new online games  

Science Conference Proceedings (OSTI)

With the growing number of online game players and the increasing of new online games development, it is imperative for marketers to develop a better understanding of players' new game adoption decisions. This study examines perceived control as a mediator ... Keywords: Behavioral intention, Gender difference, Massively multiplayer online gaming, Perceived control, Trialability

Edward Shih-Tse Wang

2014-01-01T23:59:59.000Z

449

On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE  

Science Conference Proceedings (OSTI)

Educational software games aim at increasing the students' motivation and engagement while they learn. However, if software games are targeted to school classrooms they have to be usable and likeable by all students. Usability of virtual reality games ... Keywords: Educational games, Edutainment, Evaluation of CAL systems, Learning environments, Teaching/learning strategies, Virtual reality

Maria Virvou; George Katsionis

2008-01-01T23:59:59.000Z

450

Fast strategies in Maker-Breaker games played on random boards  

E-Print Network (OSTI)

In this paper we analyze classical Maker-Breaker games played on the edge set of a sparse random board $G\\sim \\gnp$. We consider the Hamiltonicity game, the perfect matching game and the $k$-connectivity game. We prove that for $p(n)\\geq \\text{polylog}(n)/n$, the board $G\\sim \\gnp$ is typically such that Maker can win these games asymptotically as fast as possible, i.e. within $n+o(n)$, $n/2+o(n)$ and $kn/2+o(n)$ moves respectively.

Clemens, Dennis; Krivelevich, Michael; Liebenau, Anita

2012-01-01T23:59:59.000Z

451

Fast Strategies In Maker-Breaker Games Played on Random Boards  

E-Print Network (OSTI)

In this paper we analyze classical Maker-Breaker games played on the edge set of a sparse random board G ? Gn,p. We consider the Hamiltonicity game, the perfect matching game and the k-connectivity game. We prove that for p(n) ? polylog(n)/n, the board G ? Gn,p is typically such that Maker can win these games asymptotically as fast as possible, i.e. within n + o(n), n/2 + o(n) and kn/2 + o(n) moves respectively.

Dennis Clemens; Asaf Ferber; Michael Krivelevich; Anita Liebenau

2012-01-01T23:59:59.000Z

452

Vehicle Technologies Office: Vehicle Technologies Office Organization...  

NLE Websites -- All DOE Office Websites (Extended Search)

Organization and Contacts Organization Chart for the Vehicle Technologies Program Fuel Technologies and Deployment, Technology Managers Advanced Combustion Engines, Technology...

453

Fuel Cell Technologies Office: Technology Validation  

Office of Energy Efficiency and Renewable Energy (EERE) Indexed Site

Information Technology Validation Search Search Help Technology Validation EERE Fuel Cell Technologies Office Technology Validation Printable Version Share this resource...

454

Fighting behavior in Bald Eagles: a test of game theory. [Haliaeetus leucocephalus  

Science Conference Proceedings (OSTI)

Seven predictions of evolutionary game theory were examined in field studies of foraging behavior of Bald Eagles (Haliaeetus leucocephalus) wintering in the Chilkat Valley, Alaska. A cost/benefit analysis revealed that the frequencies of two foraging strategies (hunting and stealing from conspecifics) were balanced such that the payoffs of the two were nearly equal. Asymmetries in probable correlates of fighting ability (size and, possibly, spatial position (being in the air vs. on the ground), but not age) and expected gain in victory (hunger level) influenced the outcome of contests over food. Individuals used conditions strategies: small or young birds appeared to hung (rather than steal) relatively more often than others. Pirating eagles often assessed the size and hunger level of food defenders and attacked those most likely to retreat. Contrary to prediction, ritualized displays served to advertise expected gain in victory and were good indicators of subsequent behavior. The level of escalated fighting was inversely related to resource availability. Finally, a graphical model shows that pirating frequency may or may not be influenced by changes in food abundance. The results generally support the predictions of game theory and explain several aspects of Bald Eagle foraging behavior.

Hansen, A.J.

1986-06-01T23:59:59.000Z

455

Communicating Carbon Capture and Storage Technologies: Opportunities and Constraints across Media  

E-Print Network (OSTI)

In 2003, the U.S. Department of Energy created regional joint governmentindustry partnerships as part of a larger incentive to develop carbon dioxide capture and storage (CCS) technologies to address the issue of climate change. As part of their missions, DOE and their partners are responsible for creating and distributing public outreach and education materials discussing climate change and CCS technologies. In this dissertation, I sought to evaluate processes for communicating CCS to the public by examining different pathways including direct communication through DOE and regional partnership websites (Chapter I), news media from states with energy projects proposed or underway (Chapter II), and alternative strategies for communication such as an online educational game for youth (Chapter IV). My study also included focus groups in communities where CCS technologies have been piloted to determine public knowledge and acceptance of CCS (Chapter III). In Chapter I, a critique of DOE and partnership websites, I found authority to be a dominant theme throughout DOE and partnership website content, often incorporating technical jargon beyond laymen understanding and, in many cases, targeting industry audiences over the intended public. In Chapter II, I analyzed newspaper articles from the states of Massachusetts, Minnesota, Montana and Texas using Luhmanns social theory and the SPEED framework to determine how CCS has been framed by the media. Findings indicated that political, legal, economic and technical frames dominated, with emphasis on benefits, rather than risks of adoption. I also found that CCS reporting increased dramatically as pilot projects started to come on line. In my study of community acceptance of CCS in the American Southwest, Chapter III, I found that participants focused their conversations on industry and government knowledge, risks and unknowns of CCS and processes for decision-making. These topics also provided an impetus for caution. Skepticism and distrust of government entities and corporations influenced participant willingness to accept storage risks to mitigate for CO2 emissions. After open discussion of pros and cons associated with the technology, however, participants were more willing to consider CCS as an option, indicating a need to talk through the issue and to come to their own conclusions. Finally, in focus groups used to evaluate of an online game titled The Adventures of Carbon Bond, I found that it was difficult for participants to discuss environmental issues with students that are viewed as contentious (i.e. climate change and CCS), but that gaming was a valuable tool for addressing such sensitive subjects. Overall, these four chapters demonstrate that communication of CCS has only reached portions of the public and has not consistently connected with those potentially impacted by the technology. They also show that CCS must overcome numerous barriers to deployment, foremost of which is public acceptance.

Feldpausch-Parker, Andrea Marie

2010-08-01T23:59:59.000Z

456

Chemistry - Technology Transfer: Available Technologies  

Please refer to the list of technologies below for licensing and research collaboration availability. If you can't find the technology you ...

457

Technology Analysis - Heavy Vehicle Technologies  

NLE Websites -- All DOE Office Websites (Extended Search)

the GPRA benefits estimates for EERE's Vehicle Technologies Program's heavy vehicle technology research activities. Argonne researchers develop the benefits analysis using four...

458

Analysis of operational, institutional and international limitations for alternative fuel vehicles and technologies: Means/methods for implementing changes. [Public fleet groups--information needs  

DOE Green Energy (OSTI)

This project focused upon the development of an approach to assist public fleet managers in evaluating the characteristics and availability of alternative fuels (AF's) and alternative fuel vehicles (AFV's) that will serve as possible replacements for vehicles currently serving the needs of various public entities. Also of concern were the institutional/international limitations for alternative fuels and alternative fuel vehicles. The City of Detroit and other public agencies in the Detroit area were the particular focus for the activities. As the development and initial stages of use of alternative fuels and alternative fuel vehicles proceeds, there will be an increasing need to provide information and guidance to decision-makers regarding differences in requirements and features of these fuels and vehicles. There wig be true differences in requirements for servicing, managing, and regulating. There will also be misunderstanding and misperception. There have been volumes of data collected on AFV'S, and as technology is improved, new data is constantly added. There are not, however, condensed and effective sources of information for public vehicle fleet managers on vehicle and equipment sources, characteristics, performance, costs, and environmental benefits. While theoretical modeling of public fleet requirements has been done, there do not seem to be readily available practical''. There is a need to provide the best possible information and means to minimize the problems for introducing the effective use of alternative fuels and alternative fuel vehicles.

Not Available

1992-07-01T23:59:59.000Z

459

Available Technologies  

APPLICATIONS OF TECHNOLOGY: Thermal management for: microelectronic devices; solar cells and solar energy management systems ; refrigerators

460

Available Technologies  

Energy Storage and Recovery; Renewable Energy; Environmental Technologies. Monitoring and Imaging; Remediation; Modeling; Imaging & Lasers.

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


461

Western oil-shale development: a technology assessment. Volume 6: oil-shale development in the Piceance Creek Basin and potential water-quality changes  

SciTech Connect

This report brackets the stream quality changes due to pre-mining pumping activites required to prepare oil shale lease Tracts C-a and C-b for modified in situ retorting. The fluxes in groundwater discharged to the surface were identified for Tract C-b in a modeling effort by another laboratory. Assumed fluxes were used for Tract C-a. The quality of the groundwater aquifers of the Piceance Basin is assumed to be that reported in the literature. The changes are bracketed in this study by assuming all premining pumping is discharged to the surface stream. In one case, the pumped water is assumed to be of a quality like that of the upper aquifer with a relatively high quality. In the second case, the pumped water is assumed to come from the lower aquifer. Complete mixing and conservation of pollutants was assumed at sample points at the White River and at Lees Ferry of the Colorado River. A discussion of possible secondary effects of oil shale and coal mining is presented. In addition, a discussion of the uncertainties associated with the assumptions used in this study and alternative uses for the water to prevent stream contamination by oil shale development is provided.

1982-01-01T23:59:59.000Z

462

PingPong++: Community Customization in Games and Entertainment  

E-Print Network (OSTI)

-It-Yourself (DIY) and community contribution principles to the world of physical sports and play. Ping-Source, DIY 1. INTRODUCTION While software games like CounterStrike and Minecraft thrive on community, we introduce PingPong++, an augmented ping pong table that embodies these Do-It-Yourself (DIY

Bejerano, Gill

463

CALIFORNIA DEPARTMENT OF FISH AND GAME December 2001  

E-Print Network (OSTI)

21 CALIFORNIA DEPARTMENT OF FISH AND GAME December 2001 California's Living Marine Resources: A Status Report The habitat of California's living marine resources is primarily the California Current, and biological content of the waters entering the California Current system. These events also result

464

Battery-State Dependent Power Control as a Dynamic Game  

E-Print Network (OSTI)

1 Battery-State Dependent Power Control as a Dynamic Game Ishai Menache and Eitan Altman Faculty number of mobile users with limited batteries. Whenever the battery drains out, the user pays a fixed price to recharge the battery. Users, assumed to have always traffic to send, control their transmission

465

Revenue model innovations in the Chinese online game market  

Science Conference Proceedings (OSTI)

This paper examines how incumbent firms with different levels of market dominance respond to revenue model innovation, i.e. the process by which revenues are generated and captured, and investigates the relationship between market dominance and different ... Keywords: chinese online game market, evolutionary model innovation, levels of market dominance, revenue model innovation, revolutionary model innovation

Jessie Qun Ren; Philip Hardwick

2008-10-01T23:59:59.000Z

466

Multi-modal annotation of quest games in Second Life  

Science Conference Proceedings (OSTI)

We describe an annotation tool developed to assist in the creation of multimodal action-communication corpora from on-line massively multi-player games, or MMGs. MMGs typically involve groups of players (5--30) who control their avatars, perform various ...

Sharon Gower Small; Jennifer Stromer-Galley; Tomek Strzalkowski

2011-06-01T23:59:59.000Z

467

Weather Support for the 2002 Winter Olympic and Paralympic Games  

Science Conference Proceedings (OSTI)

The 2002 Winter Olympic and Paralympic Games will be hosted by Salt Lake City, Utah, during February-March 2002. Adverse weather during this period may delay sporting events, while snow and ice-covered streets and highways may impede access by ...

J. Horel; T. Potter; L. Dunn; W. J. Steenburgh; M. Eubank; M. Splitt; D. J. Onton

2002-02-01T23:59:59.000Z

468

Tabletop games using real environment and physical simulation  

Science Conference Proceedings (OSTI)

The recent widespread of RGBD cameras such as Kinect device from Microsoft opens many new interaction metaphors available to the general public. In this poster we introduce a tabletop interaction metaphor using the depth map from the Kinect: ... Keywords: depth camera, physics engine, video game, virtual reality

Jeremy Laviole; Martin Hachet; Christophe Schlick

2011-06-01T23:59:59.000Z

469

TOPLEAGUE and BUNDESLIGA MANAGER: new generation online soccer games  

Science Conference Proceedings (OSTI)

This paper describes a new generation online soccer manager. More than 210,000 users operate TOPLEAGUE and the OFFICIAL BUNDESLIGA MANAGER, complex real-time soccer simulators that are based on actual data of real professional soccer players. The underlying ... Keywords: facial expressions, manager games, motion capture, robotic entertainment, soccer simulation, teamwork and heterogeneous agents

Ubbo Visser

2011-01-01T23:59:59.000Z

470

A leader-follower game in competitive facility location  

Science Conference Proceedings (OSTI)

We address the problem of locating new facilities of a firm or franchise that enters a market where a competitor operates existing facilities. The goal of the new entrant firm is to decide the location and attractiveness of its new facilities that maximize ... Keywords: Competitive facility location, Hybrid tabu search heuristic, Leader-follower game, Mixed-integer nonlinear programming

Hande Kkayd?n; Necati Aras; ?. Kuban Alt?nel

2012-02-01T23:59:59.000Z

471

Neighbor Selection Game in Wireless Ad Hoc Networks  

Science Conference Proceedings (OSTI)

In wireless ad hoc networks, there is no infrastructure to enforce cooperation between nodes. As a result, nodes may act selfishly when running network protocols to conserve their energy resources as much as possible. In this paper, we consider the "neighbor ... Keywords: Energy efficiency, Game theory, Neighbor selection, Selfish nodes, Wireless ad hoc networks

Sajjad Zarifzadeh; Nasser Yazdani

2013-05-01T23:59:59.000Z

472

Immersive mobile gaming with scanned laser pico projection systems  

Science Conference Proceedings (OSTI)

A scanned laser pico projector's advantages, in the space of motion sensed and/or mobile gaming, is explored in this paper. In order to better appreciate the applications, we first briefly delve into the operation of a MicroVision MEMS-based scanned ...

P. Selvan Viswanathan; David Lashmet; Jari Honkanen

2011-11-01T23:59:59.000Z

473

Validation of music metadata via game with a purpose  

Science Conference Proceedings (OSTI)

Quantity of music metadata on the Web is sufficient, music recommendation and online repository systems are proof of it. However, it became a real challenge to keep quality of these metadata at reasonable level as the cost of manual validation is too ... Keywords: game with a purpose, human computing, metadata validation, multimedia, music information retrieval

Peter Dula?ka; Jakub imko; Mria Bielikov

2012-09-01T23:59:59.000Z

474

Norms of Cooperation in a Game of Partnership  

Science Conference Proceedings (OSTI)

We study a model of partnership with costly commitment in an evolutionary game-theoretic framework. We introduce various types of cooperative players with different degrees of strategic sophistication. We find that a necessary condition for cooperation ... Keywords: evolution, replicator dynamics, social norms

Massimiliano Landi; Pier Luigi Sacco

2001-10-01T23:59:59.000Z

475

Information Management in the Smart Grid: A Learning Game Approach  

E-Print Network (OSTI)

Information Management in the Smart Grid: A Learning Game Approach Hélène Le Cadre MINES Paris In this article, the smart grid is modeled as a decentralized and hierarchical network, made of three categories the deployment of smart Information and Communication Technolo- gies (ICTs), to supervise the grid operation [5

Paris-Sud XI, Université de

476

Motivations for play in computer role-playing games  

Science Conference Proceedings (OSTI)

In this paper the motivations for play in the context of single- and multi-player digital Role-Playing Games (RPGs) are examined. Survey data were drawn from respondents online and participants in a related experimental study. The results indicate that ...

Anders Tychsen; Michael Hitchens; Thea Brolund

2008-11-01T23:59:59.000Z

477

Modeling player session times of on-line games  

Science Conference Proceedings (OSTI)

One of the most important aspects in determining the global traffic characteristics of on-line games is to model the traffic behavior of the client. While modeling the client ON-OFF times in web traffic has allowed researchers to generate accurate fractal ...

Francis Chang; Wu-chang Feng

2003-05-01T23:59:59.000Z

478

Linked Open Data (LOD) Quality using a Movie Trivia Game  

E-Print Network (OSTI)

VAMPIRE ENERGY GAME SYSTEM: ON FOR 2 HOURS A DAY #12;4 How to get rid of your vampire plug loads You to eliminate all plug loads and the spooky vampire plug loads. Or, the simplest solution of course than was used by the machine in the factory that created it in the first place. Vampire energy Some

Sun, Yu

479

Selection of cooperative partners in n-player games  

Science Conference Proceedings (OSTI)

We address the problem of finding the appropriate agents to interact with in n-player games. In our model an agent only requires knowledge about the payoff and identification of its partners. This information is used to update a probability distribution ...

Pedro Mariano; Lus Correia; Carlos Grilo

2009-09-01T23:59:59.000Z

480

Fuel Cell Technologies Office: Technology Validation  

NLE Websites -- All DOE Office Websites (Extended Search)

Fuel Cell Technologies Office: Technology Validation to someone by E-mail Share Fuel Cell Technologies Office: Technology Validation on Facebook Tweet about Fuel Cell Technologies...

Note: This page contains sample records for the topic "game changing technology" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


481

Designing a Real-time Strategy Game about Sustainable Energy Use  

E-Print Network (OSTI)

This thesis documents the development of a video game about sustainable energy use that unites fun with learning. Many other educational games do not properly translate knowledge, facts, and lessons into the language of games: mechanics, rules, rewards, and feedback. This approach differs by using game mechanics in new ways to express lessons about energy sustainability. This design is based on the real time strategy (RTS) genre. Players of these types of games must manage economic problems such as extracting, refining, and allocating resources, as well as industrial problems such as producing buildings and military units. These games often use imaginative fantasy elements to connect with their audience, but also made-up economic numbers and fictional resources such as magic crystals which have little to do with the real world. This thesis' approach retains the fantasy elements and gameplay conventions of this popular genre, but uses numbers, resources, and situations based on research about real-world energy production. The intended result is a game in which the player learns about energy use simply by trying to overcome the game's challenges. In addition, a combined quantitative/qualitative study was performed, which shows that players of the game learned new things, enjoyed the game, and became more interested in the topic of energy use.

Doucet, Lars Andreas

2010-05-01T23:59:59.000Z

482

Designing for Learning: Multiplayer Digital Game Learning Environments  

E-Print Network (OSTI)

for educational communications and technology (pp. 177). NewEducational Communications and Technology. (2nd Ed. ). Neweducational communications and technology. New York: Simon &

Kim, Chung

2010-01-01T23:59:59.000Z

483

Geothermal reservoir technology  

DOE Green Energy (OSTI)

A status report on Lawrence Berkeley Laboratory's Reservoir Technology projects under DOE's Hydrothermal Research Subprogram is presented. During FY 1985 significant accomplishments were made in developing and evaluating methods for (1) describing geothermal systems and processes; (2) predicting reservoir changes; (3) mapping faults and fractures; and (4) field data analysis. In addition, LBL assisted DOE in establishing the research needs of the geothermal industry in the area of Reservoir Technology. 15 refs., 5 figs.

Lippmann, M.J.

1985-09-01T23:59:59.000Z

484

Technology Commercialization Program 1991  

Science Conference Proceedings (OSTI)

This reference compilation describes the Technology Commercialization Program of the Department of Energy, Defense Programs. The compilation consists of two sections. Section 1, Plans and Procedures, describes the plans and procedures of the Defense Programs Technology Commercialization Program. The second section, Legislation and Policy, identifies legislation and policy related to the Program. The procedures for implementing statutory and regulatory requirements are evolving with time. This document will be periodically updated to reflect changes and new material.

Not Available

1991-11-01T23:59:59.000Z

485

NICCR - National Institute for Climate Change Research  

NLE Websites -- All DOE Office Websites (Extended Search)

State University Northeastern Region Northern Arizona UNiversity Western Region Duke University Center on Global Change Southeastern Region Michigan Technological...

486

Turning Waste Into Fuel: How the INEOS Biorefinery Is Changing the Clean  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Turning Waste Into Fuel: How the INEOS Biorefinery Is Changing the Turning Waste Into Fuel: How the INEOS Biorefinery Is Changing the Clean Energy Game Turning Waste Into Fuel: How the INEOS Biorefinery Is Changing the Clean Energy Game February 9, 2011 - 1:40pm Addthis Turning Waste Into Fuel: How the INEOS Biorefinery Is Changing the Clean Energy Game Paul Bryan Biomass Program Manager, Office of Energy Efficiency & Renewable Energy How does it work? Vegetative and agricultural waste reacts with oxygen to produce synthesis gas, which consists of hydrogen and carbon monoxide. The gas is cooled, cleaned, and fed to naturally occurring bacteria. The bacteria convert the gas into cellulosic ethanol, which is then purified to be used as a transportation fuel. Blueprints of the INEOS Biorefinery | Courtesy of INEOS Today marks the groundbreaking of INEOS Bio's Indian River Bioenergy

487

OHVT technology roadmap [2000  

DOE Green Energy (OSTI)

The OHVT Technology Roadmap for 2000 presents the multiyear program plan of the U.S. DOE's Office of Heavy Vehicle Technologies (OHVT). It is an update of the 1997 plan, reflecting changes in regulations and ongoing discussions with DOE's heavy vehicle customers. The technical plan covers three classes of trucks: (1) class 7-8 (large, on-highway trucks); (2) class 3-6 (medium duty trucks); (3) class 1-2 (pickups, vans, and sport utility vehicles) as well as enabling and supporting technologies. The Roadmap documents program goals, schedules, and milestones.

Bradley, R.A.

2000-02-01T23:59:59.000Z

488

Technology's Impact on Production  

Science Conference Proceedings (OSTI)

As part of a cooperative agreement with the United States Department of Energy (DOE) ?? entitled Technologys Impact on Production: Developing Environmental Solutions at the State and National Level ? ? the Interstate Oil and Gas Compact Commission (IOGCC) has been tasked with assisting state governments in the effective, efficient, and environmentally sound regulation of the exploration and production of natural gas and crude oil, specifically in relation to orphaned and abandoned wells and wells nearing the end of productive life. Project goals include: Developing (a) a model framework for prioritization and ranking of orphaned or abandoned well sites; (b) a model framework for disbursement of Energy Policy Act of 2005 funding; and (c) a research study regarding the current status of orphaned wells in the nation. Researching the impact of new technologies on environmental protection from a regulatory perspective. Research will identify and document (a) state reactions to changing technology and knowledge; (b) how those reactions support state environmental conservation and public health; and (c) the impact of those reactions on oil and natural gas production. Assessing emergent technology issues associated with wells nearing the end of productive life. Including: (a) location of orphaned and abandoned well sites; (b) well site remediation; (c) plugging materials; (d) plug placement; (e) the current regulatory environment; and (f) the identification of emergent technologies affecting end of life wells. New Energy Technologies ??Regulating Change, is the result of research performed for Tasks 2 and 3.

Amann, Rachel; Deweese, Ellis; Shipman, Deborah

2009-06-30T23:59:59.000Z

489

Processing Technology  

Science Conference Proceedings (OSTI)

Aug 5, 2013... relevant polymers and hybrid nanocomposite material systems. ... technology to perform lightweight manufacturing of car components.

490

Technology Transfer  

A new search feature has been implemented, which allows searching of technology transfer information across the Department of Energy Laboratories.

491

Technology Transfer  

Science Conference Proceedings (OSTI)

... get started on understanding accessibility in elections and voting technology. ... bibliography was created by the Georgia Tech Research Institute ...

2013-09-17T23:59:59.000Z

492

Technology Strategies  

Science Conference Proceedings (OSTI)

From the Book:PrefaceTechnology as the Strategic AdvantageWhen I began writing this book I struggled with the direction I wanted it to take. Is this book to be about business, technology, or even the business of technology? I ...

Cooper Smith

2001-07-01T23:59:59.000Z

493

Chinese Restaurant Game - Part II: Applications to Wireless Networking, Cloud Computing, and Online Social Networking  

E-Print Network (OSTI)

In Part I of this two-part paper [1], we proposed a new game, called Chinese restaurant game, to analyze the social learning problem with negative network externality. The best responses of agents in the Chinese restaurant game with imperfect signals are constructed through a recursive method, and the influence of both learning and network externality on the utilities of agents is studied. In Part II of this two-part paper, we illustrate three applications of Chinese restaurant game in wireless networking, cloud computing, and online social networking. For each application, we formulate the corresponding problem as a Chinese restaurant game and analyze how agents learn and make strategic decisions in the problem. The proposed method is compared with four common-sense methods in terms of agents' utilities and the overall system performance through simulations. We find that the proposed Chinese restaurant game theoretic approach indeed helps agents make better decisions and improves the overall system performan...

Wang, Chih-Yu; Liu, K J Ray

2011-01-01T23:59:59.000Z

494

Thermal Conversion Process (TCP) Technology  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Changing World Technologies' Changing World Technologies' Thermal Conversion Process Commercial Demonstration Plant DOE/EA 1506 Weld County, Colorado December 2004 U.S. DEPARTMENT OF ENERGY GOLDEN FIELD OFFICE 1617 Cole Boulevard Golden, Colorado 80401 Thermal Conversion Process (TCP) Technology Commercial Demonstration - Weld County, CO TABLE OF CONTENTS Environmental Assessment Thermal Conversion Process (TCP) Technology Commercial Demonstration Project Weld County, Colorado SUMMARY............................................................................................................................. S-1 1.0 INTRODUCTION.........................................................................................................1-1 1.1. National Environmental Policy Act and Related Procedures...........................1-1

495

Excuse me, I need better AI!: employing collaborative diffusion to make game AI child's play  

Science Conference Proceedings (OSTI)

The idea of end-user game authoring environments is quickly gaining momentum in education. Environments such as AgentSheets have been used by thousands of children to learn about programming and design by creating their own computer games. With only ... Keywords: collaborative agents, diffusion, distributed artificial intelligence, end-user programming, game AI, incremental AI, multi-agent architecture, object-oriented programming, psychology of programming

Alexander Repenning

2006-07-01T23:59:59.000Z

496

Case studies of technology roadmapping in mining  

Science Conference Proceedings (OSTI)

Mining is a long established art with legacy processes and institutional structures that face rapidly changing technological environments. The perception is that technology planning and forecasting receives priority attention only as far as they may ... Keywords: L23, O31, Mining, Technology planning and forecasting, Technology roadmapping

Joe Amadi-Echendu; Obbie Lephauphau; Macks Maswanganyi; Malusi Mkhize

2011-03-01T23:59:59.000Z

497

Adaptive Resource Allocation in Jamming Teams Using Game Theory  

E-Print Network (OSTI)

In this work, we study the problem of power allocation and adaptive modulation in teams of decision makers. We consider the special case of two teams with each team consisting of two mobile agents. Agents belonging to the same team communicate over wireless ad hoc networks, and they try to split their available power between the tasks of communication and jamming the nodes of the other team. The agents have constraints on their total energy and instantaneous power usage. The cost function adopted is the difference between the rates of erroneously transmitted bits of each team. We model the adaptive modulation problem as a zero-sum matrix game which in turn gives rise to a a continuous kernel game to handle power control. Based on the communications model, we present sufficient conditions on the physical parameters of the agents for the existence of a pure strategy saddle-point equilibrium (PSSPE).

Khanafer, Ali; Ba?ar, Tamer

2011-01-01T23:59:59.000Z

498

Competition and Personality in a Restaurant Entry Game: Is there an Entrepreneurial Personality Type?  

E-Print Network (OSTI)

34, 1993. [15] Cline Group. Restaurant start-up and growthfail. Cornell Hotel and Restaurant Administration Quarterly,and Personality in a Restaurant Entry Game Theodore

Bergstrom, Ted C; Sonstelie, Jon C; Parendo, Shane

2011-01-01T23:59:59.000Z

499

Configuration of Detection Software: A comparison of Decision and Game Theory Approaches. Decision Analysis  

E-Print Network (OSTI)

Firms are increasingly relying on software to detect fraud in domains such as security, financial services, tax, and auditing. A fundamental problem in using detection software for fraud detection is achieving the optimal balance between the detection and false-positive rates. Many firms use decision theory to address the configuration problem. Decision theory is based on the presumption that the firms actions do not influence the behavior of fraudsters. Game theory recognizes the fact that fraudsters do modify their strategies in response to firms actions. In this paper, we compare decision and game theory approaches to the detection software configuration problem when firms are faced with strategic users. We find that under most circumstances firms incur lower costs when they use the game theory as opposed to the decision theory because the decision theory approach frequently either over- or underconfigures the detection software. However, firms incur the same or lower cost under the decision theory approach compared with the game theory approach in a simultaneousmove game if configurations under decision theory and game theory are sufficiently close. A limitation of the game theory approach is that it requires user-specific utility parameters, which are difficult to estimate. Decision theory, in contrast to game theory, requires the fraud probability estimate, which is more easily obtained. Key words: detection software; fraud detection; intrusion detection; false alarm rate; detection rate; ROC curve; decision theory; game theory

Huseyin Cavusoglu; Srinivasan Raghunathan

2004-01-01T23:59:59.000Z

500

The Enculturative Function of Toys and Games in Ancient Greece and Rome.  

E-Print Network (OSTI)

??Title of Thesis: THE ENCULTURATIVE FUNCTION OF TOYS AND GAMES IN ANCIENT GREECE AND ROME Jaime Marie Layne, Master of Arts, 2008 Thesis directed by: (more)

Layne, Jaime Marie

2008-01-01T23:59:59.000Z