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Note: This page contains sample records for the topic "interactive computer games" 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

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

2

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

3

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...

4

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

5

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

6

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"

7

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...

8

What is it thinking?: game AI opponent computer-human interaction using descriptive schema and explanatory capabilities  

Science Conference Proceedings (OSTI)

In strategy-based games, it is sometimes beneficial to understand the evaluation processes of the game AI opponent, e.g. What strategic or tactical motives is it inferring? Why did it make the previous move? However, the mechanics available to allow ... Keywords: AI opponent, computer-human interaction, descriptive schema, explanatory capabilities, game AI

Andrew Chiou

2007-09-01T23:59:59.000Z

9

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

10

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

11

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

12

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

13

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

14

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

15

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

16

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

17

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

18

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

19

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

20

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

Note: This page contains sample records for the topic "interactive computer games" 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

Developing strategic and reasoning abilities with computer games at primary school level  

Science Conference Proceedings (OSTI)

The paper reports a small-scale, long-term pilot project designed to foster strategic and reasoning abilities in young primary school pupils by engaging them in a number of computer games, mainly those usually called mind games (brainteasers, puzzlers, ... Keywords: Elementary education, Interactive learning environments, Pedagogical issues

R. M. Bottino; L. Ferlino; M. Ott; M. Tavella

2007-12-01T23:59:59.000Z

22

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

23

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

24

A RIO-like technique for interactivity loss-avoidance in fast-paced multiplayer online games  

Science Conference Proceedings (OSTI)

The astonishing increase in the spread of the Internet has given rise to a globally connected community proficient at deploying online games for a large number of participants geographically located very far from each other. However, online games are ... Keywords: Evaluation, consistency, event delivery service, interactivity, multiplayer computer games, online entertainment

Claudio E. Palazzi; Stefano Ferretti; Stefano Cacciaguerra; Marco Roccetti

2005-04-01T23:59:59.000Z

25

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

26

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

27

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

28

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

29

Computer-game construction: A gender-neutral attractor to Computing Science  

Science Conference Proceedings (OSTI)

Enrollment in Computing Science university programs is at a dangerously low level. A major reason for this is the general lack of interest in Computing Science by females. In this paper, we discuss our experience with using a computer game construction ... Keywords: Computer game construction, Computing Science, Females in Science

Mike Carbonaro; Duane Szafron; Maria Cutumisu; Jonathan Schaeffer

2010-11-01T23:59:59.000Z

30

Exploring the potential of computer and video games for health and physical education: A literature review  

Science Conference Proceedings (OSTI)

This study aims at critically reviewing recently published scientific literature on the use of computer and video games in Health Education (HE) and Physical Education (PE) with a view: (a) to identifying the potential contribution of the incorporation ... Keywords: Applications in subject areas, Human-computer interface, Interactive learning environments, Learning communities

Marina Papastergiou

2009-11-01T23:59:59.000Z

31

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

32

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

33

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

34

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

35

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

36

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

37

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

38

Programming Languages For Interactive Computing  

Science Conference Proceedings (OSTI)

Traditional programming languages are algorithmic: they are best suited to writing programs that acquire all their inputs before executing and only produce a result on termination. By contrast most applications are interactive: they maintain ongoing ... Keywords: declarative concurrency, incremental computation, interaction, interactive programming languages, modal languages, persistent computation, retroactive data structures, semantic computing, transactional concurrency

Roly Perera

2008-05-01T23:59:59.000Z

39

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

40

The relationship between children's computer game usage and creativity in Korea  

E-Print Network (OSTI)

This study investigated the relationships among children?s creativity, computer games, natural play, TV, and their structured activities daily after school by the analysis of their time spent on computer games, and the other components with the Torrance Test of Creative Thinking (TTCT), using the statistical methods of MANOVA and SEM. Activity 5 of Verbal Form B and Activity 2 of Figural Forms B of the TTCT were used to measure students? verbal and figural creativity scores. Two hundreds and thirty eight 3rd and 6th grade students from one rural and one urban school in the Republic of Korea were studied. The study also examined whether any variables (i.e., gender, grade, location, achievement, genres of computer games and parental Social Economic Status) affected children?s creativity scores and computer game usage. Children using computer games heavily showed significantly higher scores on the scale of Figural Originality than those with moderate usage. Highly structured activity students had significantly higher scores on all Figural TTCT scales than did the moderately structured activity group. There was a significant location difference on Figural Originality and Figural Elaboration, parental SES, and time spent on TV. Time spent on free play did not show any differences on any TTCT scales. Time spent on TV was differently correlated with the Figural TTCT by parental SES. Third graders obtained significantly higher scores than 6th graders on all the Verbal TTCT and Figural Elaboration scales. In this study, the subjects showed a significant preference for Role Playing Game (RPG) and Casual games. Gender differences on preferences of game genres, time spent on computer games and starting period of computer use were found. The MANOVA among genres of computer games on the TTCT scores was significant. The path models showed that the parent factor had strong correlation with children?s figural creativity and the play factor was correlated more with verbal creativity.

Lee, Kyung-Sook

2005-12-01T23:59:59.000Z

Note: This page contains sample records for the topic "interactive computer games" 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

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

42

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

43

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

44

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

45

Wall Play: a novel wall/floor interaction concept for mobile projected gaming  

Science Conference Proceedings (OSTI)

Currently we see the emergence of the first commercial projector phones. Besides the standard use case of projecting media content, they are also promising as a platform for new types of mobile gaming. In this paper, we present a novel interaction concept ... Keywords: concept, gaming, mobile, projection, projector phone

Christian Winkler; Patrick Hutflesz; Clemens Holzmann; Enrico Rukzio

2012-09-01T23:59:59.000Z

46

A demonstration of the scriptease approach to ambient and perceptive NPC behaviors in computer role-playing games  

Science Conference Proceedings (OSTI)

Writing manual code to script the behaviors of thousands of non-player characters in a computer role-playing game adventure has a tremendous negative impact on the quality of games and their entertainment level. Many games use shared custom scripts for ...

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

2005-11-01T23:59:59.000Z

47

Multimodal Gumdo Game: The Whole Body Interaction with an Intelligent Cyber Fencer  

Science Conference Proceedings (OSTI)

This paper presents an immersive multimodal Gumdo simulation game that allows a user to experience the whole body interaction with an intelligent cyber fencer. The proposed system consists of three modules: (i) a nondistracting multimodal interface with ...

Jungwon Yoon; Sehwan Kim; Jeha Ryu; Woontack Woo

2002-12-01T23:59:59.000Z

48

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

49

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

50

Brain-computer interaction: can multimodality help?  

Science Conference Proceedings (OSTI)

This paper is a short introduction to a special ICMI session on brain-computer interaction. During this paper, we first discuss problems, solutions, and a five-year view for brain-computer interaction. We then talk further about unique issues with multimodal ... Keywords: bandwidth, brain-computer interaction, hybrid BCIs, multimodal interaction

Anton Nijholt; Brendan Z. Allison; Rob J.K. Jacob

2011-11-01T23:59:59.000Z

51

ScriptEase: Generative Design Patterns for Computer Role-Playing Games  

Science Conference Proceedings (OSTI)

Recently, some researchers have argued that generative design patterns (GDPs) can leverage the obvious design re-use that characterizes traditional design patterns into code re-use. This paper provides additional evidence that GDPs are both useful and ... Keywords: generative design patterns, scripting languages, code generation, computer games

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

2004-09-01T23:59:59.000Z

52

Multimodal human computer interaction: a survey  

Science Conference Proceedings (OSTI)

In this paper we review the major approaches to multimodal human computer interaction from a computer vision perspective. In particular, we focus on body, gesture, gaze, and affective interaction (facial expression recognition, and emotion in audio). ...

Alejandro Jaimes; Nicu Sebe

2005-10-01T23:59:59.000Z

53

INTERACTIVE COMPUTER GRAPHICS DISPLAYS FOR HIERARCHICAL DATA STRUCTURES  

E-Print Network (OSTI)

INTERACTIVE COMPUTER GRAPHICS DISPLAYS FOR HIERARCHICAL DATAINTERACTIVE COMPUTER GRAPHICS DISPLAYS FOR HIERARCHICAL DATAtem. INTERACTIVE COMPUTER GRAPHICS DISPLAYS FOR HIERARCHICAL

Cahn, D.F.

2010-01-01T23:59:59.000Z

54

Interactive doodles: a comparative analysis of the usability and playability of google trademark games between 2010 and 2012  

Science Conference Proceedings (OSTI)

By using artistic mutations, called Doodles, Google has been commemorating important events and personalities. This fun approach started with still images, evolved to increasingly complex interactions, and has resulted in games based on the configurations ... Keywords: Google, game, interactive doodles, mutated logo, playability, usability

Breno Jos Andrade de Carvalho, Marcelo Mrcio Soares, Andre Menezes Marques das Neves, Rodrigo Pessoa Medeiros

2013-07-01T23:59:59.000Z

55

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

56

Proceedings of the 2006 symposium on Interactive 3D graphics and games  

Science Conference Proceedings (OSTI)

These proceedings represent the technical program for the "second annual" ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, held in Redwood City, California, March 14-17, 2006. I3D started as a workshop in 1986 and was held roughly bi-annually ...

Marc Olano; Carlo Squin

2006-03-01T23:59:59.000Z

57

Interactive Game for Teaching Laser Amplification Used at the National Ignition Facility  

SciTech Connect

The purpose of this project was to create an interactive game to expose high school students to concepts in laser amplification by demonstrating the National Ignition Facility's main amplifier at Lawrence Livermore National Laboratory. To succeed, the game had to be able to communicate effectively the basic concepts of laser amplification as accurately as possible and to be capable of exposing as many students as possible. Since concepts need to be communicated in a way that students understand, the Science Content Standards for California Public Schools were used to make assumptions about high school students knowledge of light. Effectively communicating a new concept necessitates the omission on terminology and symbolism. Therefore, creating a powerful experience was ideal for communicating this material. Various methods of reinforcing this experience ranging from color choice to abstractions kept the student focused on the game to maximize concept retention. The program was created in Java to allow the creation of a Java Applet that can be embedded onto a webpage, which is a perfect medium for mass exposure. Because a game requires interaction, the game animations had to be easily manipulated to enable the program to respond to user input. Image sprites, as opposed to image folders, were used in these animations to minimize the number of Hypertext Transfer Protocol connections, and thus, significantly reduce the transfer time of necessary animation files. These image sprites were loaded and cropped into a list of animation frames. Since the caching of large transition animations caused the Java Virtual Machine to run out of memory, large animations were implemented as animated Graphics Interchange Format images since transitions require no interaction, and thus, no frame manipulation was needed. This reduced the animation's memory footprint. The first version of this game was completed during this project. Future work for the project could include the creation of focus groups to assess the effectiveness of communicating material through an interactive game. Numerical assessments programmed into the game could also be used to collect statistics that reflect difficulty or level of frustration that students experience.

Lin, E

2009-08-06T23:59:59.000Z

58

Interactive Game for Teaching Laser Amplification Used at the National Ignition Facility  

SciTech Connect

The purpose of this project was to create an interactive game to expose high school students to concepts in laser amplification by demonstrating the National Ignition Facility's main amplifier at Lawrence Livermore National Laboratory. To succeed, the game had to be able to communicate effectively the basic concepts of laser amplification as accurately as possible and to be capable of exposing as many students as possible. Since concepts need to be communicated in a way that students understand, the Science Content Standards for California Public Schools were used to make assumptions about high school students knowledge of light. Effectively communicating a new concept necessitates the omission on terminology and symbolism. Therefore, creating a powerful experience was ideal for communicating this material. Various methods of reinforcing this experience ranging from color choice to abstractions kept the student focused on the game to maximize concept retention. The program was created in Java to allow the creation of a Java Applet that can be embedded onto a webpage, which is a perfect medium for mass exposure. Because a game requires interaction, the game animations had to be easily manipulated to enable the program to respond to user input. Image sprites, as opposed to image folders, were used in these animations to minimize the number of Hypertext Transfer Protocol connections, and thus, significantly reduce the transfer time of necessary animation files. These image sprites were loaded and cropped into a list of animation frames. Since the caching of large transition animations caused the Java Virtual Machine to run out of memory, large animations were implemented as animated Graphics Interchange Format images since transitions require no interaction, and thus, no frame manipulation was needed. This reduced the animation's memory footprint. The first version of this game was completed during this project. Future work for the project could include the creation of focus groups to assess the effectiveness of communicating material through an interactive game. Numerical assessments programmed into the game could also be used to collect statistics that reflect difficulty or level of frustration that students experience.

Lin, E

2009-08-06T23:59:59.000Z

59

Theoretical and Experimental Application of Grid in Computer Games  

E-Print Network (OSTI)

of Public Law and Government Columbia University Michael Yesley Coordinator ELSI Program Department James W. Curlin Program Manager, OTA Telecommunication and Computing Technologies Program -- May programs, tion, see box 2-F, and ch. 2). Among these are credit agencies and banking centers, public health

60

Human-computer interaction for hybrid carving  

Science Conference Proceedings (OSTI)

In this paper we explore human-computer interaction for carving, building upon our previous work with the FreeD digital sculpting device. We contribute a new tool design (FreeD V2), with a novel set of interaction techniques for the fabrication of static ... Keywords: carving, computer-aided design (cad), craft, digital fabrication, milling.

Amit Zoran, Roy Shilkrot, Joseph Paradiso

2013-10-01T23:59:59.000Z

Note: This page contains sample records for the topic "interactive computer games" 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

Eye gaze assistance for a game-like interactive task  

Science Conference Proceedings (OSTI)

Human beings communicate in abbreviated ways dependent on prior interactions and shared knowledge. Furthermore, humans share information about intentions and future actions using eye gaze. Among primates, humans are unique in the whiteness of the sclera ...

Tams D. Gedeon; Dingyun Zhu; B. Sumudu U. Mendis

2008-01-01T23:59:59.000Z

62

Interactive computer graphics for computer aided design in civil engineering  

Science Conference Proceedings (OSTI)

Interactive computer graphics can be an effective and efficient aid in the analysis/design cycle of engineering problems. The vistas of much engineering research and design can be expanded with the tools and methodology available with the introduction ...

John L. Wilson; Charles R. Lansberry

1976-08-01T23:59:59.000Z

63

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

64

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

65

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

66

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

67

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

68

Computer Vision and Human-Computer Interaction: artificial vision techniques and use cases with creating interfaces and interaction models.  

E-Print Network (OSTI)

??Here is described how Computer Vision could give improvements to Human-Computer Interaction. Starting from a brief description of computers and human beings, follows a description (more)

Comite, Marco

2013-01-01T23:59:59.000Z

69

Pseudo-interactive monitoring in distributed computing  

SciTech Connect

Distributed computing, and in particular Grid computing, enables physicists to use thousands of CPU days worth of computing every day, by submitting thousands of compute jobs. Unfortunately, a small fraction of such jobs regularly fail; the reasons vary from disk and network problems to bugs in the user code. A subset of these failures result in jobs being stuck for long periods of time. In order to debug such failures, interactive monitoring is highly desirable; users need to browse through the job log files and check the status of the running processes. Batch systems typically don't provide such services; at best, users get job logs at job termination, and even this may not be possible if the job is stuck in an infinite loop. In this paper we present a novel approach of using regular batch system capabilities of Condor to enable users to access the logs and processes of any running job. This does not provide true interactive access, so commands like vi are not viable, but it does allow operations like ls, cat, top, ps, lsof, netstat and dumping the stack of any process owned by the user; we call this pseudo-interactive monitoring. It is worth noting that the same method can be used to monitor Grid jobs in a glidein-based environment. We further believe that the same mechanism could be applied to many other batch systems.

Sfiligoi, I.; /Fermilab; Bradley, D.; Livny, M.; /Wisconsin U., Madison

2009-05-01T23:59:59.000Z

70

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

71

EAGLES: An interactive environment for scientific computing  

Science Conference Proceedings (OSTI)

The EAGLES Project is creating a computing system and interactive environment for scientific applications using object-oriented software principles. This software concept leads to well defined data interfaces for integrating experiment control with acquisition and analysis codes. Tools for building object-oriented systems for user interfaces and codes are discussed. Also the terms of object-oriented programming are introduced and later defined in the appendix. These terms include objects, methods, messages, encapsulation and inheritance.

Lawver, B.S.; O'Brien, D.W.; Poggio, M.E.; Shectman, R.M.

1987-08-01T23:59:59.000Z

72

EAGLES: An interactive environment for scientific computing  

Science Conference Proceedings (OSTI)

The EAGLES Project is creating a computing system and interactive environment for scientific applications using object-oriented software principles. This software concept leads to well defined data interfaces for integrating experiments control with acquisition and analysis codes. Tools for building object-oriented systems for user interfaces and codes are discussed. Also the terms of object-oriented programming are introduced and later defined in the appendix. These terms include objects, methods, messages, encapsulation and inheritance.

Lawver, B.S.; O'Brien, D.W.; Poggio, M.E.; Shectman, R.M.

1987-05-11T23:59:59.000Z

73

The birth of the virtual clinic: the Virtual Terrorism Response Academy as serious game and epistemological space  

Science Conference Proceedings (OSTI)

The Interactive Media Laboratory at Dartmouth Medical School produces computer games and multimedia programs for public health preparedness. With funding from the U.S. Department of Homeland Security, the IML is now developing the Virtual Terrorism ... Keywords: computer game, computer simulation, crisis management, epistemological space, public rhetoric

Elizabeth Losh

2007-08-01T23:59:59.000Z

74

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

75

Proceedings of the Sixth Australasian Conference on Interactive Entertainment  

Science Conference Proceedings (OSTI)

The Sixth Australasian Conference on Interactive Entertainment (IE2009) is the latest in a series of annual regional meetings at which advances in interactive entertainment and computer games are reported. IE2009 is hosted by the School of Computer Science ...

Malcolm Ryan; Yusuf Pisan

2009-12-01T23:59:59.000Z

76

Does a sonar system make a blind maze navigation computer game more "fun"?  

Science Conference Proceedings (OSTI)

As part of the Blind Programming Project at Southern Illinois University Edwardsville, we are investigating ways to make programming more fun for school aged blind children. We are beginning this search by creating and empirically analyzing a number ... Keywords: accessibility, auditory games

Matt Wilkerson; Amanda Koenig; James Daniel

2010-10-01T23:59:59.000Z

77

Computational Analysis of a Pylon-Chevron Core Nozzle Interaction  

Science Conference Proceedings (OSTI)

In typical engine installations, the pylon of an engine creates a flow disturbance that interacts with the engine exhaust flow. This interaction of the pylon with the exhaust flow from a dual stream nozzle was studied computationally. The dual stream ...

Thomas R. H.; Kinzie K. W.; Pao S. Paul

2001-05-01T23:59:59.000Z

78

Keynote: Haptic Human-Computer Interaction  

E-Print Network (OSTI)

Brewster,S.A. CHINZ 2003 (Dunedin, New Zealand) pp 3-4 Dept of Computing Science, University of Glasgow

Brewster, S.A.

79

The development of VAG--a 3D virtual agribusiness environment and strategy game  

Science Conference Proceedings (OSTI)

VAG--a prototype animated, interactive, three-dimensional virtual environment model of a supply chain in the agribusiness sector has been developed as a CD-based game of strategy. Users (players) have to both create their supply chain by choosing the ... Keywords: Agribusiness, Computer games education, Supply chain, Virtual reality

Kim P. Bryceson

2009-06-01T23:59:59.000Z

80

Computer Aided Composition System with Interactive Selective Population Climbing  

Science Conference Proceedings (OSTI)

In this work, we are developing the computer aided composition system. This system aids a person, which knows cellphone or background music of home page or software. This system is implemented with the interactive selective population climbing. We suppose ... Keywords: computer aided composition system, interactive selective population climbing, composing model

Hiroshi Hasui

2009-03-01T23:59:59.000Z

Note: This page contains sample records for the topic "interactive computer games" 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

Human computer interaction with hand gestures in virtual environment  

Science Conference Proceedings (OSTI)

With the ever increasing and flourishing phenomena of growth in virtual environments based upon computer systems; demands for new kind of interaction devices have emerged. The present used devices like keyboard, mouse and pen are cumbrousome within these ... Keywords: hand gestures, human computer interaction, virtual environment

Siddharth S. Rautaray; Anand Kumar; Anupam Agrawal

2012-01-01T23:59:59.000Z

82

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

83

COMPUTATIONAL STEERING: TOWARDS ADVANCED INTERACTIVE HIGH PERFORMANCE COMPUTING IN ENGINEERING SCIENCES  

E-Print Network (OSTI)

Key-words: Computational steering, high-performance computing, interactive simulation, virtual reality, CFD Computational Science and Engineering faces a continuous increase of speed of computers and availability of very fast networks. Yet, it seems that some opportunities offered by these ongoing developments are only used to a fraction for numerical simulation. Moreover, despite new possibilities from computer visualization, virtual or augmented reality and collaboration models, most available engineering software still follows the classical way of a strict separation of preprocessing, computing and postprocessing. This paper will first identify some of the major obstructions of an interactive computation for complex simulation tasks in engineering sciences. These are especially found in traditional software structures, in the definition of geometric models and boundary conditions and in the often still very tedious work of generating computational meshes. It then presents a generic approach for collaborative computational steering, where pre- and postprocessing is integrated with high

Ernst Rank; Andr Borrmann; Er Dster; Christoph Van Treeck; Petra Wenisch

2008-01-01T23:59:59.000Z

84

Interactive story authoring: A viable form of creative expression for the classroom  

Science Conference Proceedings (OSTI)

The unprecedented growth in numbers of children playing computer games has stimulated discussion and research regarding what, if any, educational value these games have for teaching and learning. The research on this topic has primarily focused on children ... Keywords: Interactive story authoring, Neverwinter Nights, Role-playing games, Scripting

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

2008-09-01T23:59:59.000Z

85

Light & Skin Interactions: Simulations for Computer Graphics Applications  

Science Conference Proceedings (OSTI)

Light and Skin Interactions immerses you in one of the most fascinating application areas of computer graphics: appearance simulation. The book first illuminates the fundamental biophysical processes that affect skin appearance, and reviews seminal related ...

Gladimir V. G. Baranoski; Aravind Krishnaswamy

2010-05-01T23:59:59.000Z

86

Fractal Evolver: Interactive Evolutionary Design of Fractals with Grid Computing  

Science Conference Proceedings (OSTI)

Interactive Evolutionary Computing is a powerful methodology that can be incorporated into the creative design process. However, for such a system to be useful, the evolutionary process should be simple to understand and easy to operate. This is especially ... Keywords: Distributed, Fractals, Interactive Evolution, Interface, Parallel, Particle Swarm Optimization

Ryan D. Moniz; Christian Jacob

2009-04-01T23:59:59.000Z

87

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

88

Interactive computational models of particle dynamics using virtual reality  

DOE Green Energy (OSTI)

An increasing number of industrial applications rely on computational models to reduce costs in product design, development, and testing cycles. Here, the authors discuss an interactive environment for the visualization, analysis, and modification of computational models used in industrial settings. In particular, they focus on interactively placing massless, massed, and evaporating particulate matter in computational fluid dynamics applications.they discuss the numerical model used to compute the particle pathlines in the fluid flow for display and analysis. They briefly describe the toolkits developed for vector and scalar field visualization, interactive particulate source placement, and a three-dimensional GUI interface. This system is currently used in two industrial applications, and they present the tools in the context of these applications. They summarize the current state of the project and offer directions for future research.

Canfield, T.; Diachin, D.; Freitag, L.; Heath, D.; Herzog, J. [Argonne National Lab., IL (United States); Michels, W. [Nalco Fuel Tech, Naperville, IL (United States)

1996-12-31T23:59:59.000Z

89

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...

90

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

91

Current literature in computer graphics and interactive techniques: references  

Science Conference Proceedings (OSTI)

The purpose of the References and Reviews Department is to collect and to disseminate rapidly as many publication citations of interest as come to the attention of the editor. Areas of interest cover all aspects of Computer Graphics and Interactive Techniques, ...

G. F. Schrack

1980-02-01T23:59:59.000Z

92

Quadratic fermionic interactions yield effective Hamiltonians for adiabatic quantum computing  

E-Print Network (OSTI)

Polynomially-large ground-state energy gaps are rare in many-body quantum systems, but useful for adiabatic quantum computing. We show analytically that the gap is generically polynomially-large for quadratic fermionic Hamiltonians. We then prove that adiabatic quantum computing can realize the ground states of Hamiltonians with certain random interactions, as well as the ground states of one, two, and three-dimensional fermionic interaction lattices, in polynomial time. Finally, we use the Jordan-Wigner transformation and a related transformation for spin-3/2 particles to show that our results can be restated using spin operators in a surprisingly simple manner. A direct consequence is that the one-dimensional cluster state can be found in polynomial time using adiabatic quantum computing.

Michael J. O'Hara; Dianne P. O'Leary

2008-08-13T23:59:59.000Z

93

U-interactive: a middleware for ubiquitous fashionable computer to interact with the ubiquitous environment by gestures  

Science Conference Proceedings (OSTI)

In this paper we present a system, called U-interactive, that provides spontaneous interactions between human and surrounding objects in heterogenous ubiquitous computing environments. Our U-interactive system introduces a virtual map, which contains ... Keywords: HCI, file sharing, iThrow, middleware, service discovery, spontaneous interaction, ubiquitous fashionable computer

Gyudong Shim; SangKwon Moon; Yong Song; Jaesub Kim; Kyu Ho Park

2007-12-01T23:59:59.000Z

94

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

95

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

96

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

97

The Man computer Interactive Data Access System: 25 Years of Interactive Processing  

Science Conference Proceedings (OSTI)

On 12 October 1998, it was the 25th anniversary of the Man computer Interactive Data Access System (McIDAS). On that date in 1973, McIDAS was first used operationally by scientists as a tool for data analysis. Over the last 25 years, McIDAS has ...

Matthew A. Lazzara; John M. Benson; Robert J. Fox; Denise J. Laitsch; Joseph P. Rueden; David A. Santek; Delores M. Wade; Thomas M. Whittaker; J. T. Young

1999-02-01T23:59:59.000Z

98

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,...

99

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,...

100

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

Note: This page contains sample records for the topic "interactive computer games" 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

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

102

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

103

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

104

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

105

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...

106

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...

107

Human Pacman: a sensing-based mobile entertainment system with ubiquitous computing and tangible interaction  

Science Conference Proceedings (OSTI)

Human Pacman is an interactive ubiquitous and mobile entertainment system that is built upon position and perspective sensing via Global Positioning System and inertia sensors; and tangible human-computer interfacing with the use of Bluetooth and capacitive ... Keywords: computer entertainment, mobile entertainment, tangible interaction, ubiquitous computing

Adrian David Cheok; Siew Wan Fong; Kok Hwee Goh; Xubo Yang; Wei Liu; Farzam Farzbiz

2003-05-01T23:59:59.000Z

108

Feedback in Human-Computer Interaction - Characteristics and Recommendations  

E-Print Network (OSTI)

Renaud,K.V. Cooper,R.L. South African Computing Journal. Number 26. November 2000 Computer Society of South Africa

Renaud, K.V.

109

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

110

Design of protein-protein interaction specificity using computational methods and experimental library screening  

E-Print Network (OSTI)

Computational design of protein-protein interaction specificity is a powerful tool to examine and expand our understanding about how protein sequence determines interaction specificity. It also has many applications in ...

Chen, Tsan-Chou Scott

2012-01-01T23:59:59.000Z

111

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

112

Surveillance and human-computer interaction applications of self-growing models  

Science Conference Proceedings (OSTI)

The aim of the work is to build self-growing based architectures to support visual surveillance and human-computer interaction systems. The objectives include: identifying and tracking persons or objects in the scene or the interpretation of user gestures ... Keywords: Growing Neural Gas, Human-computer interaction, Self-growing models, Surveillance systems, Topology preservation

Jos Garca-Rodrguez; Juan Manuel Garca-Chamizo

2011-10-01T23:59:59.000Z

113

Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries: Extending Boundaries  

Science Conference Proceedings (OSTI)

This volume contains the proceedings of the 6th NordiCHI conference on Human-Computer Interaction. NordiCHI is the main forum for human-computer interaction research in the Nordic countries. The first five NordiCHI conferences were held in Stockholm ...

Ebba ra Hvannberg; Marta Kristn Lrusdttir; Ann Blandford; Jan Gulliksen

2010-10-01T23:59:59.000Z

114

Brian Shackel's contribution to the written history of Human-Computer Interaction  

Science Conference Proceedings (OSTI)

In 1997, Brian Shackel published the article ''Human-Computer Interaction - Whence and Whither?'' In this early foray into historical reflection on the field, past work is covered with a focus on identifying European contributions, issues of particular ... Keywords: History, Human factors and ergonomics, Human-Computer Interaction

Jonathan Grudin

2009-12-01T23:59:59.000Z

115

The sorcerer and the apprentice. Human-computer interaction today  

Science Conference Proceedings (OSTI)

Keywords: discontinuous control, fault dectection, human-computer interface, linguistic support, logical control, magic manipulation, man-machine interface, password, robot control

W. Oberschelp

1998-03-01T23:59:59.000Z

116

NEWTON's Computer Science Archive  

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

Computer Science Archive: Loading Most Recent Computer Science Questions: Preparation for Video Game Creator Most Common Programming and Web Script How Does Spell Check Work? How...

117

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

118

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

119

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

120

Computer Simulations Yield Clues to How Cells Interact With Surroundin...  

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

integrin? One that doesn't rely on experimental methods? Now there is, thanks to a computer model of integrin developed by Berkeley Lab researchers using supercomputers at the...

Note: This page contains sample records for the topic "interactive computer games" 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.


121

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

122

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

123

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

124

From human-computer interactions to human-companion relationships  

Science Conference Proceedings (OSTI)

In this paper we introduce and explore the challenges of what we believe is the next generation of interface technology; companions. Companions are intelligent, persistent, personalized, multimodal interfaces. Companions change interactions into relationships. ...

David Benyon; Oli Mival

2010-12-01T23:59:59.000Z

125

Interacting with computers using images for search and automation  

E-Print Network (OSTI)

A picture is worth a thousand words. Images have been used extensively by us to interact with other human beings to solve certain problems, for example, showing an image of a bird to a bird expert to identify its species ...

Yeh, Pei-Hsiu, 1978-

2009-01-01T23:59:59.000Z

126

Laser Pointers as Interaction Devices for Collaborative Pervasive Computing  

E-Print Network (OSTI)

We present a system that supports collaborative interactions for arbitrary environments. The system uses laser pointers as interaction devices and employs a video camera to detect where each laser pointer is pointing. Time-division multiplexing together with a wireless link affords discrimination between laser pointer dots belonging to different pointers. Safety issues with laser pointers are addressed with a new technique. We also discuss how new users can be dynamically added and removed from the system.

Andriy Pavlovych; Wolfgang Stuerzlinger

2004-01-01T23:59:59.000Z

127

Interactive computer program for optimal designs of longitudinal cohort studies  

Science Conference Proceedings (OSTI)

Many large scale longitudinal cohort studies have been carried out or are ongoing in different fields of science. Such studies need a careful planning to obtain the desired quality of results with the available resources. In the past, a number of researches ... Keywords: Cohort designs, Computer program, D-optimal, Longitudinal studies, Optimal design, Relative efficiency

Fetene B. Tekle; Frans E. S. Tan; Martijn P. F. Berger

2009-05-01T23:59:59.000Z

128

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

129

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

130

A software infrastructure for supporting spontaneous and personalized interaction in home computing environments  

Science Conference Proceedings (OSTI)

Our daily lives are expected to change dramatically due to the popularity of ubiquitous computing technologies. These will make it possible to integrate various aspects of our lives. However, a new approach is required to seamlessly deal with devices ... Keywords: Appliance coordination, Home computing, Personal devices, Personalization, Spontaneous interaction

Tatsuo Nakajima; Ichiro Satoh

2006-09-01T23:59:59.000Z

131

Analyzing student interactions and meaning construction in computer bulletin board discussions  

Science Conference Proceedings (OSTI)

This case study, based on social constructivist learning theory, investigated the communication patterns and the knowledge construction process of students who used a computer bulletin board system (BBS) to discuss course-related content. Collected data ... Keywords: computer-mediated-communication, interactive learning environment, learning communities, pedagogical issues

Judith B. Pena-Shaff; Craig Nicholls

2004-04-01T23:59:59.000Z

132

Wireless Face Interface: Using voluntary gaze direction and facial muscle activations for human-computer interaction  

Science Conference Proceedings (OSTI)

The present aim was to investigate the functionality of a new wireless prototype called Face Interface. The prototype combines the use of voluntary gaze direction and facial muscle activations, for pointing and selecting objects on a computer screen, ... Keywords: Eye tracking, Facial muscle activations, Fitts' law, Human-computer interaction

Outi Tuisku; Veikko Surakka; Toni Vanhala; Ville Rantanen; Jukka Lekkala

2012-01-01T23:59:59.000Z

133

Shock-compressible-vortex interactions: Computing approximate post-shock fields  

E-Print Network (OSTI)

Shock-compressible-vortex interactions: Computing approximate post-shock fields G.K. O'Reilly and D of the passage of a planar shock through a steady compressible vortex is developed. To compute the approximate post-shock fields, the steady pre-shock vortex is decomposed into a sum of frozen sinusoidal modes

Barr, Al

134

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

135

From Power Laws to Power Grids: A Mathematical and Computational Foundation for Complex Interactive Networks  

Science Conference Proceedings (OSTI)

First-year research accomplishments of one of the six consortia established under the EPRI/DOD Complex Interactive Networks/Systems Initiative are provided in this report. This report focuses on certain aspects of mathematical and computational foundations for complex interactive networks.

2000-05-24T23:59:59.000Z

136

A Cross-Cultural Study on the Perception of Sociability within Human-Computer Interaction  

Science Conference Proceedings (OSTI)

This study tries to use speech and dynamic emoticons as social cues to create a more sociable human-computer interaction. A cross-cultural study was conducted to investigate the influence of cultural backgrounds (Taiwan and America) on children's perceptions ... Keywords: Children, Cultural difference, Dynamic Emoticon, Interaction design, Sociability, Speech

Fang-Wu Tung; Keiichi Sato; Yi-Shin Deng; Tsai-Yi Lin

2009-07-01T23:59:59.000Z

137

Interactive Transmission Line Computer Program for Undergraduate Teaching  

E-Print Network (OSTI)

Distributed-circuit analysis using transmission lines is a standard topic in undergraduate education in electrical engineering and computer engineering. This paper presents a simple menu-driven program that students can use to explore the behavior of transmission line circuits, and as a computational laboratory for verifying their solutions to homework problems. At the introductory level the program demonstrates traveling waves and standing waves. Smith-chart calculations of impedance and reflection coefficient can be associated with the standing-wave pattern on the transmission line. A branching circuit can be solved, including impedance matching with a quarter-wave transformer. At the intermediate level, students can use the program to test their designs for two- and three-step Chebyshev transformers, and for impedance matching using single, double and triple-stub circuits. The program makes easy the calculation of the bandwidth of a design by displaying the return loss or transmission loss as a function of frequency. Low-pass and bandstop filters can be solved. The program encourages students to explore the behavior of the voltages and currents on the lines as the frequency is changed to gain insight into the operation of transformers, matching schemes and filters.

Christopher W. Trueman

2000-01-01T23:59:59.000Z

138

Emergence of Self-Replicating Loops in an Interactive, Hardware-Implemented Game-of-Life Environment  

Science Conference Proceedings (OSTI)

We present the design of an interactive self-replicating loop, wherein the user can physically induce the loop's creation and then control its replication and destruction. After introducing the BioWall, a reconfigurable electronic wall for bio-inspired ...

Andr Stauffer; Moshe Sipper

2002-10-01T23:59:59.000Z

139

434 IEEE TRANSACTIONS ON SMART GRID, VOL. 3, NO. 1, MARCH 2012 Vehicle-to-Aggregator Interaction Game  

E-Print Network (OSTI)

434 IEEE TRANSACTIONS ON SMART GRID, VOL. 3, NO. 1, MARCH 2012 Vehicle-to-Aggregator Interaction frequency regulation service to the grid. We develop a smart pricing policy and design a mechanism, optimization, smart grid. I. INTRODUCTION A. Background RECENT studies have shown that about 70% of the total

Huang, Jianwei

140

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...

Note: This page contains sample records for the topic "interactive computer games" 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

Computational Simulations of High Intensity X-Ray Matter Interaction  

SciTech Connect

Free electron lasers have the promise of producing extremely high-intensity short pulses of coherent, monochromatic radiation in the 1-10 keV energy range. For example, the Linac Coherent Light Source at Stanford is being designed to produce an output intensity of 2 x 10{sup 14} W/cm{sup 2} in a 230 fs pulse. These sources will open the door to many novel research studies. However, the intense x-ray pulses may damage the optical components necessary for studying and controlling the output. At the full output intensity, the dose to optical components at normal incidence ranges from 1-10 eV/atom for low-Z materials (Z < 14) at photon energies of 1 keV. It is important to have an understanding of the effects of such high doses in order to specify the composition, placement, and orientation of optical components, such as mirrors and monochromators. Doses of 10 eV/atom are certainly unacceptable since they will lead to ablation of the surface of the optical components. However, it is not precisely known what the damage thresholds are for the materials being considered for optical components for x-ray free electron lasers. In this paper, we present analytic estimates and computational simulations of the effects of high-intensity x-ray pulses on materials. We outline guidelines for the maximum dose to various materials and discuss implications for the design of optical components.

London, R A; Rionta, R; Tatchyn, R; Roessler, S

2001-08-02T23:59:59.000Z

142

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

143

Structural analysis of magnetic fusion energy systems in a combined interactive/batch computer environment  

SciTech Connect

A system of computer programs has been developed to aid in the preparation of input data for and the evaluation of output data from finite element structural analyses of magnetic fusion energy devices. The system utilizes the NASTRAN structural analysis computer program and a special set of interactive pre- and post-processor computer programs, and has been designed for use in an environment wherein a time-share computer system is linked to a batch computer system. In such an environment, the analyst must only enter, review and/or manipulate data through interactive terminals linked to the time-share computer system. The primary pre-processor programs include NASDAT, NASERR and TORMAC. NASDAT and TORMAC are used to generate NASTRAN input data. NASERR performs routine error checks on this data. The NASTRAN program is run on a batch computer system using data generated by NASDAT and TORMAC. The primary post-processing programs include NASCMP and NASPOP. NASCMP is used to compress the data initially stored on magnetic tape by NASTRAN so as to facilitate interactive use of the data. NASPOP reads the data stored by NASCMP and reproduces NASTRAN output for selected grid points, elements and/or data types.

Johnson, N.E.; Singhal, M.K.; Walls, J.C.; Gray, W.H.

1979-01-01T23:59:59.000Z

144

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

145

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

146

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

147

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

148

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

149

Virtual worlds - past, present, and future: New directions in social computing  

Science Conference Proceedings (OSTI)

Virtual worlds, where thousands of people can interact simultaneously within the same three-dimensional environment, represent a frontier in social computing with critical implications for business, education, social sciences, and our society at large. ... Keywords: Avatars, Gaming, Social computing, Virtual worlds

Paul R. Messinger; Eleni Stroulia; Kelly Lyons; Michael Bone; Run H. Niu; Kristen Smirnov; Stephen Perelgut

2009-06-01T23:59:59.000Z

150

Enhancing human-machine interactions: virtual interface alteration through wearable computers  

Science Conference Proceedings (OSTI)

This paper studies a novel approach advocating the virtual alteration of real-world interfaces through a form of augmented reality. Following an introduction reminding the need for easy to use and more consistent interfaces across our many day to day ... Keywords: augmented reality, interaction enhancement, virtual interface alteration, wearable computer

Alexandre Plouznikoff; Nicolas Plouznikoff; Jean-Marc Robert; Michel Desmarais

2006-04-01T23:59:59.000Z

151

EWHCI'94: the fourth east-west international conference on human-computer interaction  

Science Conference Proceedings (OSTI)

The fourth annual East-West Human Computer Interaction conference was quite a surprise, at least for veterans of the earlier EWHCI conferences. The first author attended the first conference (which was held in Moscow the week before the coup which saw ...

Blaine Price; Brad Blumenthal; Laura Leventhal

1995-01-01T23:59:59.000Z

152

Proceedings of the 10th international conference on Human computer interaction with mobile devices and services  

Science Conference Proceedings (OSTI)

It is a pleasure to welcome you in the Royal Tropical Institute in Amsterdam for the 10th edition of the ACM MobileHCI conference. This year's conference continues the MobileHCI tradition of discussing advances on Human- Computer Interaction with Mobile ...

Henri ter Hofte; Ingrid Mulder

2008-09-01T23:59:59.000Z

153

Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges: building bridges  

Science Conference Proceedings (OSTI)

NordiCHI is the main forum for human-computer interaction research in the Nordic countries. It is a biannual event. The first four were held in Stockholm (2000), Aarhus (2002), Tampere (2004) and Oslo (2006). This year's conference in Lund is hosted ...

Konrad Tollmar; Bodil Jnsson

2008-10-01T23:59:59.000Z

154

Development and use of an interactive computer simulation for generalized technical and economic assessments of cogeneration systems.  

E-Print Network (OSTI)

??The development and use of a computer simulation program incorporating an interactive spreadsheet software package to evaluate the technical and economic feasibility of cogeneration systems (more)

Baxter, Geoffrey R.

2012-01-01T23:59:59.000Z

155

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

156

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

157

Interactive computer graphics displays for hierarchical data structures. [Description of THESGRAF, in FORTRAN IV for CDC and IBM computers  

SciTech Connect

An interactive computer graphical display program was developed as an aid to user visualization and manipulation of hierarchically structured data systems such as thesauri. In the present configuration, a thesaurus term and its primary and secondary conceptual neighbors are presented to the user in tree graph form on a CRT; the user then designates, via light pen or keyboard, any of the neighbors as the next term of interest and receives a new display centered on this term. By successive specification of broader, narrower, and related terms, the user can course rapidly through the thesaurus space and refine his search file. At any stage, he deals with a term-centered, conceptually meaningful picture of a localized portion of the thesaurus, and is freed from the artificial difficulties of handling the traditional alphabetized thesaurus. Intentional limitation of the associative range of each display frame, and the use of color, case, and interconnecting vectors to encode relationships among terms, enhance interpretability of the display. Facile movement through the term space, provided by interactive computation, allows the display to remain simple, and is an essential element of the system. 3 figures.

Cahn, D.F.; Murano, C.V.

1980-05-01T23:59:59.000Z

158

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

159

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.

160

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

Note: This page contains sample records for the topic "interactive computer games" 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

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

162

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

163

Developing a computationally efficient dynamic multilevel hybrid optimization scheme using multifidelity model interactions.  

SciTech Connect

Many engineering application problems use optimization algorithms in conjunction with numerical simulators to search for solutions. The formulation of relevant objective functions and constraints dictate possible optimization algorithms. Often, a gradient based approach is not possible since objective functions and constraints can be nonlinear, nonconvex, non-differentiable, or even discontinuous and the simulations involved can be computationally expensive. Moreover, computational efficiency and accuracy are desirable and also influence the choice of solution method. With the advent and increasing availability of massively parallel computers, computational speed has increased tremendously. Unfortunately, the numerical and model complexities of many problems still demand significant computational resources. Moreover, in optimization, these expenses can be a limiting factor since obtaining solutions often requires the completion of numerous computationally intensive simulations. Therefore, we propose a multifidelity optimization algorithm (MFO) designed to improve the computational efficiency of an optimization method for a wide range of applications. In developing the MFO algorithm, we take advantage of the interactions between multi fidelity models to develop a dynamic and computational time saving optimization algorithm. First, a direct search method is applied to the high fidelity model over a reduced design space. In conjunction with this search, a specialized oracle is employed to map the design space of this high fidelity model to that of a computationally cheaper low fidelity model using space mapping techniques. Then, in the low fidelity space, an optimum is obtained using gradient or non-gradient based optimization, and it is mapped back to the high fidelity space. In this paper, we describe the theory and implementation details of our MFO algorithm. We also demonstrate our MFO method on some example problems and on two applications: earth penetrators and groundwater remediation.

Hough, Patricia Diane (Sandia National Laboratories, Livermore, CA); Gray, Genetha Anne (Sandia National Laboratories, Livermore, CA); Castro, Joseph Pete Jr. (; .); Giunta, Anthony Andrew

2006-01-01T23:59:59.000Z

164

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

165

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

166

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

167

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

168

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.

169

Method and system for rendering and interacting with an adaptable computing environment  

Science Conference Proceedings (OSTI)

An adaptable computing environment is implemented with software entities termed "s-machines", which self-assemble into hierarchical data structures capable of rendering and interacting with the computing environment. A hierarchical data structure includes a first hierarchical s-machine bound to a second hierarchical s-machine. The first hierarchical s-machine is associated with a first layer of a rendering region on a display screen and the second hierarchical s-machine is associated with a second layer of the rendering region overlaying at least a portion of the first layer. A screen element s-machine is linked to the first hierarchical s-machine. The screen element s-machine manages data associated with a screen element rendered to the display screen within the rendering region at the first layer.

Osbourn, Gordon Cecil (Albuquerque, NM); Bouchard, Ann Marie (Albuquerque, NM)

2012-06-12T23:59:59.000Z

170

Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa  

Science Conference Proceedings (OSTI)

Welcome to AFRIGRAPH 2004, the 3rd international conference on Computer Graphics, Virtul Reality, Visualisation and Interaction in Africa. This conference follows two very successful conferences in 2001 and 2003, and is the main showcase for the Afrigraph ...

Lynette van Zijl; Patrick Marais

2004-11-01T23:59:59.000Z

171

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

172

Interactive Computer-Enhanced Remote Viewing System (ICERVS): Final report, November 1994--September 1996  

Science Conference Proceedings (OSTI)

The Interactive Computer-Enhanced Remote Viewing System (ICERVS) is a software tool for complex three-dimensional (3-D) visualization and modeling. Its primary purpose is to facilitate the use of robotic and telerobotic systems in remote and/or hazardous environments, where spatial information is provided by 3-D mapping sensors. ICERVS provides a robust, interactive system for viewing sensor data in 3-D and combines this with interactive geometric modeling capabilities that allow an operator to construct CAD models to match the remote environment. Part I of this report traces the development of ICERVS through three evolutionary phases: (1) development of first-generation software to render orthogonal view displays and wireframe models; (2) expansion of this software to include interactive viewpoint control, surface-shaded graphics, material (scalar and nonscalar) property data, cut/slice planes, color and visibility mapping, and generalized object models; (3) demonstration of ICERVS as a tool for the remediation of underground storage tanks (USTs) and the dismantlement of contaminated processing facilities. Part II of this report details the software design of ICERVS, with particular emphasis on its object-oriented architecture and user interface.

NONE

1997-05-01T23:59:59.000Z

173

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

174

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

175

Modeling Explosive/Rock Interaction During Presplitting Using ALE Computational Methods  

SciTech Connect

Arbitrary Lagrangian Eulerian (ALE) computational techniques allow treatment of gases, liq- uids, and solids in the same simulation. ALE methods include the ability to treat shockwaves in gases, liquids, and solids and the interaction of shockwaves with each other and with media from one of the other categories. ALE codes can also treat explosive detonation and the expansion of the explosive gases and their interaction with air and solids. ALEGRA is a 3-DALE code that has been developed at Sandia National Laboratories over the past few years. ALEGRA has been applied to a 2-D simulation of presplitting using decoupled explosives in rock blasting with very interesting results. The detonation of the explosive at the bottom of the hole sends a shock wave up the borehole driven by the explosive gas expanding into air. The explosive gas compresses the air against the stemming column where it rebounds and recompresses at the bottom of the borehole. This type of ringing takes several cycles to damp out. The explosively induced expansion of the borehole is also treated by ALEGRA as well as the shock wave imparted to the rock. The presentation of this paper will include sev- eral computer animations to aid in understanding this complex phenomenon.

Jensen, Richard P.; Preece, Dale S.

1999-04-27T23:59:59.000Z

176

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

177

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

178

MODELING HOST-PATHOGEN INTERACTIONS: COMPUTATIONAL BIOLOGY AND BIOINFORMATICS FOR INFECTIOUS DISEASE RESEARCH (Session introduction)  

SciTech Connect

Pathogenic infections are a major cause of both human disease and loss of crop yields and animal stocks and thus cause immense damage to the worldwide economy. The significance of infectious diseases is expected to increase in an ever more connected warming world, in which new viral, bacterial and fungal pathogens can find novel hosts and ecologic niches. At the same time, the complex and sophisticated mechanisms by which diverse pathogenic agents evade defense mechanisms and subvert their hosts networks to suit their lifestyle needs is still very incompletely understood especially from a systems perspective [1]. Thus, understanding host-pathogen interactions is both an important and a scientifically fascinating topic. Recently, technology has offered the opportunity to investigate host-pathogen interactions on a level of detail and scope that offers immense computational and analytical possibilities. Genome sequencing was pioneered on some of these pathogens, and the number of strains and variants of pathogens sequenced to date vastly outnumbers the number of host genomes available. At the same time, for both plant and human hosts more and more data on population level genomic variation becomes available and offers a rich field for analysis into the genetic interactions between host and pathogen.

McDermott, Jason E.; Braun, Pascal; Bonneau, Richard A.; Hyduke, Daniel R.

2011-12-01T23:59:59.000Z

179

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

180

XNA 3.1 Game Development for Teens, 1st edition  

Science Conference Proceedings (OSTI)

XNA 3.0 GAME DEVELOPMENT FOR TEENS is a complete guide to entry level programming and computer game development using XNA 3.0 and the Visual C# 2008 Express programming language for beginners. This book shows readers how to create and execute computer ...

Jerry Lee Ford

2010-02-01T23:59:59.000Z

Note: This page contains sample records for the topic "interactive computer games" 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

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

182

Computer demonstration of an interactive modeling system for the study of global change and biogeochemistry  

SciTech Connect

There is a need for visually oriented materials to aid in the study of global ecological science. Analysis of the carbon cycle is key to understanding Potential climate change. We have used satellite imagery along with global climate and soil texture data sets to simulate seasonal patterns in net carbon fixation and soil CO[sub 2] production. An interactive computer system is used to illustrate graphical results from various model scenarios of climate warming and land use change. These include global animations of monthly gridded CO[sub 2] exchange between the atmosphere and the terrestrial biosphere. This modeling demonstration highlights the importance of annual CO[sub 2] fluxes in tropical forests (40% of global totals) and the large carbon storage potential in boreal and arctic soils.

Klooster, S.A.; Potter, S. (NASA-Ames Research Center, Moffett Field, CA (United States)); Randerson, J. (Carnegie Institution of Washington, Stanford, CA (United States))

1993-06-01T23:59:59.000Z

183

GEODYN2: a bottom hole assembly. Geological formation dynamic interaction computer program  

DOE Green Energy (OSTI)

This paper describes the current development of a three-dimensional transient dynamic finite element computer program, GEODYN2, capable of simulating the behavior of a rotating bottom hole assembly (BHA) interacting with a non-uniform formation. The GEODYN2 Program facilitates a very detailed analysis/simulation of the behavior of a BHA with a polycrystalline diamond compact (PDC) bit and various stabilizer designs. The basic drill string mechanics implemented within the program, the overall algorithm, and the more pertinent modeling features which permit this level of analysis are briefly outlined. The implementation of these features and how they allow calculation of the response behavior of a bottom hole assembly are demonstrated. Although the development and enhancement of modeling capabilities within GEODYN2 is ongoing, it is anticipated that the preliminary verification results thus far generated will further the understanding of the response behavior of BHAs. 9 refs., 16 figs.

Baird, J.A.; Caskey, B.C.; Wormley, D.N.; Stone, C.M.

1985-01-01T23:59:59.000Z

184

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

185

Computed and experimental interactions between eddy structure and dispersed particles in developing free shear layers  

SciTech Connect

We are investigating the interactive process between turbulent flow and dispersed phase particles. We are focusing on the mechanisms that appear to result in a reduction of local turbulent intensity and a corresponding reduction in wall heat transfer and subsequent wall erosion in turbulent solid propellant combustion flow. We apply computational simulations and physical experiments specialized to a developing free shear layer over a rearward facing step and over a parallel splitter plate. The flow configuration evolves in a two-dimensional, steady, combustion and non-combustion turbulent free shear mixing region, with and without particle additives. The computational simulations combine three basic components: gas phase Navier-Stokes solutions, Lagrange particle field solutions and a Monte Carlo technique for the random encounters, forces and accelerations between the two fields. We concentrate here on relatively large sized additive particles (of the order of tens of microns to 100 microns mean diameter). We examine their apparent influence in breaking up the larger, energy bearing eddy structures into smaller structures which are more readily dissipated.

Buckingham, A.C.; Siekhaus, W.J.; Keller, J.O.; Ellzey, J.; Hubbard, G.; Daily, J.W.

1982-05-20T23:59:59.000Z

186

On the complexity of Nash equilibria of action-graph games  

E-Print Network (OSTI)

In light of much recent interest in finding a model of multi-player multi-action games that allows for efficient computation of Nash equilibria yet remains as expressive as possible, we investigate the computational ...

Daskalakis, Constantinos

2009-01-01T23:59:59.000Z

187

Improving protein flexibility predictions by combining statistical sampling with a mean-field virtual Pebble Game  

Science Conference Proceedings (OSTI)

The Pebble Game (PG) algorithm is an efficient method to characterize protein flexibility. The PG calculates several mechanical graph rigidity quantities based on a network of chemical interactions. Because noncovalent chemical interactions continually ... Keywords: Pebble Game, graph rigidity, protein flexibility, rigid cluster decomposition

Luis C. Gonzlez; Dennis R. Livesay; Donald J. Jacobs

2011-08-01T23:59:59.000Z

188

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

189

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

190

Computing  

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

Computing Computing and Storage Requirements Computing and Storage Requirements for FES J. Candy General Atomics, San Diego, CA Presented at DOE Technical Program Review Hilton Washington DC/Rockville Rockville, MD 19-20 March 2013 2 Computing and Storage Requirements Drift waves and tokamak plasma turbulence Role in the context of fusion research * Plasma performance: In tokamak plasmas, performance is limited by turbulent radial transport of both energy and particles. * Gradient-driven: This turbulent transport is caused by drift-wave instabilities, driven by free energy in plasma temperature and density gradients. * Unavoidable: These instabilities will persist in a reactor. * Various types (asymptotic theory): ITG, TIM, TEM, ETG . . . + Electromagnetic variants (AITG, etc). 3 Computing and Storage Requirements Fokker-Planck Theory of Plasma Transport Basic equation still

191

Interactive Computer-Enhanced Remote Viewing System (ICERVS): Subsystem design report - Phase 2  

SciTech Connect

This ICERVS Phase II Subsystem Design Report describes the detailed software design of the Phase II Interactive Computer-Enhanced Remote Viewing System (ICERVS). ICERVS is a computer-based system that provides data acquisition, data visualization, data analysis, and model synthesis to support robotic remediation of hazardous environments. Due to the risks associated with hazardous environments, remediation must be conducted remotely using robotic systems, which, in turn, must rely on 3D models of their workspace to support both task and path planning with collision avoidance. Tools such as ICERVS are vital to accomplish remediation tasks in a safe, efficient manner. The 3D models used by robotic systems are based on solid modeling methods, in which objects are represented by enclosing surfaces (polygons, quadric surfaces, patches, etc.) or collections of primitive solids (cubes, cylinders, etc.). In general, these 3D models must be created and/or verified by actual measurements made in the robotics workspace. However, measurement data is empirical in nature, with typical output being a collection of xyz triplets that represent sample points on some surface(s) in the workspace. As such, empirical data cannot be readily analyzed in terms of geometric representations used in robotic workspace models. The primary objective of ICERVS is to provide a reliable description of a workspace based on dimensional measurement data and to convert that description into 3D models that can be used by robotic systems. ICERVS will thus serve as a critical factor to allow robotic remediation tasks to be performed more effectively (faster, safer) and economically than with present systems.

Smith, D.A.

1994-04-22T23:59:59.000Z

192

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

193

Implementation of E-Commerce at the Grass Roots: Issues of Challenges in Terms of Human-Computer Interactions  

Science Conference Proceedings (OSTI)

This paper looks into the concepts of electronic commerce e-commerce through the utilization of the Internet technologies. The study introduces the concept in finding a contextual diagram and talks further about the evolution of e-commerce. Thereafter, ... Keywords: Business Models, Developing Countries, E-Commerce, Human-Computer Interactions, Internet

Hakikur Rahman, Isabel Ramos

2013-04-01T23:59:59.000Z

194

Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia  

Science Conference Proceedings (OSTI)

Here you will find the proceedings of the 5th International Conference on Computer Graphics and Interactive Techniques in Australasia and South-East Asia. This successful conference series has grown from the first event in Melbourne in 2003 to Singapore ...

Andrew Rohl

2007-12-01T23:59:59.000Z

195

A Mobile Nursing Information System Based on Human-Computer Interaction Design for Improving Quality of Nursing  

Science Conference Proceedings (OSTI)

A conventional Nursing Information System (NIS), which supports the role of nurse in some areas, is typically deployed as an immobile system. However, the traditional information system can't response to patients' conditions in real-time, causing delays ... Keywords: Human-computer interaction, Nursing information system, Personal digital assistant, Small-screen interface design

Kuo-Wei Su; Cheng-Li Liu

2012-06-01T23:59:59.000Z

196

A computer music instrumentarium  

E-Print Network (OSTI)

Chapter 6. COMPUTERS: To Solder or Not toMusic Models : A Computer Music Instrumentarium . . . . .Interactive Computer Systems . . . . . . . . . . . . . . 101

Oliver La Rosa, Jaime Eduardo

2011-01-01T23:59:59.000Z

197

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

198

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

199

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

200

Patterns in the distribution of digital games via BitTorrent  

Science Conference Proceedings (OSTI)

The distribution of illegal copies of computer games via digital networks forms the centre in one of the most heated debates in the international games environment, but there is minimal objective information available. Here the results of a large-scale, ...

Anders Drachen, Robert W. D. Veitch

2013-05-01T23:59:59.000Z

Note: This page contains sample records for the topic "interactive computer games" 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

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

202

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

203

Implementation of a Service Platform for Online Games Anees Shaikh, Sambit Sahu, Marcel Rosu, Michael Shea, and Debanjan Saha  

E-Print Network (OSTI)

risky. A shared infrastructure based on utility computing models to support multiple games offers an at as it ages. Hence, the prospect of a high-cost hosting infrastructure, coupled with the possibility of a game, where the issue of infrastructure cost strongly motivates new models for utility computing offerings

Shaikh, Anees

204

Implementation of a Service Platform for Online Games Anees Shaikh, Sambit Sahu, Marcel Rosu, Michael Shea, and Debanjan Saha  

E-Print Network (OSTI)

risky. A shared infrastructure based on utility computing models to support multiple games offers an at as it ages. Hence, the prospect of a high­cost hosting infrastructure, coupled with the possibility of a game, where the issue of infrastructure cost strongly motivates new models for utility computing offerings

Shaikh, Anees

205

Persuasive interaction for collectivist cultures  

Science Conference Proceedings (OSTI)

Persuasive technology is defined as "any interactive product designed to change attitudes or behaviours by making desired outcomes easier to achieve". It can take the form of interactive web applications, hand held devices, and games. To date there has ... Keywords: culture, games, persuasive technology

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

2006-01-01T23:59:59.000Z

206

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

207

Computational studies of hydrogen interactions with storage materials - DOE Hydrogen and Fuel Cells Program FY 2012 Annual Progress Report  

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

6 6 DOE Hydrogen and Fuel Cells Program FY 2012 Annual Progress Report Chris G. Van de Walle (Primary Contact), Lars Ismer, Anindya Roy, and Anderson Janotti Materials Department, University of California Santa Barbara, CA 93106-5050 Phone: (805) 893-7144 Email: vandewalle@mrl.ucsb.edu DOE Program Officer: James Davenport Phone: (301) 903-0035 Email: James.Davenport@science.doe.gov Objectives Building on our accumulated knowledge of hydrogen interactions with semiconductors and insulators we have been conducting computational studies with the goal of developing new insights for hydrogen interactions with hydrogen storage materials. Using state-of-the-art density functional calculations, our research addresses the energetics

208

CORCON-MOD3: An integrated computer model for analysis of molten core-concrete interactions. User`s manual  

SciTech Connect

The CORCON-Mod3 computer code was developed to mechanistically model the important core-concrete interaction phenomena, including those phenomena relevant to the assessment of containment failure and radionuclide release. The code can be applied to a wide range of severe accident scenarios and reactor plants. The code represents the current state of the art for simulating core debris interactions with concrete. This document comprises the user`s manual and gives a brief description of the models and the assumptions and limitations in the code. Also discussed are the input parameters and the code output. Two sample problems are also given.

Bradley, D.R.; Gardner, D.R.; Brockmann, J.E.; Griffith, R.O. [Sandia National Labs., Albuquerque, NM (United States)

1993-10-01T23:59:59.000Z

209

The Use of Anti-Patterns in Human-Computer Interaction - Wise or Ill-Advised?  

E-Print Network (OSTI)

van Biljon,J. Kotze,P. Renaud,K.V. McGee,M. SAICSIT - Conference of the South African Institute of Computer Scientists and Information Technologists

van Biljon, J.; Kotze, P.; Renaud, K.V.

210

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

211

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

212

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

213

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

214

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

215

Spectroscopic and computational investigations of molecular interactions in gas-expanded liquids.  

E-Print Network (OSTI)

??Gas-expanded liquids (GXLs) are a unique class of tunable solvents with unlimited potential. A wide range of solvent properties and solvent interactions and complexes are (more)

Gohres, John Linton, III

2008-01-01T23:59:59.000Z

216

Computational modeling of protein-biomolecule interactions with application to mechanotransduction and antibody maturation  

E-Print Network (OSTI)

Cell survival, growth, differentiation, migration, and communication all depend on the appropriate combination of specific interactions between proteins and biomolecules. Therefore, understanding the molecular mechanisms ...

Zyto, Aurore

2008-01-01T23:59:59.000Z

217

BrainyHand: a wearable computing device without HMD and it's interaction techniques  

Science Conference Proceedings (OSTI)

Existing wearable devices like an eyeglass-type head-mounted display(HMD) are very bulky and cannot be worn everyday. On the other hand, the earphone is popular wearable device, bacause it is small. However, the earphone cannot be used as an interaction ... Keywords: hand gesture, input device, interaction device, projector, wearable

Emi Tamaki; Takashi Miyak; Jun Rekimoto

2010-05-01T23:59:59.000Z

218

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

219

Computational approaches for the design and prediction of protein-protein interactions  

E-Print Network (OSTI)

There is a large class of applications in computational structural biology for which atomic-level representation is crucial for understanding the underlying biological phenomena, yet explicit atomic-level modeling is ...

Grigoryan, Gevorg, Ph. D. Massachusetts Institute of Technology

2007-01-01T23:59:59.000Z

220

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

Note: This page contains sample records for the topic "interactive computer games" 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

General Spectral Computations of the Nonlinear Shallow Water Tidal Interactions within the Bight of Abaco  

Science Conference Proceedings (OSTI)

An iterative frequencytime domain finite element tidal circulation model is applied to the Bight of Abaco in the Bahamas to study the nonlinear interactions that occur between the various astronomical, overtide and compound-tide constituents. ...

J. J. Westerink; K. D. Stolzenbach; J. J. Connor

1989-09-01T23:59:59.000Z

222

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

223

Statistical phrase-based models for interactive computer-assisted translation  

Science Conference Proceedings (OSTI)

Obtaining high-quality machine translations is still a long way off. A post-editing phase is required to improve the output of a machine translation system. An alternative is the so called computer-assisted translation. In this framework, a human translator ...

Jess Toms; Francisco Casacuberta

2006-07-01T23:59:59.000Z

224

IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 1 Style Grammars for Interactive  

E-Print Network (OSTI)

Visualization of Architecture Daniel G. Aliaga, Paul A. Rosen, and Daniel R. Bekins Department of Computer that automatically fill in the necessary details. Procedural modeling and synthesis is a powerful paradigm Algorithms, Image-based Rendering, Modeling Packages, and Visualization systems and software

Aliaga, Daniel G.

225

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

226

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

227

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

228

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

229

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

230

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

231

Computational Computational  

E-Print Network (OSTI)

38 Computational complexity Computational complexity In 1965, the year Juris Hartmanis became Chair On the computational complexity of algorithms in the Transactions of the American Mathematical Society. The paper the best talent to the field. Theoretical computer science was immediately broadened from automata theory

Keinan, Alon

232

Is interactivity actually important?  

Science Conference Proceedings (OSTI)

It appears that it is a well-accepted assumption that interactivity will improve the entertainment and/or learning value of a media. This paper reviews various studies exploring the role of interactivity and reports on a study conducted to see whether ... Keywords: game engine, interactivity, learning, simulation, training

Debbie Richards

2006-12-01T23:59:59.000Z

233

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

234

Computer Graphics Group Leif KobbeltAACHEN  

E-Print Network (OSTI)

Computer Graphics Group Leif KobbeltAACHEN Computer Graphics Leif Kobbelt Computer Graphics Group Leif KobbeltAACHEN Public Perception of CG · Games · Movies Computer Graphics Group Leif KobbeltAACHEN Computer Graphics Research · fundamental algorithms & data structures - continuous & discrete mathematics

Kobbelt, Leif

235

The Evolution of Cellar Automaton based on Dilemmma Games with Selfish Strategy  

E-Print Network (OSTI)

We have proposed two new evolutionary rules on spatio-iterated games that is not mimic evolution of strategies, and mainly discussed the Prisoner's Dilemma game \\cite{toyota2} by the two evoutionary rules \\cite{toyota3}. In this paper we focus the first rule, that is, the selfish evolutionary rule for various dilemma games. In contrast to the Prisoner's Dilemma, there are gererally rich pase structures in the dilemma games. First we analytically clear the structure to present phase diagrams in the various dilemma games. Forthermore we simulate the time evolution of the soatio-games in the some representatives of the parameters according to the phase diagrams. Including some mutations, detail investigations are made by a computer simulation for five kinds of initial configurations. As results we find some dualities and game invariant properties. They show a sort of bifurcation as a mutation parameter are varied. In the path from one period to two one some common features are observed in most of games and some chaotic behaviors appear in the middle of the transition. Lastly we estimate the total hamiltonian, which is defined by the sum of the total payoff of all agents in the system, and show that the chaotic period is best from the perspective of the payoff. We also made some primitive discussions on them.

Norihito Toyota

2005-03-23T23:59:59.000Z

236

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.

237

Putting humans in the loop: Social computing for Water Resources Management  

Science Conference Proceedings (OSTI)

The advent of online services, social networks, crowdsourcing, and serious Web games has promoted the emergence of a novel computation paradigm, where complex tasks are solved by exploiting the capacity of human beings and computer platforms in an integrated ... Keywords: Crowdsourcing, Games with a purpose, Human Computation, Social computation, Water resources planning and management

P. Fraternali; A. Castelletti; R. Soncini-Sessa; C. Vaca Ruiz; A. E. Rizzoli

2012-11-01T23:59:59.000Z

238

Computational studies of catechol and water interactions with titanium oxide nanoparticles.  

Science Conference Proceedings (OSTI)

The interaction of catechol and water with titanium oxide nanoparticles was investigated using ab initio molecular orbital theory and density functional theory. Hydrogen-terminated TiO{sub 2} clusters were used to model the surface of anatase nanoparticles. The calculations indicate that catechol reacts with a Ti{double_bond}O defect site on the surface to form a bidentate structure that is favored over dissociative or molecular adsorption on the (101) anatase surface. The dissociative adsorption of catechol at the defect site leads to a much larger red shift in the TiO{sub 2} excitation energy than molecular adsorption on the (101) anatase surface on the basis of ZINDO/S calculations. This is consistent with recent experimental results on small (<2 nm) titania nanoparticles. The calculations on water adsorption indicate that it can also add to the Ti{double_bond}O double bond site. However, molecular adsorption of water on the (101) anatase surface is more favorable.

Redfern, P. C.; Zapol, P.; Curtiss, L. A.; Rajh, T.; Thurnauer, M.

2003-10-16T23:59:59.000Z

239

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

240

Soft Molecular Computing Computer Science  

E-Print Network (OSTI)

Soft Molecular Computing Max Garzon Computer Science The University of Memphis Memphis, TN 38152@memphis.edu Abstract Molecular computing (MC) utilizes the complex interaction of biomolecules and molecular biology for computational purposes. Five years later, substantial obstacles remain to bring the potential of molecular

Deaton, Russell J.

Note: This page contains sample records for the topic "interactive computer games" 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

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

242

Five design challenges for human computation  

Science Conference Proceedings (OSTI)

Human computation systems, which draw upon human competencies in order to solve hard computational problems, represent a growing interest within HCI. Despite the numerous technical demonstrations of human computation systems, however, there are few design ... Keywords: citizen science, crowdsourcing, design framework, games with a purpose, human computation

Stuart Reeves; Scott Sherwood

2010-10-01T23:59:59.000Z

243

A SPECIALIZED, MULTI-USER COMPUTER FACILITY FOR THE HIGH-SPEED, INTERACTIVE PROCESSING OF EXPERIMENTAL DATA  

E-Print Network (OSTI)

LBL to develop a specialized computer facility specificallyto process o a large computer (e.g. , CDC7600) may require iof modern, mid-range computers. Unfortunately the data

Maples, C.C.

2010-01-01T23:59:59.000Z

244

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

245

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

246

A sequential cooperative game theoretic approach to scheduling multiple large-scale applications in grids  

Science Conference Proceedings (OSTI)

Scheduling large-scale applications in heterogeneous distributed computing systems is a fundamental NP-complete problem that is critical to obtaining good performance and execution cost. In this paper, we address the scheduling problem of an important ... Keywords: Economic cost, Game theory, Grid computing, Performance, Scheduling, Storage

Rubing Duan, Radu Prodan, Xiaorong Li

2014-01-01T23:59:59.000Z

247

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

248

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

249

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

250

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

251

April 22, 2005 --Lecture 36 Computer Security  

E-Print Network (OSTI)

Games Case Illuminati Bulletin Board Seized in 1990 along with the 3 computers of company side effect Jackson and Illuminati clients sued and won, appeal decided 1994 $8.7K direct damages, $42K lost profit

Jones, Douglas W.

252

Optimization Online - A Primal-Dual Algorithm for Computing a Cost ...  

E-Print Network (OSTI)

Oct 23, 2011 ... A Primal-Dual Algorithm for Computing a Cost Allocation in the Core of Economic Lot-Sizing Games. Mohan Gopaladesikan (mohang ***at***...

253

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

254

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

255

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

256

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

257

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

258

Science Vocabulary Hangman Game  

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

Vocabulary Hangman Vocabulary Hangman Welcome to Science Vocabulary Hangman! The computer will randomly pick a term used in science. Discover the word the computer has picked by guessing which letters are in it. Each incorrect guess you make causes the atom man to decay. Solve the puzzle before the atom man completely decays! Attention Teachers!! Add your own vocabulary words for your class to use! If you are reading this, your browser is NOT running JavaScript. JavaScript MUST be enabled for this section of our site to work. Once you have turned JavaScript on, reload this page and this warning will go away. Please select the question sets you wish to use: General Sets BEAMS Vocabulary Words (94) 5th Grade Science (150)* 5th Grade Science #2 (175)* 6th Grade Science (256) More 6th Grade Science (282)

259

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

260

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

Note: This page contains sample records for the topic "interactive computer games" 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

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.

262

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

263

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

264

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

265

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

266

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.

267

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...

268

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,...

269

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.

270

Application of the static fluctuation approximation to the computation of the thermodynamic properties of an interacting trapped two-dimensional hard-sphere Bose gas  

SciTech Connect

The static fluctuation approximation (SFA) is applied to compute the thermodynamic properties of a trapped two-dimensional (2D) interacting hard-sphere (HS) Bose gas in the weakly and strongly interacting regime. A mean-field approach involving a variational wave function is used to compute the mean-field energy as a function of temperature for each harmonic oscillator (HO) state plugged into the SFA technique. In the variational approach, a parameter {alpha} is introduced into the harmonic oscillator wave function in order to take into account the changes in the width when the repulsive interactions between the bosons are increased. In the weakly interacting regime, below the critical temperature, the total energy of all HO states (evaluated by our model) matches the noninteracting result very well. However, beyond the critical temperature, we 'fit' our energies to the classical limit for 2D bosons in a trap by using a suitably proposed weighting function. We compare our results to earlier results of mean-field theory. Further, we evaluate the density matrix arising from correlations between the HO orbitals.

Sakhel, Asaad R. [Al-Balqa Applied University, Faculty of Engineering Technology, Amman 11134 (Jordan); Qashou, Saleem I. [Department of Physics, Faculty of Science and Information Technology, Zarqa Private University, Zarqa 13132 (Jordan); Sakhel, Roger R. [Department of Basic Sciences, Faculty of Information Technology, Al-Isra University, Amman 11622 (Jordan); Ghassib, Humam B. [Department of Physics, University of Jordan, Amman (Jordan)

2010-12-15T23:59:59.000Z

271

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

272

Flows and Decompositions of Games: Harmonic and Potential Games  

E-Print Network (OSTI)

142154, Washington, DC, USA, 2005. IEEE Computer Society. [15] G.H. Golub and C.F. Van Loan. Matrix computations. Johns Hopkins University Press, 1996.

273

A SPECIALIZED, MULTI-USER COMPUTER FACILITY FOR THE HIGH-SPEED, INTERACTIVE PROCESSING OF EXPERIMENTAL DATA  

E-Print Network (OSTI)

of a proposed five user facility is shown In Figure 1. TheA SPECIALIZED, MULTI-USER COMPUTE* FACILITY FOR THE HIGH-to support aultiple ' users on the facility, each capable.of

Maples, C.C.

2010-01-01T23:59:59.000Z

274

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

275

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

276

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

277

Assessment of impact of degree of automation on human roles: the experts' analysis using gaming  

Science Conference Proceedings (OSTI)

This paper describes the results of the two assessments performed to evaluate the impact of increasing levels of automation (LoA) on Human Factors aspects and the impact on their responsibilities and interactions. This activity has been developed within ... Keywords: ATM, assessment, automation, gaming, human factors

R. Casar, A. Arranz, B. Escribano, A. Grosskreutz, R. Garcia, R. Suikat, M. Jipp, G. D. R. Zon, M. Joosse

2013-05-01T23:59:59.000Z

278

Theoretical and methodological implications of designing and implementing multiuser location-based games  

Science Conference Proceedings (OSTI)

Multiuser location-aware applications present a new form of mediated communication that takes place within a digital as well as a physical spatial context. The inherently hybrid character of locative media use necessitates that the designers of such ... Keywords: Hybrid environments, Location-based games, Locative media, Mediated communication, Social interaction

Katerina Diamantaki; Charalampos Rizopoulos; Dimitris Charitos; Nikos Tsianos

2011-01-01T23:59:59.000Z

279

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

280

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

Note: This page contains sample records for the topic "interactive computer games" 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

Sorting in space: multidimensional, spatial, and metric data structures for computer graphics applications  

Science Conference Proceedings (OSTI)

The representation of spatial data is an important issue in game programming, computer graphics, visualization, solid modeling, and related areas including computer vision and geographic information systems (GIS). Many representations are currently used. ...

Hanan Samet

2010-12-01T23:59:59.000Z

282

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

283

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

284

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

285

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

286

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

287

Kathy Yelick Co-authors NRC Report on Computer Performance -...  

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

the lab's NERSC Division, was a panelist in a March 22 discussion of "The Future of Computer Performance: Game Over or Next Level?" a new report by the National Research Council....

288

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

289

A Repeated Game Formulation of Energy-Efficient Decentralized Power Control  

E-Print Network (OSTI)

Decentralized multiple access channels where each transmitter wants to selfishly maximize his transmission energy-efficiency are considered. Transmitters are assumed to choose freely their power control policy and interact (through multiuser interference) several times. It is shown that the corresponding conflict of interest can have a predictable outcome, namely a finitely or discounted repeated game equilibrium. Remarkably, it is shown that this equilibrium is Pareto-efficient under reasonable sufficient conditions and the corresponding decentralized power control policies can be implemented under realistic information assumptions: only individual channel state information and a public signal are required to implement the equilibrium strategies. Explicit equilibrium conditions are derived in terms of minimum number of game stages or maximum discount factor. Both analytical and simulation results are provided to compare the performance of the proposed power control policies with those already existing and exploiting the same information assumptions namely, those derived for the one-shot and Stackelberg games.

Mael Le Treust; Samson Lasaulce

2010-07-28T23:59:59.000Z

290

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

291

Game Theoretic Approach for Elastic and Inelastic Demand Management in Microgrid  

E-Print Network (OSTI)

Smart grid, which consists of many small microgrids, leads to a more stable and secure grid. In this paper, we proposed a game theoretic approach using a novel combinational pricing signal for the demand side management in a microgrid. We classified the appliance in a smart grid into appliance with elastic energy demand and appliance with inelastic appliance. We use game-theoretic approach to analyze the interaction between the microgrid operator and end users as well as among end users themself. We formulate the problem as a single leader, multiple followers Stackelberg game. An unique Stackelberg-Nash equilibrium is derived under two-fold pricing at first and then extended to case of uniform pricing scheme. 1

unknown authors

2011-01-01T23:59:59.000Z

292

Micro-economic Analysis of the Physical Constrained Markets: Game Theory Application to Competitive Electricity Markets  

E-Print Network (OSTI)

Competition has been introduced in the electricity markets with the goal of reducing prices and improving efficiency. The basic idea which stays behind this choice is that, in competitive markets, a greater quantity of the good is exchanged at a lower and a lower price, leading to higher market efficiency. Electricity markets are pretty different from other commodities mainly due to the physical constraints related to the network structure that may impact the market performance. The network structure of the system on which the economic transactions need to be undertaken poses strict physical and operational constraints. Strategic interactions among producers that game the market with the objective of maximizing their producer surplus must be taken into account when modeling competitive electricity markets. The physical constraints, specific of the electricity markets, provide additional opportunity of gaming to the market players. Game theory provides a tool to model such a context. This paper discussed the a...

Bompard, E; Ragazzi, E; Bompard, Ettore; Ma, Yuchao; Ragazzi, Elena

2006-01-01T23:59:59.000Z

293

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

294

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...

295

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...

296

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...

297

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

298

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

299

The power of play: design lessons for increasing the lifespan of outdated computers  

Science Conference Proceedings (OSTI)

One consequence of rapid advances in computer technology is the obsolescence of hundreds of millions of computers each year. This paper explores strategies for increasing the reuse of outdated computers through an investigation of an 8-bit home computer ... Keywords: abandonware, ethnography, games, hci4d, ict4d, obsolescence, social computing, sustainability

Derek Lomas; Anuj Kumar; Kishan Patel; Dixie Ching; Meera Lakshmanan; Matthew Kam; Jodi L. Forlizzi

2013-04-01T23:59:59.000Z

300

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

Note: This page contains sample records for the topic "interactive computer games" 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

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

302

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

303

Enabling Instructional Applications on Pentop Computers  

E-Print Network (OSTI)

pentop computer. . . . . . . . . . . . . . . (a) Worksheet23rd annual conference on Computer Graphics and interactiveIntroduction While traditional computer interfaces based on

Lee, WeeSan

2009-01-01T23:59:59.000Z

304

A game-theoretic approach to computation offloading in mobile ...  

E-Print Network (OSTI)

battery powered; hence energy consumption is a key issue to be accounted for. To ..... alternative causes the consumption of mobile node local resources only (...

305

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...

306

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

307

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

308

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

309

Ergodic Quantum Computing  

Science Conference Proceedings (OSTI)

We propose a (theoretical) model for quantum computation where the result can be read out from the time average of the Hamiltonian dynamics of a 2-dimensional crystal on a cylinder.The Hamiltonian is a spatially local interaction among Wigner--Seitz ... Keywords: Hamiltonian of a quantum computer, Quantum cellular automata, solid state quantum computing, thermodynamics of computation

Dominik Janzing; Pawel Wocjan

2005-06-01T23:59:59.000Z

310

Computer Science & Computer Engineering  

E-Print Network (OSTI)

CSCE Computer Science & Computer Engineering #12;Computer scientists and computer engineers design and implement e cient software and hardware solutions to computer-solvable problems. They are involved, virtual reality and robotics. Within the Computer Science department, we o er four exciting majors from

Rohs, Remo

311

Computer resources Computer resources  

E-Print Network (OSTI)

Computer resources 1 Computer resources available to the LEAD group Cédric David 30 September 2009 #12;Ouline · UT computer resources and services · JSG computer resources and services · LEAD computers· LEAD computers 2 #12;UT Austin services UT EID and Password 3 https://utdirect.utexas.edu #12;UT Austin

Yang, Zong-Liang

312

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

313

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

314

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

315

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

316

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

317

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

318

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

319

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

320

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

Note: This page contains sample records for the topic "interactive computer games" 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

It's Elemental - Element Concentration Game  

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

symbols of the elements. After you have had time to study the cards, the computer will flip them over and ask you to find a particular element. Click on the card that contains...

322

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

323

A social implications of computing course which teaches computer ethics  

Science Conference Proceedings (OSTI)

Computers are integral to today's world, forming our society as well as responding to it. In recognition of this interaction, as well as in response to requirements by the Computer Science Accrediting Board (CSAB), many schools are incorporating computer ...

Sylvia Clark Pulliam

1994-11-01T23:59:59.000Z

324

Non-cooperative Feedback Rate Control Game for Channel State Information in Wireless Networks  

E-Print Network (OSTI)

It has been well recognized that channel state information (CSI) feedback is of great importance for dowlink transmissions of closed-loop wireless networks. However, the existing work typically researched the CSI feedback problem for each individual mobile station (MS), and thus, cannot efficiently model the interactions among self-interested mobile users in the network level. To this end, in this paper, we propose an alternative approach to investigate the CSI feedback rate control problem in the analytical setting of a game theoretic framework, in which a multiple-antenna base station (BS) communicates with a number of co-channel MSs through linear precoder. Specifically, we first present a non-cooperative feedback-rate control game (NFC), in which each MS selects the feedback rate to maximize its performance in a distributed way. To improve efficiency from a social optimum point of view, we then introduce pricing, called the non-cooperative feedback-rate control game with price (NFCP). The game utility is ...

Song, Lingyang; Zhang, Zhongshan; Jiao, Bingli

2011-01-01T23:59:59.000Z

325

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

326

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

327

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

328

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

329

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

330

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

331

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

332

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

333

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

334

Computer interactive resistance simulator (CIRS)  

DOE Patents (OSTI)

A system for simulating the insertion of electric resistance values of either positive or negative quantity into an electric circuit and for cancelling drift errors therefrom.

Mayn, Bobby G. (Pleasanton, CA)

1976-01-01T23:59:59.000Z

335

Communication and the culture of fantasy in role-playing games  

E-Print Network (OSTI)

This is an ethnographic study of the communication behaviors of the role-playing game subculture in a Texas college town. Over a sixteen month period, data were gathered by a participant observer who became a full member of the culture. The methodology applied herein espouses that this membership is desirable for obtaining a thorough description of the research site, and that the researcher in such a role is participating in a collaborative act with the other members of the culture as data are collected. Detailed field notes were taken by the researcher, and interviews of members were conducted at the research site. Both the field notes and the interviews serve as the data base which support the claims made in this study. Role-playing games are popular culture texts primarily consumed by a mostly white male urban subculture. The consumption patterns of this subculture are found to be highly complex, as is their communication behavior while playing these games. Gamers use multiple situational definitions or "frames", as sociologist Erving Goffman called them, to guide their communication while playing, as they alternate between the fantasy world which provides the setting for the game and the home of the fictional characters the players portray, and the real world they themselves inhabit. The ability to shift between these frames is a defining characteristic of experienced members of the subculture. Players exhibit a number of different though non-discrete styles of play, and a clear and consistent progression of play styles is described. Although current popular culture models are useful in understanding the role-playing game phenomenon, certain elements in the current conception of "text," as elucidated in the popular culture theory of John Fiske, prove to be too limiting. An addition to existing theory is presented which captures the qualities of this and potentially other forms of interactive text.

Barry, P. J

1995-01-01T23:59:59.000Z

336

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

337

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

338

Computers and Computer Networks  

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

and Computer Networks and Computer Networks Computer Science documentation, etc. Computer Science Research and Services at the Lab Super Computing Computer Graphics Computer & Internet information via yahoo.com, categorized by subject Perl UNIX documentation Shareware sites MBONE and Videoconferencing Computer Networks and related documentation Computer Documentation World Wide Web UNIX Documentation TeX, LaTeX FAQ, documents, archives, etc. MacInTouch -- current Macintosh information, from vendor & others Shareware sites The Free On-line Dictionary of Computing PDS: The Performance Database Server of Computer Benchmark Return to Top Return to Top Newsgroups, USEnet, and Mailing Lists Usenet (Internet News Groups) Mailing list software & information Return to Top Return to Top

339

Properly Quantized History Dependent Parrondo Games, Markov Processes, and Multiplexing Circuits  

E-Print Network (OSTI)

In the context of quantum information theory, "quantization" of various mathematical and computational constructions is said to occur upon the replacement, at various points in the construction, of the classical randomization notion of probability distribution with higher order randomization notions from quantum mechanics such as quantum superposition with measurement. For this to be done "properly", a faithful copy of the original construction is required to exist within the new "quantum" one, just as is required when a function is extended to a larger domain. Here procedures for extending history dependent Parrondo games, Markov processes and multiplexing circuits to their "quantum" versions are analyzed from a game theoretic viewpoint, and from this viewpoint, proper quantizations developed.

Steven A. Bleiler; Faisal Shah Khan

2009-10-21T23:59:59.000Z

340

Stochastic Geometry based Medium Access Games in Mobile Ad hoc Networking  

E-Print Network (OSTI)

This paper studies the performance of Mobile Ad hoc Networks (MANETs) when the nodes, that form a Poisson point process, selfishly choose their Medium Access Probability (MAP). We consider goodput and delay as the performance metric that each node is interested in optimizing taking into account the transmission energy costs. We introduce a pricing scheme based on the transmission energy requirements and compute the symmetric Nash equilibrium of the game in closed form. It is shown that by appropriately pricing the nodes, the selfish behavior of the nodes can be used to achieve the social optimum at equilibrium. The Price of anarchy is then analyzed for these games. With delay based utility, we bound the price of anarchy and study the effect of the price factor. With goodput based utility, it is shown that price of anarchy is infinite at the price factor that achieves the global optima.

Hanawal, Manjesh Kumar; Baccelli, Francois

2011-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "interactive computer games" 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

Quantum Computing Computer Scientists  

E-Print Network (OSTI)

Quantum Computing for Computer Scientists Noson S. Yanofsky and Mirco A. Mannucci #12;© May 2007 Noson S. Yanofsky Mirco A. Mannucci #12;Quantum Computing for Computer Scientists Noson S. Yanofsky of Vector Spaces 3 The Leap From Classical to Quantum 3.1 Classical Deterministic Systems 3.2 Classical

Yanofsky, Noson S.

342

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

343

Technology for Increasing Geothermal Energy Productivity. Computer Models to Characterize the Chemical Interactions of Goethermal Fluids and Injectates with Reservoir Rocks, Wells, Surface Equiptment  

DOE Green Energy (OSTI)

This final report describes the results of a research program we carried out over a five-year (3/1999-9/2004) period with funding from a Department of Energy geothermal FDP grant (DE-FG07-99ID13745) and from other agencies. The goal of research projects in this program were to develop modeling technologies that can increase the understanding of geothermal reservoir chemistry and chemistry-related energy production processes. The ability of computer models to handle many chemical variables and complex interactions makes them an essential tool for building a fundamental understanding of a wide variety of complex geothermal resource and production chemistry. With careful choice of methodology and parameterization, research objectives were to show that chemical models can correctly simulate behavior for the ranges of fluid compositions, formation minerals, temperature and pressure associated with present and near future geothermal systems as well as for the very high PT chemistry of deep resources that is intractable with traditional experimental methods. Our research results successfully met these objectives. We demonstrated that advances in physical chemistry theory can be used to accurately describe the thermodynamics of solid-liquid-gas systems via their free energies for wide ranges of composition (X), temperature and pressure. Eight articles on this work were published in peer-reviewed journals and in conference proceedings. Four are in preparation. Our work has been presented at many workshops and conferences. We also considerably improved our interactive web site (geotherm.ucsd.edu), which was in preliminary form prior to the grant. This site, which includes several model codes treating different XPT conditions, is an effective means to transfer our technologies and is used by the geothermal community and other researchers worldwide. Our models have wide application to many energy related and other important problems (e.g., scaling prediction in petroleum production systems, stripping towers for mineral production processes, nuclear waste storage, CO2 sequestration strategies, global warming). Although funding decreases cut short completion of several research activities, we made significant progress on these abbreviated projects.

Nancy Moller Weare

2006-07-25T23:59:59.000Z

344

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

345

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

346

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

347

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

348

Computing Frontier: Distributed Computing  

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

Computing Computing Frontier: Distributed Computing and Facility Infrastructures Conveners: Kenneth Bloom 1 , Richard Gerber 2 1 Department of Physics and Astronomy, University of Nebraska-Lincoln 2 National Energy Research Scientific Computing Center (NERSC), Lawrence Berkeley National Laboratory 1.1 Introduction The field of particle physics has become increasingly reliant on large-scale computing resources to address the challenges of analyzing large datasets, completing specialized computations and simulations, and allowing for wide-spread participation of large groups of researchers. For a variety of reasons, these resources have become more distributed over a large geographic area, and some resources are highly specialized computing machines. In this report for the Snowmass Computing Frontier Study, we consider several questions about distributed computing

349

Automating Lighting Design for Interactive Entertainment  

E-Print Network (OSTI)

Recent advances in computer graphics, particularly in real-time rendering, have caused major improvements in 3D graphics and rendering techniques used in interactive entertainment. In this paper, we focus on the scene lighting process, which we define as the process of configuring the number of lights used in a scene, their properties (e.g. range and attenuation), positions, angles, and colors. Lighting design is well known among designers, directors, and visual artists for its vital role in influencing viewers perception by evoking moods, directing their gaze to important areas (i.e. providing visual focus), and conveying visual tension. It is, however, difficult to set positions, angles, or colors for lights within interactive scenes to accommodate these design goals, because an interactive scenes spatial and dramatic configuration, including mood, dramatic intensity, and the relative importance of different characters, change unpredictably in real-time. There are several techniques developed by the game industry that establish spectacular real-time lighting effects within 3-D interactive environments. These techniques are often time and labor intensive. In addition, they are not easily used to dynamically mold the visual design to convey communicative, dramatic, and aesthetic functions as addressed in creative disciplines, such as art, film, and theatre. In this paper, we present a new real-time lighting design model based on cinematic and theatric lighting design theory. The proposed model is designed to automatically, and in real-time, adjust lighting in an interactive scene accommodating the dramatic, aesthetic, and communicative functions described by traditional lighting design theories while accommodating artistic constraints concerning style, visual continuity, and aesthetic function.

Magy Seif El-nasr; Ian Hosrwill

2004-01-01T23:59:59.000Z

350

Wrestling with Ssireum: Korean Folk Game vs. Globalization  

E-Print Network (OSTI)

Ssireum is a Korean form of grappling. Wrestlers grip sashes that are looped around their opponent's waist and thigh while competing inside a sand circle with the goal of making any part of their opponent's body above the knee touch the ground. In Korea ssireum is understood to be a national sport developed during the countrys modernization in the early 20th century that has origins as a thousands-of-years-old folk game. By the start of 21st century ssireum's popularity had waned and a once prosperous professional league collapsed. The effects of globalization are frequently cited as the cause. However, the sport continues to be played at various levels throughout the public education system in addition to semi-pro and amateur leagues. This dissertation asks the question, "What does it mean collectively to play ssireum?" The answer comes from fifteen months of participant observation and interviews in Korea's collegiate ssireum league. The goal is to establish the first major body of academic information about ssireum and to place it within the larger cultural context of contemporary Korean society. Fieldwork data is interpreted using theories drawn from Roger Abrahams, Fredrik Barth, Pierre Bourdieu, and Eric Hobsbawm. Ssireum's ritualized use of symbols appropriated from the past is a means of maintaining the boundaries of an ethnic identity that allows everyone involved to assume they are "playing the same game." Ssireum is a vehicle for negotiating, performing, and evaluating a unique identity. For those involved, playing ssireum makes Koreanness. Ssireum dramatizes a traditional identity which has incorporated distinctly modern ideologies about the world. The relationships of people within ssireum are inextricably linked to existing protocols for social interactions in Korea; recruitment of talent, training regimens, competition events, future careers, and industry solvency could not be maintained otherwise. Globalization, frequently invoked in the rhetoric about ssireum, fills contradictory roles of boogeyman and savior, and misdirects attention away from counterproductive internal processes damaging the industry.

Sparks, Christopher A.

2011-08-01T23:59:59.000Z

351

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

352

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

353

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

354

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.

355

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.

356

Computers are everywhere, and influence many aspects of society, from the enormous impact of  

E-Print Network (OSTI)

Computers are everywhere, and influence many aspects of society, from the enormous impact of computer games, social networking, email and the web, through airline ticket booking and navigation systems. As a result, the need for Computer Science graduates has increased dramatically, leading to a skills shortage

Sun, Jing

357

Autonomous behaviors for interactive vehicle animations  

Science Conference Proceedings (OSTI)

We present a method for synthesizing animations of autonomous space, water, and land-based vehicles in games or other interactive simulations. Controlling the motion of such vehicles to achieve a desirable behavior is difficult due to the constraints ... Keywords: online search, path planning, real-time animation, steering behaviors, vehicle motion

Jared Go; Thuc D. Vu; James J. Kuffner

2006-03-01T23:59:59.000Z

358

Computational Biology | Supercomputing & Computation | ORNL  

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

Home | Science & Discovery | Supercomputing and Computation | Research Areas | Biology SHARE Computational Biology Computational Biology research encompasses many important...

359

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

360

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

Note: This page contains sample records for the topic "interactive computer games" 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

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

362

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,...

363

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

364

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

365

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

366

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

367

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

368

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

369

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

370

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

371

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

372

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

373

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

374

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

375

Computational illumination  

Science Conference Proceedings (OSTI)

The field of computational photography includes computational imaging techniques that enhance or extend the capabilities of digital photography, a combination of computer vision, computer graphics, and applied optics. Computational illumination is an ...

Matthew Turk

2010-11-01T23:59:59.000Z

376

Games with Non-Probabilistic Uncertainty  

E-Print Network (OSTI)

in Engineering Science - Electrical Engineering and Computerin Engineering Science - Electrical Engineering and ComputerPh.D. , Electrical Engineering and Computer Sciences Korea

LEE, JI WOONG

2010-01-01T23:59:59.000Z

377

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

378

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

379

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

380

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

Note: This page contains sample records for the topic "interactive computer games" 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

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

382

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

383

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

384

Interacting with human physiology  

Science Conference Proceedings (OSTI)

We propose a novel system that incorporates physiological monitoring as part of the human-computer interface. The sensing element is a thermal camera that is employed as a computer peripheral. Through bioheat modeling of facial imagery almost the full ... Keywords: Blood flow, Breath rate, Cardiac pulse, Facial tracking, Human-computer interaction, Sleep apnea, Stress, Thermal imaging

I. Pavlidis; J. Dowdall; N. Sun; C. Puri; J. Fei; M. Garbey

2007-10-01T23:59:59.000Z

385

Quantum Computational Complexity  

E-Print Network (OSTI)

This article surveys quantum computational complexity, with a focus on three fundamental notions: polynomial-time quantum computations, the efficient verification of quantum proofs, and quantum interactive proof systems. Properties of quantum complexity classes based on these notions, such as BQP, QMA, and QIP, are presented. Other topics in quantum complexity, including quantum advice, space-bounded quantum computation, and bounded-depth quantum circuits, are also discussed.

John Watrous

2008-04-21T23:59:59.000Z

386

Computer Science Contact List for Inquiring Students First Name Last Name Major(s) Minor(s) Email  

E-Print Network (OSTI)

Computer Science Contact List for Inquiring Students First Name Last Name Major(s) Minor(s) Email Summer 2011 - Mobile Applications and Game Development Taha Bakhtiyar Economics, Computer Science tahaalib@brandeis.edu Jared Dunn Undeclared jwdunn1@brandeis.edu Todd Kirkland Computer Science tkirk

Snider, Barry B.

387

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

388

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

389

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

390

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":""}]}

391

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

392

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

393

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

394

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

395

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

396

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

397

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-.

398

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

399

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

400

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

Note: This page contains sample records for the topic "interactive computer games" 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

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

402

: Computer Aided Learning in Computer  

E-Print Network (OSTI)

CAL2 : Computer Aided Learning in Computer Architecture Laboratory JOVAN DJORDJEVIC,1 BOSKO NIKOLIC,1 TANJA BOROZAN,1 ALEKSANDAR MILENKOVIC´ 2 1 Computer Engineering Department, Faculty of Electrical Engineering, University of Belgrade, Belgrade, Serbia 2 Electrical and Computer Engineering Department

Milenkovi, Aleksandar

403

Designing an interactive OpenGL slide-based presentation of the softbody simulation system for teaching and learning of computer graphics techniques  

Science Conference Proceedings (OSTI)

3D graphics power-point-like slides in OpenGL is a way to present a demo or a teaching item. We focus on how the softbody objects are modeled and rendered with the intent to make a base for teaching, learning, and education of/for computer graphics and ... Keywords: OpenGL, education, frameworks, physical-based modeling, presentation, real-time, softbody

Miao Song; Serguei A. Mokhov; Peter Grogono

2009-05-01T23:59:59.000Z

404

SYSTEM FOR AUTOMATED INTERACTIVE LIGHTING.  

E-Print Network (OSTI)

??Video games have grown to a billion dollar entertainment industry. Beyond entertainment, games are increasingly the target of serious research, from learning to serious play, (more)

Zupko, Joseph

2009-01-01T23:59:59.000Z

405

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

406

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

407

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

408

Computer Vision Algorithms on Reconfigurable Logic Arrays  

Science Conference Proceedings (OSTI)

AbstractComputer vision algorithms are natural candidates for high performance computing systems. Algorithms in computer vision are characterized by complex and repetitive operations on large amounts of data involving a variety of data interactions ... Keywords: Reconfigurable computing, computer vision, image processing, image segmentation, neural networks, fingerprint matching.

Nalini K. Ratha; Anil K. Jain

1999-01-01T23:59:59.000Z

409

Quantum Computational Complexity John Watrous  

E-Print Network (OSTI)

Quantum Computational Complexity John Watrous Institute for Quantum Computing and School of the subject and its importance II. Introduction III. The quantum circuit model IV. Polynomial-time quantum computations V. Quantum proofs VI. Quantum interactive proof systems VII. Other selected notions in quantum

Watrous, John

410

Analyzing Interaction Orderings with Model Checking  

Science Conference Proceedings (OSTI)

Human-Computer Interaction (HCI) systems control an ongoing interaction between end-users and computer-based systems. For software-intensive systems, a Graphic User Interface (GUI) is often employed for enhanced usability. Traditional approaches to validation ...

Matthew B. Dwyer; Robby; Oksana Tkachuk; Willem Visser

2004-09-01T23:59:59.000Z

411

Interactions in the air: adding further depth to interactive tabletops  

Science Conference Proceedings (OSTI)

Although interactive surfaces have many unique and compelling qualities, the interactions they support are by their very nature bound to the display surface. In this paper we present a technique for users to seamlessly switch between interacting on the ... Keywords: 3D, 3D graphics, computer vision, depth-sensing cameras, holoscreen, interactive surfaces, surfaces, switchable diffusers, tabletop

Otmar Hilliges; Shahram Izadi; Andrew D. Wilson; Steve Hodges; Armando Garcia-Mendoza; Andreas Butz

2009-10-01T23:59:59.000Z

412

Computer Rekonstruktion  

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

Computer Rekonstruktion Von jedem Kollisionsereignis registriert der Detektor Millionen von Datenpunkten. Daher ist es ntig, dass ein Computer diese Datenmenge verarbeitet: die...

413

IEEE Computer Society: http://computer.org Computer: http://computer.org/computer  

E-Print Network (OSTI)

IEEE Computer Society: http://computer.org Computer: http://computer.org/computer computer@computer.org IEEE Computer Society Publications Office: +1 714 821 8380 COVER FEATURES GUEST EDITOR'S INTRODUCTION 28 Computational Photography--The Next Big Step Oliver Bimber Computational photography extends

Stanford University

414

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

415

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

416

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

417

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

418

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

419

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

420

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

Note: This page contains sample records for the topic "interactive computer games" 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

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

422

Computer Forensics  

Science Conference Proceedings (OSTI)

Computer Forensics. National Software Reference Library (NSRL) -- The National Software Reference Library (NSRL) is ...

2010-10-05T23:59:59.000Z

423

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

424

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

425

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

426

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

427

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

428

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

429

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":""}]}

430

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

431

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

432

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

433

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

434

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":""}]}

435

Foldable interactive displays  

Science Conference Proceedings (OSTI)

Modern computer displays tend to be in fixed size, rigid, and rectilinear rendering them insensitive to the visual area demands of an application or the desires of the user. Foldable displays offer the ability to reshape and resize the interactive surface ... Keywords: augmented reality, foldable displays, interactive, mobile, orientation sensitivity, privacy, projection

Johnny C. Lee; Scott E. Hudson; Edward Tse

2008-10-01T23:59:59.000Z

436

Computing and Electronics Computer Technology  

E-Print Network (OSTI)

Computing and Electronics Technology Computer Technology NetworkManagementoption InformationSystemsManagementoption Computer System Technician Electronics Technology Energy Technology ace.cte.umt.edu www.cte.umt.edu Department of Applied Computing and Electronics Chair: Tom Gallagher Phone: 406.243.7814 Email: Thomas

Crone, Elizabeth

437

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

438

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

439

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

440

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

Note: This page contains sample records for the topic "interactive computer games" 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

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

442

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

443

Covered Product Category: ENERGY STAR Computers | Department of Energy  

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

Computers Computers Covered Product Category: ENERGY STAR Computers October 7, 2013 - 10:55am Addthis Did you know? Enabling the power management features on computers substantially reduces energy use and related operating cost. FEMP provides acquisition guidance and Federal efficiency requirements across a variety of product categories, including computers, which are covered by the ENERGY STAR® program. Federal laws and executive orders mandate that agencies meet these efficiency requirements in all procurement and acquisition actions that are not specifically exempted by law. This acquisition guidance and associated ENERGY STAR product specifications applies to desktop, notebook, and integrated desktop computers; thin-client and small-scale servers; workstations; and game consoles. Computer servers,

444

Controlling collective dynamics in complex, minority-game resource-allocation systems  

E-Print Network (OSTI)

Resource allocation takes place in various kinds of real-world complex systems, such as the traffic systems, social services institutions or organizations, or even the ecosystems. The fundamental principle underlying complex resource-allocation dynamics is Boolean interactions associated with minority games, as resources are generally limited and agents tend to choose the least used resource based on available information. A common but harmful dynamical behavior in resource-allocation systems is herding, where there are time intervals during which a large majority of the agents compete for a few resources, leaving many other resources unused. Ac- companying the herd behavior is thus strong fluctuations with time in the number of resources being used. In this paper, we articulate and establish that an intuitive control strategy, namely pinning control, is effective at harnessing the herding dynamics. In particular, by fixing the choices of resources for a few agents while leaving majority of the agents free, h...

Zhang, Ji-Qiang; Huang, Zi-Gang; Huang, Liang; Huang, Tie-Qiao; Lai, Ying-Cheng

2013-01-01T23:59:59.000Z

445

Electrical Vehicles in the Smart Grid: A Mean Field Game Analysis  

E-Print Network (OSTI)

In this article, we investigate the competitive interaction between electrical vehicles or hybrid oil-electricity vehicles in a Cournot market consisting of electricity transactions to or from an underlying electricity distribution network. We provide a mean field game formulation for this competition, and introduce the set of fundamental differential equations ruling the behavior of the vehicles at the system equilibrium, namely the mean field equilibrium. This framework allows for a consistent analysis of the evolution of the sale-and-purchase price of electricity as well as of the instantaneous total demand. Simulations precisely quantify those parameters and suggest that following the charge and discharge policy at the equilibrium allows for a significant reduction of the daily electricity peak demand.

Couillet, Romain; Tembine, Hamidou; Debbah, Merouane

2011-01-01T23:59:59.000Z

446

Spatial computation  

Science Conference Proceedings (OSTI)

This paper describes a computer architecture, Spatial Computation (SC), which is based on the translation of high-level language programs directly into hardware structures. SC program implementations are completely distributed, with no centralized ... Keywords: application-specific hardware, dataflow machine, low-power, spatial computation

Mihai Budiu; Girish Venkataramani; Tiberiu Chelcea; Seth Copen Goldstein

2004-12-01T23:59:59.000Z

447

Light Computing  

E-Print Network (OSTI)

A configuration of light pulses is generated, together with emitters and receptors, that allows computing. The computing is extraordinarily high in number of flops per second, exceeding the capability of a quantum computer for a given size and coherence region. The emitters and receptors are based on the quantum diode, which can emit and detect individual photons with high accuracy.

Gordon Chalmers

2006-10-13T23:59:59.000Z

448

Stop. Think. Click.: 7 Practices for Safer Computing  

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

PRACTICES FOR SAFER COMPUTING PRACTICES FOR SAFER COMPUTING 7 7 EFFICIENT SHOPPING ACCESS TO INFORMATION, MUSIC, AND GAMES EDUCATIONAL RESOURCES TRAVEL PLANNING SPORTS, HOBBIES, AND SOCIAL NETWORKS CONNECTIONS TO FAMILY AND FRIENDS CONVENIENT FINANCIAL MANAGEMENT NEWS FROM AROUND THE WORLD DIGITAL PHOTOGRAPHY  Access to information and entertainment, credit and financial services, products from every corner of the world - even to your work - is greater than earlier generations could ever have imagined. Thanks to the Internet, you can order books, clothes, or appliances online; reserve a hotel room across the ocean; download music and games; check your bank balance 24 hours a day; or access your workplace from thousands of miles away. The flip-side, however, is that the Internet

449

Haptic graphs for blind computer users  

E-Print Network (OSTI)

Yu,W. Ramloll,R. Brewster,S.A. Proceedings of the First Workshop on Haptic Human-Computer Interaction pp 102-107 Academic Press

Yu, W.; Ramloll, R.; Brewster, S.A.

450

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

451

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

452

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

453

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

454

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

455

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

456

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

457

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

458

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

459

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

460

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

Note: This page contains sample records for the topic "interactive computer games" 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

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

462

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

463

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

464

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

465

Sound in the interface to a mobile computer  

E-Print Network (OSTI)

Brewster,S.A. Human-Computer Interaction International '99 (Munich, Germany) pp 43-47 Lawrence Erlbaum Associates

Brewster, S.A.

466

Computer Science Research: Computation Directorate  

Science Conference Proceedings (OSTI)

This report contains short papers in the following areas: large-scale scientific computation; parallel computing; general-purpose numerical algorithms; distributed operating systems and networks; knowledge-based systems; and technology information systems.

Durst, M.J. (ed.); Grupe, K.F. (ed.)

1988-01-01T23:59:59.000Z

467

A cloud computing based framework for general 2D and 3D cellular automata simulation  

Science Conference Proceedings (OSTI)

Cellular automata can be applied to solve several problems in a variety of areas, such as biology, chemistry, medicine, physics, astronomy, economics, and urban planning. The automata are defined by simple rules that give rise to behavior of great complexity ... Keywords: Cellular automata, Cloud computing, Game of life, Simulation, Sparse matrices, Web services

Rodrigo Marques, Bruno Feijo, Karin Breitman, Thieberson Gomes, Laercio Ferracioli, Hlio Lopes

2013-11-01T23:59:59.000Z

468

Running Interactive Jobs on Carver  

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

Interactive Jobs Interactive Jobs Interactive Jobs Overview There are two types of interactive jobs. The first type runs on a login node. These applications are typically pre- and post-processing jobs, data management programs, or some other type of "tool". Note that it is not possible to run any MPI application on Carver login nodes. The second type of interactive job runs on one or more Carver compute nodes. Because the only way to gain access to the compute nodes is through the batch system, these types of jobs may more accurately be called "interactive batch" jobs. The remainder of this section focuses on these types of jobs. Usage Basic usage: carver% qsub -I The above command creates an interactive shell on a compute node, in the user's home directory. As a batch job, it has default values for batch

469

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

470

Lattice QCD as a video game  

E-Print Network (OSTI)

The speed, bandwidth and cost characteristics of today's PC graphics cards make them an attractive target as general purpose computational platforms. High performance can be achieved also for lattice simulations but the actual implementation can be cumbersome. This paper outlines the architecture and programming model of modern graphics cards for the lattice practitioner with the goal of exploiting these chips for Monte Carlo simulations. Sample code is also given.

Gyozo I. Egri; Zoltan Fodor; Christian Hoelbling; Sandor D. Katz; Daniel Nogradi; Kalman K. Szabo

2006-11-21T23:59:59.000Z

471

Interactive Optimization, Distance Computation and Data Estimation  

E-Print Network (OSTI)

with is huge in many areas. As an example, in the field of engineering large, multi-dimensional data sets

472

HumanComputer Interaction and Global Development  

Science Conference Proceedings (OSTI)

International development is concerned with making life better for the least privileged people of the world. Since the 1990s, HCI has engaged increasingly with development through an interdisciplinary field known as "information and communication technologies ...

Kentaro Toyama

2010-01-01T23:59:59.000Z

473

LATTICE: AN INTERACTIVE LATTICE COMPUTER CODE  

E-Print Network (OSTI)

l'1 M E F E M NEXT The lattice is then printed out to checkof the five elements used to construct the lattice.Then the lattice of 18 elements is defined by naming the

Staples, John

2010-01-01T23:59:59.000Z

474

Computer Science  

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

in Physics, Mathematics, Computer Science, Quantitative Biology, Quantitative Finance and Statistics Cite Seer Department of Energy provided open access science research citations...

475

Computational Chemistry  

Science Conference Proceedings (OSTI)

... and numerical tools to quantify uncertainties for computational quantum chemistry. ... Results appear in the issue of The Journal of Chemical Physics. ...

2010-10-05T23:59:59.000Z

476

A new PowerPC microprocessor for low power computing systems  

Science Conference Proceedings (OSTI)

A new PowerPC microprocessor is designed for desktop companions and high end embedded multimedia applications such as high performance video games with graphics intensive operations. It features a low power consumption of 1.2 watts at 66 MHz at 3.3 volts. ... Keywords: 0.5 micron, 66 MHz, CMOS integrated circuits, CMOS technology, PowerPC microprocessor, data caches, desktop companions, graphics intensive operations, high end embedded multimedia applications, low power computing systems, low power consumption, microprocessor chips, video games

D. Ogden; B. Kuttanna; A. J. Loper; S. Mallick; M. Putrino

1995-03-01T23:59:59.000Z

477

Improvisational interaction : a framework for structural exploration of media.  

E-Print Network (OSTI)

??Whenever we use computers to interact with media, our experience is that of direct control, and the goal of our interactions is either artifact-production (the (more)

Nemirovsky, Paul, 1975-

2006-01-01T23:59:59.000Z

478

Quantum computing  

E-Print Network (OSTI)

This article gives an elementary introduction to quantum computing. It is a draft for a book chapter of the "Handbook of Nature-Inspired and Innovative Computing", Eds. A. Zomaya, G.J. Milburn, J. Dongarra, D. Bader, R. Brent, M. Eshaghian-Wilner, F. Seredynski (Springer, Berlin Heidelberg New York, 2006).

J. Eisert; M. M. Wolf

2004-01-05T23:59:59.000Z

479

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

480

Computation of methodology-independent single-ion solvation properties from molecular simulations. IV. Optimized Lennard-Jones interaction parameter sets for the alkali and halide ions in water  

Science Conference Proceedings (OSTI)

The raw single-ion solvation free energies computed from atomistic (explicit-solvent) simulations are extremely sensitive to the boundary conditions and treatment of electrostatic interactions used during these simulations. However, as shown recently [M. A. Kastenholz and P. H. Huenenberger, J. Chem. Phys. 124, 224501 (2006); M. M. Reif and P. H. Huenenberger, J. Chem. Phys. 134, 144103 (2010)], the application of appropriate correction terms permits to obtain methodology-independent results. The corrected values are then exclusively characteristic of the underlying molecular model including in particular the ion-solvent van der Waals interaction parameters, determining the effective ion size and the magnitude of its dispersion interactions. In the present study, the comparison of calculated (corrected) hydration free energies with experimental data (along with the consideration of ionic polarizabilities) is used to calibrate new sets of ion-solvent van der Waals (Lennard-Jones) interaction parameters for the alkali (Li{sup +}, Na{sup +}, K{sup +}, Rb{sup +}, Cs{sup +}) and halide (F{sup -}, Cl{sup -}, Br{sup -}, I{sup -}) ions along with either the SPC or the SPC/E water models. The experimental dataset is defined by conventional single-ion hydration free energies [Tissandier et al., J. Phys. Chem. A 102, 7787 (1998); Fawcett, J. Phys. Chem. B 103, 11181] along with three plausible choices for the (experimentally elusive) value of the absolute (intrinsic) hydration free energy of the proton, namely, {Delta}G{sub hyd} {sup O-minus} [H{sup +}]=-1100, -1075 or -1050 kJ mol{sup -1}, resulting in three sets L, M, and H for the SPC water model and three sets L{sub E}, M{sub E}, and H{sub E} for the SPC/E water model (alternative sets can easily be interpolated to intermediate {Delta}G{sub hyd} {sup O-minus} [H{sup +}] values). The residual sensitivity of the calculated (corrected) hydration free energies on the volume-pressure boundary conditions and on the effective ionic radius entering into the calculation of the correction terms is also evaluated and found to be very limited. Ultimately, it is expected that comparison with other experimental ionic properties (e.g., derivative single-ion solvation properties, as well as data concerning ionic crystals, melts, solutions at finite concentrations, or nonaqueous solutions) will permit to validate one specific set and thus, the associated {Delta}G{sub hyd} {sup O-minus} [H{sup +}] value (atomistic consistency assumption). Preliminary results (first-peak positions in the ion-water radial distribution functions, partial molar volumes of ionic salts in water, and structural properties of ionic crystals) support a value of {Delta}G{sub hyd} {sup O-minus} [H{sup +}] close to -1100 kJ{center_dot}mol{sup -1}.

Reif, Maria M.; Huenenberger, Philippe H. [Laboratory of Physical Chemistry, ETH Zuerich, CH-8093 Zuerich (Switzerland)

2011-04-14T23:59:59.000Z

Note: This page contains sample records for the topic "interactive computer games" 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

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

482

A new infinite game in Banach spaces with applications  

E-Print Network (OSTI)

We consider the following two-player game played on a separable, infinite-dimensional Banach space X. Player S chooses a positive integer k_1 and a finite-codimensional subspace X_1 of X. Then player P chooses x_1 in the unit sphere of X_1. Moves alternate thusly, forever. We study this game in the following setting. Certain normalized, 1-unconditional sequences (u_i) and (v_i) are fixed so that S has a winning strategy to force P to select x_i's so that if the moves are (k_1,X_1,x_1,k_2,X_2,x_2,...), then (x_i) is dominated by (u_{k_i}) and/or (x_i) dominates (v_{k_i}). In particular, we show that for suitable (u_i) and (v_i) if X is reflexive and S can win both of the games above, then X embeds into a reflexive space Z with an FDD which also satisfies analogous block upper (u_i) and lower (v_i) estimates. Certain universal space consequences ensue.

Odell, Edward; Zsk, Andrs

2007-01-01T23:59:59.000Z

483

Key Distribution based on Three Player Quantum Games  

E-Print Network (OSTI)

We study a new QKD that is different from the scheme proposed by \\cite{Ramz2}, though it essentially takes our ground on three-player quantum games and Greenberg-Horne-Zeilinger triplet entangled state (GHZ state) \\cite{Gree} is used. In the scheme proposed in this paper, players in the game, Bob and Charlie (and Alice also) can get some common key or information (applied strategies and their payoffs in the game), when Alice informs Bob and Charlie about some results of the measurement made by her. Even if somebody else knows the public information, he/she can not get any key information. There is not any arbiter in our scheme, since existence of an arbiter increases the risk of wiretapping. Lastly we discuss robustness of the proposed QKD method for eavesdrop. We show that though maximally entangled case and non-entangled case essentially provide an equivalent way as QKD, the latter is not available in the case where there are some eavesdroppers. At the same time, we point put that the entanglement of the initial state is crucial when a partially entangled state is used.

Norihito Toyota

2010-10-09T23:59:59.000Z

484

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

485

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

486

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

487

@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...

488

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

489

Chromatin Computation  

E-Print Network (OSTI)

In living cells, DNA is packaged along with protein and RNA into chromatin. Chemical modifications to nucleotides and histone proteins are added, removed and recognized by multi-functional molecular complexes. Here I define a new computational model, in which chromatin modifications are information units that can be written onto a one-dimensional string of nucleosomes, analogous to the symbols written onto cells of a Turing machine tape, and chromatin-modifying complexes are modeled as read-write rules that operate on a finite set of adjacent nucleosomes. I illustrate the use of this chromatin computer to solve an instance of the Hamiltonian path problem. I prove that chromatin computers are computationally universal and therefore more powerful than the logic circuits often used to model transcription factor control of gene expression. Features of biological chromatin provide a rich instruction set for efficient computation of nontrivial algorithms in biological time scales. Modeling chromatin as a computer shifts how we think about chromatin function, suggests new approaches to medical intervention, and lays the groundwork for the engineering of a new class of biological computing machines.

Barbara Bryant

2012-01-01T23:59:59.000Z

490

Computer Science Sample Occupations  

E-Print Network (OSTI)

Computer Science Sample Occupations COMPUTER OPERATIONS Computer Hardware/ Software Engineer Computer Operator Database Manager/ Administrator Data Entry Operator Operations Manager DESIGN & MANUFACTURING, ENGINEERING Coder CAD Computer Applications Engineers Computer Research Scientist Computer

Ronquist, Fredrik

491

Universal quantum computation with shutter logic  

Science Conference Proceedings (OSTI)

We show that universal quantum logic can be achieved using only linear optics and a quantum shutter device. With these elements, we design a quantum memory for any number of qubits and a CNOT gate which are the basis of a universal quantum computer. ... Keywords: interaction-free measurement, optical CNOT gate, optical quantum computation, quantum interrogation, quantum memory, quantum shutter, universal quantum computer

Juan Carlos Garca-Escartn; Pedro Chamorro-Posada

2006-09-01T23:59:59.000Z

492

Computing compliance  

Science Conference Proceedings (OSTI)

Inquisitive semantics (cf. Groenendijk, 2008) provides a formal framework for reasoning about information exchange. The central logical notion that the semantics gives rise to is compliance. This paper presents an algorithm that computes the set of compliant ...

Ivano Ciardelli; Irma Cornelisse; Jeroen Groenendijk; Floris Roelofsen

2009-10-01T23:59:59.000Z

493

Interactive Graphics Developments in Energy Exploration  

Science Conference Proceedings (OSTI)

Changing world conditions have brought about new economic rules for energy explorationrules that are helping bring interactive computer graphics into the search for fossil fuels.

Thomas Gardner; H. Nelson

1983-02-01T23:59:59.000Z

494
495

Running Interactive Jobs on Hopper  

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

Interactive Jobs Interactive Jobs Interactive Jobs To run an interactive job on Hopper's compute nodes you must request the number of nodes you want and have the system allocate resources from the pool of free nodes. The following command requests 2 nodes using the interactive queue. hopper% qsub -I -V -q interactive -l mppwidth=48 The -I flag specifies an interactive job. The -V flag passes your current environment variable settings to the compute environment. The -q flag specifies the name of the queue and -l mppwidth determines the number of nodes to allocate for your job, but not as you might expect. The number of nodes given to your job (remember, the system allocates nodes, not cores), is the value of mppwidth divided by the umber of cores per node. On Hopper, with 24 cores per node, the number of nodes is mppwidth/24 plus one more if

496

The Multi-Stage Investment Timing Game in Offshore Petroleum Production: Preliminary results from an econometric model  

E-Print Network (OSTI)

The case of o?shore petroleum leases. Quarterly Journal ofTiming Game in O?shore Petroleum Production: Preliminarytiming game in o?shore petroleum production that ensues on

Lin, C.-Y. Cynthia

2007-01-01T23:59:59.000Z

497

T.F.O.: tangible flying objects  

Science Conference Proceedings (OSTI)

We present the prototype of an augmented game that uses an enhanced Frisbee-Disc as an interaction device to explore the capability of flying tangible user interfaces for increasing the attractiveness of physical games. While playing with the disc, a ... Keywords: HCI, athletic-tangible interfaces, computer-supported collaborative gaming, interaction design, music performance, physical interaction design

Rinat Mustafin; Jan Wehner; Wolfgang Sattler; Kristian Gohlke

2012-02-01T23:59:59.000Z

498

11.127 / 11.252 Computer Games and Simulations for Investigation and Education, Spring 2005  

E-Print Network (OSTI)

Project-based subject in which students from multiple disciplines are encouraged to develop and investigate systems and ideas from their fields of study as they explore the process of building and testing models and ...

Klopfer, Eric

499

Reversibility and Adiabatic Computation: Trading Time and Space for Energy  

E-Print Network (OSTI)

Future miniaturization and mobilization of computing devices requires energy parsimonious `adiabatic' computation. This is contingent on logical reversibility of computation. An example is the idea of quantum computations which are reversible except for the irreversible observation steps. We propose to study quantitatively the exchange of computational resources like time and space for irreversibility in computations. Reversible simulations of irreversible computations are memory intensive. Such (polynomial time) simulations are analysed here in terms of `reversible' pebble games. We show that Bennett's pebbling strategy uses least additional space for the greatest number of simulated steps. We derive a trade-off for storage space versus irreversible erasure. Next we consider reversible computation itself. An alternative proof is provided for the precise expression of the ultimate irreversibility cost of an otherwise reversible computation without restrictions on time and space use. A time-irreversibility trade-off hierarchy in the exponential time region is exhibited. Finally, extreme time-irreversibility trade-offs for reversible computations in the thoroughly unrealistic range of computable versus noncomputable time-bounds are given.

Ming Li; Paul Vitanyi

1997-03-13T23:59:59.000Z

500

The Team Coordination Game: Zero-fidelity simulation abstracted from fire emergency response practice  

Science Conference Proceedings (OSTI)

Crisis response engenders a high-stress environment in which teams gather, transform, and mutually share information. Prior educational approaches have not successfully addressed these critical skills. The assumption has been that the highest fidelity ... Keywords: Zero-fidelity simulation, education games, game interface design, information distribution

Zachary O. Toups; Andruid Kerne; William A. Hamilton

2011-12-01T23:59:59.000Z