Powered by Deep Web Technologies
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 Journals Connector (OSTI)

......research-article Articles HCI Issues in Computer Games Video game values: Human-computer interaction...human-computer interaction (HCI) research into video games rarely considers how they are different...design, does not address the nature of video games as games specifically. Unlike most......

Pippin Barr; James Noble; Robert Biddle

2007-03-01T23:59:59.000Z

2

Video game values: Human–computer interaction and games  

Science Journals Connector (OSTI)

......regarded here as fundamental motivators of players...a specific driving force. Repeating our example...the subject, the fundamental reason for the activity...Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies......

Pippin Barr; James Noble; Robert Biddle

2007-03-01T23:59:59.000Z

3

Video game values: Human–computer interaction and games  

Science Journals Connector (OSTI)

......Despite this, Squire does not attempt the project himself in any detailed way. Martin Oliver...C. 2005. The Things We Learned on Liberty Island: Designing Games to Help People...Yee, N. 2006, March. The Daedalus Project, http://www.nickyee.com/daedalus......

Pippin Barr; James Noble; Robert Biddle

2007-03-01T23:59:59.000Z

4

Games, puzzles, and computation  

E-Print Network (OSTI)

There is a fundamental connection between the notions of game and of computation. At its most basic level, this is implied by any game complexity result, but the connection is deeper than this. One example is the concept ...

Hearn, Robert A. (Robert Aubrey), 1965-

2006-01-01T23:59:59.000Z

5

Machine Learning for Adaptive Computer Game Opponents .  

E-Print Network (OSTI)

??This thesis investigates the use of machine learning techniques in computer games to create a computer player that adapts to its opponent's game-play. This includes… (more)

Miles, Jonathan David

2009-01-01T23:59:59.000Z

6

Games Technology: Console Architectures, Game Engines and Invisible Interaction  

E-Print Network (OSTI)

Games Technology: Console Architectures, Game Engines and Invisible Interaction Edmond Prakash simultaneously harness the power of the game consoles to satisfy gamers. The third part focuses on Invisible Game becoming invisible and the human body becomes the interface. Finally, we look at novel research

Li, Baihua

7

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

8

Arm-Hand-Finger Video Game Interaction  

E-Print Network (OSTI)

Despite the growing popularity and expansion of video game interaction techniques and research in the area of hand gesture recognition, the application of hand gesture video game interaction using arm, hand, and finger motion has not been...

Logsdon, Drew Anthony

2012-02-14T23:59:59.000Z

9

A Nested Two Stage Game-Based Optimization Framework in Mobile Cloud Computing System  

E-Print Network (OSTI)

A Nested Two Stage Game-Based Optimization Framework in Mobile Cloud Computing System Yanzhi Wang and the cloud computing facilities. We provide a nested two stage game formulation for the MCC interaction as well as the cloud computing controller in the nested two stage game using convex optimization technique

Pedram, Massoud

10

Research and Educational Innovations in Computer Games  

E-Print Network (OSTI)

Koreans play computer games ­ Games currently 5% GDP; 2012 Goal, 10% #12;3 Game Industry Map: Silicon: military training, corporate training, health care, real estate, manufacturing, etc. · Growth areas: MMOGs Software Development · The most successful OSSD projects obtain sustained exponential growth

Scacchi, Walt

11

Computer Games and Virtual Worlds: New Modalities of  

E-Print Network (OSTI)

Institute for Software Research and Center for Computer Games and Virtual Worlds University of California;13 "Gowning" training game, developed at UCI GameLab #12;14 Game-based tele-rehabilitation #12;15 · Virtual, collaborative product/prototype development, and more Game-based virtual worlds and tele-rehabilitation #12

Scacchi, Walt

12

Computational Game Creativity Antonios Liapis1  

E-Print Network (OSTI)

mathematics and engineering -- as a potentially creative activity but only if done exceptionally wellComputational Game Creativity Antonios Liapis1 , Georgios N. Yannakakis1,2 and Julian Togelius1 1@itu.dk Abstract Computational creativity has traditionally relied on well-controlled, single

Togelius, Julian

13

The Heart of Puzzling: Mathematics and Computer Games Michael R. Fellows  

E-Print Network (OSTI)

The Heart of Puzzling: Mathematics and Computer Games in comp* *uter gaming. 1 Introduction At the heart of every good game is a puzzle

Walicki, Michal

14

Massivizing Online Games: Distributed Computing Challenges and  

E-Print Network (OSTI)

Massivizing Online Social Games Scheduling in IaaS Clouds Gamification in Higher Education May 9 May 27 June 5

Iosup, Alexandru

15

Inclusive Computer Science Education Using a Ready-made Computer Game Framework  

E-Print Network (OSTI)

Inclusive Computer Science Education Using a Ready-made Computer Game Framework Joseph Distasio and Thomas P. Way Applied Computing Technology Laboratory Department of Computing Sciences Villanova the prevailing interest in computer games among college students, both for entertainment and as a possible career

Way, Thomas

16

Database Research Opportunities in Computer Games Walker White, Christoph Koch, Nitin Gupta, Johannes Gehrke, and Alan Demers  

E-Print Network (OSTI)

. The Entertainment Software Association estimates that computer and video game software sales in 2006 were $7 environment in which players interact with digital objects or each other for entertainment. This includes ev

Gehrke, Johannes

17

The Heart of Puzzling: Mathematics and Computer Games Michael R. Fellows  

E-Print Network (OSTI)

The Heart of Puzzling: Mathematics and Computer Games Michael R. Fellows Department of Computer opportunities for tapping the power of mathematics in computer gaming. 1 Introduction At the heart of every good

Walicki, Michal

18

Computer vs. Video Game System: Ready to Rumble in the #EnergyFaceoff...  

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

Computer vs. Video Game System: Ready to Rumble in the EnergyFaceoff Jungle Computer vs. Video Game System: Ready to Rumble in the EnergyFaceoff Jungle November 4, 2014 - 10:20am...

19

Computer Defeats Video Game System in #EnergyFaceoff Round One  

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

In #EnergyFaceoff round one, the computer edges out the video gaming system for the title of most efficient.

20

A connection between quantum decision theory and quantum games: The Hamiltonian of Strategic Interaction  

Science Journals Connector (OSTI)

Abstract Experimental economics and studies in psychology show incompatibilities between human behavior and the perfect rationality assumption which do not fit in classical decision theory, but a more general representation in terms of Hilbert spaces can account for them. This paper integrates previous theoretical works in quantum game theory, Yukalov and Sornette’s quantum decision theory and Pothos and Busemeyer’s quantum cognition model by postulating the Hamiltonian of Strategic Interaction which introduces entanglement in the strategic state of the decision-maker. The Hamiltonian is inherited from the algebraic structure of angular momentum in quantum mechanics and the only required parameter, ? ? ? [ 0 , ? ] , represents the strength of the interaction. We consider it as a non-revealed type of the decision-maker. Considering ? ? to be a continuous random variable, phenomena like learning when participating in repeated games and the influence of the amount of disposable information could be considered as an evolution in the mode and shape of the distribution function f ? ? ( t , I ) . This modeling is motivated by the Eisert–Wilkens–Lewenstein quantization scheme for Prisoner’s Dilemma game and then it is applied in the Ultimatum game, which is not a simultaneous but a sequential game. Even when this non-revealed type ? ? cannot be directly observed, we can compute observable outcomes: the probabilities of offering different amounts of coins and the probability of the different offers being accepted or not by the other player.

Ismael Martínez-Martínez

2014-01-01T23:59:59.000Z

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.


21

Cloud Futures Workshop 2010 Cloud Computing Support for Massively Social Gaming Alexandru Iosup  

E-Print Network (OSTI)

1 Cloud Futures Workshop 2010 ­ Cloud Computing Support for Massively Social Gaming Alexandru Iosup Pierre (Vrije U.). Cloud Computing Support for Massively Social Gaming (Rain for the Thirsty) #12;Cloud Futures Workshop 2010 ­ Cloud Computing Support for Massively Social Gaming 2 Intermezzo: Tips on how

Iosup, Alexandru

22

SIDES: A Cooperative Tabletop Computer Game for Social Skills Development  

E-Print Network (OSTI)

This paper presents a design case study of SIDES: Shared Interfaces to Develop Effective Social Skills. SIDES's Syndrome, practice effective group work skills using a four-player cooperative computer game that runs on tabletop technology. We present the design process and evaluation of SIDES conducted over a period of six

Stanford University

23

Computer-game Construction: A Gender-neutral Attractor to Computing Science  

E-Print Network (OSTI)

1 Computer-game Construction: A Gender- neutral Attractor to Computing Science MIKE CARBONARO of Computing Science, University of Alberta, Edmonton, AB T6G 2E8, Canada MARIA CUTUMISU Department of Computing Science, University of Alberta, Edmonton, AB T6G 2E8, Canada JONATHAN SCHAEFFER Department

Szafron, Duane

24

Control-Alt-Hack: The Design and Evaluation of a Card Game for Computer Security Awareness and Education  

E-Print Network (OSTI)

Control-Alt-Hack: The Design and Evaluation of a Card Game for Computer Security Awareness from 22 of these educators about their experiences using Control-Alt-Hack with over 450 students to thinking about security and that facilitates ad hoc, social interactions led us to design Control-Alt-Hack

Kohno, Tadayoshi

25

Wii All Play: The Console Game as a Computational Meeting Place  

E-Print Network (OSTI)

software alone totaled $6.6 billion [10]. One of the most striking trends in the console game marketWii All Play: The Console Game as a Computational Meeting Place Amy Voida & Saul Greenberg study of collocated group console gaming. We focus on motivations for, perceptions of, and practices

Greenberg, Saul

26

Networked Graphics: Building Networked Games and Virtual Environments  

Science Journals Connector (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

27

Computer vs. Video Game System: Ready to Rumble in the #EnergyFaceoff Jungle  

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

Round one of #EnergyFaceoff begins with a fight between a computer (CPU) and a video game system. Which is more energy efficient?

28

Interaction Design Patterns For Multi-touch Tabletop Collaborative Games  

E-Print Network (OSTI)

the effectiveness of the proposed interaction designs in trials involving two groups of children with contrasting to be effective in soliciting collaborative play on interactive tabletops. Author Keywords Multi Nanyang Technological University Singapore 639798 aswbgoh@ntu.edu.sg Wei Shou School of Computer

Goh, Wooi Boon

29

Computer Game Design B.S. Degree Curriculum Chart: 2013-2014  

E-Print Network (OSTI)

Computer Game Design B.S. Degree Curriculum Chart: 2013-2014 http://ua.soe.ucsc.edu · advising 16 Discrete Math *CMPE 12/L Computer Systems & Assembly Language *AMS 10 Engr Math Methods I or *MATH 13/L Computer Systems & C Programming OR OR **OR * * Students may take CMPS 13/L in lieu of another

Stuart, Josh

30

Computer Game Design B.S. Degree 2014-2015 Curriculum Chart  

E-Print Network (OSTI)

Computer Game Design B.S. Degree 2014-2015 Curriculum Chart CMPS 12B/M Data Structures *CMPS 13H to Prog: Java CMPS 11 Intermediate Programming *CMPE 13/L Computer Systems and C Programming OR OR ETHICS Math *CMPE 12/L Computer Systems & Assembly Language *AMS 10 Engr Math Methods I or *MATH 21 Linear

Stuart, Josh

31

Computer Game Science, B.S. 2013-14 Degree Requirements Checklist All students must meet the University Requirements.  

E-Print Network (OSTI)

2013-14 Computer Game Science, B.S. 2013-14 Degree Requirements Checklist All students must meet for a course in a track. Computer Game Science (CGS) elective courses may not be counted as part of the Management minor or the Biomedical Computing minor. Courses Courses taken / taking I&C SCI 31 ­ Introduction

Loudon, Catherine

32

Roadmap: Engineering Technology Computer Design Animation and Game Design Bachelor of Science  

E-Print Network (OSTI)

Roadmap: Engineering Technology ­ Computer Design Animation and Game Design ­ Bachelor of Science 3 See Kent Core Summary on page 2 #12;Roadmap: Engineering Technology ­ Computer Design Animation This roadmap is a recommended semester-by-semester plan of study for this major. However, courses

Khan, Javed I.

33

Visualizations for the Assessment of Learning in Computer Games  

E-Print Network (OSTI)

-- Mounting evidence suggests that current trends in global energy usage are leading to global warming, which such as energy use and global climate change. Yet it remains unclear how well serious games achieve these ends scenarios and activities are actually changing people's minds. This will help us to design more effective

Scarlatos, Lori

34

Multiplayer Quantum Games and its Application as Access Controller in Architecture of Quantum Computers  

E-Print Network (OSTI)

One of the basics tasks in computer systems is the control of access of resources. Basically, there is a finite amount of resources that can be, for example, the CPU, memory or I/O ports, and several processes requiring those resources. If there is not enough resource in order to attend the demand, some kind of control access has to be employed. In this work, recognizing the resource sharing problem as a competition, we employ a simplified multiplayer quantum game as an access controller. The proposed quantum game can be employed in the architecture of quantum computers.

Paulo Benicio; Melo de Sousa; Rubens Viana Ramos

2008-02-26T23:59:59.000Z

35

`Games That Make Sense': logic, language, and multi-agent interaction  

E-Print Network (OSTI)

`Games That Make Sense': logic, language, and multi-agent interaction Johan van Benthem Institute. In this short invited note, I will take the cruising altitude a few levels up from his, and show you a panoramic the success of communication. And once you start thinking all this through, you wind up in a `hermeneutical

Amsterdam, University of

36

A Computational Model of Emotions for Agent-Based Crowds in Serious Games  

Science Journals Connector (OSTI)

Crowd behaviour is an interesting social phenomenon that emerges from complex interactions of individuals. An important aspect of individual behaviour is emotion which plays a significant role in all aspects of human decision making. For example, heightened ... Keywords: Emotion Modelling, Crowd Simulation, Serious Games

Heiko Aydt; Michael Lees; Linbo Luo; Wentong Cai; Malcolm Yoke Hean Low; Sornum Kabilen Kadirvelen

2011-08-01T23:59:59.000Z

37

Pwning Level Bosses in MATLAB: Student Reactions to a Game-Inspired Computational Physics Course  

E-Print Network (OSTI)

We investigated student reactions to two computational physics courses incorporating several videogame-like aspects. These included use of gaming terminology such as "levels," "weapons," and "bosses"; a game-style point system linked to course grades; a self-paced schedule with no deadlines; a mastery design in which only entirely correct attempts earn credit, but students can retry until they succeed; immediate feedback via self-test code; an assignment progression from "minions" (small, focused tasks) to "level bosses" (integrative tasks); and believable, authentic assignment scenarios. Through semi-structured interviews and course evaluations, we found that a majority of students considered the courses effective and the game-like aspects beneficial. In particular, many claimed that the point system increased their motivation; the self-paced nature caused them to reflect on their self-discipline; the possibility and necessity of repeating assignments until perfect aided learning; and the authentic tasks hel...

Beatty, Ian D

2014-01-01T23:59:59.000Z

38

A Quantum Computer Architecture using Nonlocal Interactions  

E-Print Network (OSTI)

Several authors have described the basic requirements essential to build a scalable quantum computer. Because many physical implementation schemes for quantum computing rely on nearest neighbor interactions, there is a hidden quantum communication overhead to connect distant nodes of the computer. In this paper we propose a physical solution to this problem which, together with the key building blocks, provides a pathway to a scalable quantum architecture using nonlocal interactions. Our solution involves the concept of a quantum bus that acts as a refreshable entanglement resource to connect distant memory nodes providing an architectural concept for quantum computers analogous to the von Neumann architecture for classical computers.

Gavin K. Brennen; Daegene Song; Carl J. Williams

2003-04-23T23:59:59.000Z

39

Computing the Nondominated Nash Points of a Normal Form Game ...  

E-Print Network (OSTI)

points and we conduct a comprehensive computational study in which we investigate the ...... Mathematical Methods of Operations Research, 52(1):65–77.

2014-11-24T23:59:59.000Z

40

The Soprants: conceptual and technical framework for a 3D interactive video game  

E-Print Network (OSTI)

fulfillment of the requirements for the degree of MASTER OF SCIENCE Approved by: Chair of Committee, Carol LaFayette Committee Members, Bradleigh Vinson Vinod Srinivasan Head of Department, Mardelle Shepley August 2006 Major Subject: Visualization Sciences iii... ABSTRACT The Soprants: Conceptual and Technical Framework for a 3D Interactive Video Game. (August 2006) Tatsuya Nakamura, B.S., Kyoto University; M.S., Kyoto University Chair of Advisory Committee: Prof. Carol LaFayette This thesis covers the design...

Nakamura, Tatsuya

2006-10-30T23:59:59.000Z

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

NEAT-o-Games: Ubiquitous Activity-based Gaming  

E-Print Network (OSTI)

(NEAT-o-games) is fueled by activity data recorded by small wearable sensors. Data from the sensors combines unobtrusive physiologic sensing and novel Human-Computer Interaction (HCI) technologies are logged wirelessly to a Personal Digital Assistant/Cell Phone (PDA), which acts as the central computing

42

CS 4317 Human-Computer Interaction Course Number: CS4317  

E-Print Network (OSTI)

interaction. Theory of human-computer interaction. Development methods for interfaces such as user1 CS 4317 Human-Computer Interaction Course Number: CS4317 Course Title: Human-Computer Interaction Course Instructors Nigel Ward Course Description: CS4317: Models and methods of human-computer

Ward, Karen

43

Numerical methods for computing Casimir interactions  

E-Print Network (OSTI)

We review several different approaches for computing Casimir forces and related fluctuation-induced interactions between bodies of arbitrary shapes and materials. The relationships between this problem and well known computational techniques from classical electromagnetism are emphasized. We also review the basic principles of standard computational methods, categorizing them according to three criteria---choice of problem, basis, and solution technique---that can be used to classify proposals for the Casimir problem as well. In this way, mature classical methods can be exploited to model Casimir physics, with a few important modifications.

Steven G. Johnson

2010-10-01T23:59:59.000Z

44

The Particle Beam Optics Interactive Computer Laboratory  

SciTech Connect

The Particle Beam Optics Interactive Computer Laboratory (PBO Lab) is an educational software concept to aid students and professionals in learning about charged particle beams and particle beam optical systems. The PBO Lab is being developed as a cross-platform application and includes four key elements. The first is a graphic user interface shell that provides for a highly interactive learning session. The second is a knowledge database containing information on electric and magnetic optics transport elements. The knowledge database provides interactive tutorials on the fundamental physics of charged particle optics and on the technology used in particle optics hardware. The third element is a graphical construction kit that provides tools for students to interactively and visually construct optical beamlines. The final element is a set of charged particle optics computational engines that compute trajectories, transport beam envelopes, fit parameters to optical constraints and carry out similar calculations for the student designed beamlines. The primary computational engine is provided by the third-order TRANSPORT code. Augmenting TRANSPORT is the multiple ray tracing program TURTLE and a first-order matrix program that includes a space charge model and support for calculating single particle trajectories in the presence of the beam space charge. This paper describes progress on the development of the PBO Lab.

Gillespie, George H.; Hill, Barrey W.; Brown, Nathan A.; Babcock, R. Chris; Martono, Hendy; Carey, David C. [G. H. Gillespie Associates, Inc., P.O. Box 2961, Del Mar, California 92014, United States of America (United States); G. H. Gillespie Associates, Inc., P.O. Box 2961, Del Mar, California 92014, United States of America (United States); Fermi National Accelerator Laboratory, P.O. Box 500, Batavia, Illinois 60510 (United States)

1997-02-01T23:59:59.000Z

45

The Particle Beam Optics Interactive Computer Laboratory  

SciTech Connect

The Particle Beam Optics Interactive Computer Laboratory (PBO Lab) is an educational software concept to aid students and professionals in learning about charged particle beams and particle beam optical systems. The PBO Lab is being developed as a cross-platform application and includes four key elements. The first is a graphic user interface shell that provides for a highly interactive learning session. The second is a knowledge database containing information on electric and magnetic optics transport elements. The knowledge database provides interactive tutorials on the fundamental physics of charged particle optics and on the technology used in particle optics hardware. The third element is a graphical construction kit that provides tools for students to interactively and visually construct optical beamlines. The final element is a set of charged particle optics computational engines that compute trajectories, transport beam envelopes, fit parameters to optical constraints and carry out similar calculations for the student designed beamlines. The primary computational engine is provided by the third-order TRANSPORT code. Augmenting TRANSPORT is the multiple ray tracing program TURTLE and a first-order matrix program that includes a space charge model and support for calculating single particle trajectories in the presence of the beam space charge. This paper describes progress on the development of the PBO Lab. {copyright} {ital 1997 American Institute of Physics.}

Gillespie, G.H.; Hill, B.W.; Brown, N.A.; Babcock, R.C.; Martono, H. [G. H. Gillespie Associates, Inc., P.O. Box 2961, Del Mar, California 92014 (United States of America); Carey, D.C. [G. H. Gillespie Associates, Inc., P.O. Box 2961, Del Mar, California 92014 (United States of America)]|[Fermi National Accelerator Laboratory, P.O. Box 500, Batavia, Illinois 60510 (United States)

1997-02-01T23:59:59.000Z

46

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

47

MSc Human-Computer Interaction with Ergonomics MSc Project  

E-Print Network (OSTI)

MSc Human-Computer Interaction with Ergonomics MSc Project Web analytics and think aloud studies-Computer Interaction with Ergonomics) in the Faculty of Life Sciences, University College London, [2007]. NOTE

Blandford, Ann

48

The ETH Game Programming Laboratory: A Capstone for Computer Science and Visual Computing  

E-Print Network (OSTI)

. Sumner ETH Zurich Nils Thuerey ETH Zurich Markus Gross ETH Zurich ABSTRACT The Visual Computing bachelors/masters program at ETH Zurich provides an internationally renowned degree in com- puter science. 1. INTRODUCTION The Visual Computing bachelors/masters program at ETH Zurich, Switzerland's Federal

Sumner, Robert W.

49

A cloud computing framework on demand side management game in smart energy hubs  

Science Journals Connector (OSTI)

Abstract The presence of energy hubs in the future vision of energy networks creates an opportunity for electrical engineers to move toward more efficient energy systems. At the same time, it is envisioned that smart grid can cover the natural gas network in the near future. This paper modifies the classic Energy Hub model to present an upgraded model in the smart environment entitling “Smart Energy Hub”. Supporting real time, two-way communication between utility companies and smart energy hubs, and allowing intelligent infrastructures at both ends to manage power consumption necessitates large-scale real-time computing capabilities to handle the communication and the storage of huge transferable data. To manage communications to large numbers of endpoints in a secure, scalable and highly-available environment, in this paper we provide a cloud computing framework for a group of smart energy hubs. Then, we use game theory to model the demand side management among the smart energy hubs. Simulation results confirm that at the Nash equilibrium, peak to average ratio of the total electricity demand reduces significantly and at the same time the hubs will pay less considerably for their energy bill.

Aras Sheikhi; Mohammad Rayati; Shahab Bahrami; Ali Mohammad Ranjbar; Sourena Sattari

2015-01-01T23:59:59.000Z

50

Parrondo Games and Quantum Algorithms  

E-Print Network (OSTI)

We pursue the possible connections between classical games and quantum computation. The Parrondo game is one in which a random combination of two losing games produces a winning game. We introduce novel realizations of this Parrondo effect in which the player can `win' via random reflections and rotations of the state-vector, and connect these to known quantum algorithms.

Chiu Fan Lee; Neil Johnson

2002-03-10T23:59:59.000Z

51

UBIQUITOUS COMPUTING AND INTERACTION Kaj Grnbk, Professor,  

E-Print Network (OSTI)

actuator based interaction >"Gamification" of training >Performance measurement >In near future also focus

52

NonInteractive Verifiable Computing: Outsourcing Computation to Untrusted Workers #  

E-Print Network (OSTI)

to a more powerful computation service. For years, a variety of projects, including SETI@Home [5], Folding@Home

53

Playing with Your Brain: Brain-Computer Interfaces and Anton Nijholt  

E-Print Network (OSTI)

Playing with Your Brain: Brain-Computer Interfaces and Games Anton Nijholt University of Twente role of brain-computer interaction in computer games and entertainment computing. The assumption is that brain activity, whether it is consciously controlled and directed by the user or just recorded in order

Rajamani, Sriram K.

54

Who's got game (theory)?  

E-Print Network (OSTI)

Many players enjoy the challenge of outwitting computer opponents in strategy games. Devising strategies to defeat a computer opponent may enhance certain cognitive skills (e.g., analysis, evaluation, planning). This thesis ...

Blankinship, Erik Jackson, 1974-

2005-01-01T23:59:59.000Z

55

Human-Computer Handbook: 2010 Class Interaction Design IU School of Informatics & Computing  

E-Print Network (OSTI)

Human-Computer Handbook: 2010 Class Interaction Design IU School of Informatics & Computing HCI/d Program Handbook School of Informatics & Computing 2010 Class Jeff Bardzell, Shaowen Bardzell, Eli Blevis, Marty Siegel, and Erik Stolterman (Director) HCI/d web site School of Informatics & Computing What does

Indiana University

56

Light & Skin Interactions: Simulations for Computer Graphics Applications  

Science Journals Connector (OSTI)

Light & 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 ...

Gladimir V. G. Baranoski; Aravind Krishnaswamy

2010-05-01T23:59:59.000Z

57

Incorporation of decision, game, and Bayesian game theory in an emergency evacuation exit decision model  

Science Journals Connector (OSTI)

Abstract This paper explores the use of utility and game theory to model egress decisions for exit choices found in evacuations. These mathematically rigorous theories serve as a basis for individual exit decision making that captures interactions between evacuees. The model presented in this paper is fundamentally different from traditional evacuation simulators that capture the exit selection behaviour through simple heuristics or objective functions. A utility function based on energy consumption of exit alternatives is created that captures evacuee risk preferences and beliefs. Multiple game forms are created to allow for trade-offs between model fidelity and computational complexity. These models range from Bayesian games to simplified normal games. Multiple examples and validations are used to show that the decision analysis model developed here captures natural human tendencies and characteristics. This enables creation of a high fidelity exit decision model that simulates exit selection of evacuees.

Bryan L. Mesmer; Christina L. Bloebaum

2014-01-01T23:59:59.000Z

58

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; André Borrmann; Er Düster; Christoph Van Treeck; Petra Wenisch

2008-01-01T23:59:59.000Z

59

LASER POINTERS AS INTERACTION DEVICES FOR COLLABORATIVE PERVASIVE COMPUTING  

E-Print Network (OSTI)

LASER POINTERS AS INTERACTION DEVICES FOR COLLABORATIVE PERVASIVE COMPUTING Andriy Pavlovych1 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

Stürzlinger, Wolfgang

60

Anchored Interactive Learning Environments Department of Computer Science  

E-Print Network (OSTI)

-based environments facilitate sustained learning by active learners. The design and implementation of Adventure-assisted instruction designed to facilitate generative and sustained learning in an interactive multi-media environmentAnchored Interactive Learning Environments Thad Crews Department of Computer Science Western

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

"She is just stupid"—Analyzing user–agent interactions in emotional game situations  

Science Journals Connector (OSTI)

......twice as much while listening (75%) than while...interaction via handheld device in Gamble v1.0 (left...unobtrusive interaction devices. For the evaluation...towards the interaction devices (CamCup and Microphone...at an individual when listening to it than when talking......

Matthias Rehm

2008-05-01T23:59:59.000Z

62

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

63

Agent Technology: Computing as Interaction A Roadmap for Agent Based Computing  

E-Print Network (OSTI)

Agent Technology: Computing as Interaction A Roadmap for Agent Based Computing Michael Luck, Peter Programming Languages Coordination Negotiation Communication Trends and Drivers Technologies Related Disciplines Related Techniques #12;Supported by #12;2 AgentLink Roadmap Michael Luck, Peter McBurney, Onn

Luck, Michael

64

CHEN 3650 -Lab 6 -Interacting Tanks Part A Computer Exercise  

E-Print Network (OSTI)

CHEN 3650 - Lab 6 - Interacting Tanks Part A ­ Computer Exercise This laboratory exercise units. Consider the train of tanks as depicted in Fig. 1. You may have seen similar tanks before, the area of tank 3 is also zero. Therefore, you may wish to start your simulation at steady state. Part B

Ashurst, W. Robert

65

Managing the Ecology of Interaction Computing Department, Lancaster University  

E-Print Network (OSTI)

Managing the Ecology of Interaction Alan Dix Computing Department, Lancaster University Lancaster to accommodate the contingencies of the situation. This rich ecology of work is often seen as opposed to more of phenomena related to ecological settings and show how they can be incorporated within formal models. It also

Dix, Alan

66

The Mercury Game: Evaluating a Negotiation Simulation that Teaches Students about Science–Policy Interactions  

E-Print Network (OSTI)

Environmental negotiations and policy decisions take place at the science–policy interface. While this is well known in academic literature, it is often difficult to convey how science and policy interact to students in ...

Stokes, Leah C.

67

Expected Termination Time in BPA Games  

Science Journals Connector (OSTI)

We consider the problem of computing the value and finding the epsilon-optimal strategies for concurrent Basic Process Algebra games, which is a subclass of two-player infinite-state stochastic games with impe...

Dominik Wojtczak

2013-01-01T23:59:59.000Z

68

False prophets: exploring hybrid board/video games  

Science Journals Connector (OSTI)

In order to develop technology that promotes social interaction rather than isolation, we are exploring the space between board games and video games. We created a hybrid game that leverages the advantages of both physical and digital media. A custom ... Keywords: CSCP, games, social interactions, tangible interfaces

Regan L. Mandryk; Diego S. Maranan

2002-04-01T23:59:59.000Z

69

Gameful learning as a way of being  

Science Journals Connector (OSTI)

As a variation on game-based learning, we propose the concept of 'gameful learning' as a framework that encourages improvisation, playfulness, and social interaction, and which takes into account the unique contingencies of individual people and specific content. We describe gameful learning in terms of three elements: attitude, identity, and ignorance. Three cases of gameful learning are examined across diverse learning environments: a fourth grade science class studying matter, a secondary world history class studying the Middle Ages, and an educational technology graduate programme. Cross-case analysis reveals how gameful learning elements relate to attitudes of agency and social necessity, becoming a game designer, and embracing ignorance for learning.

Jeremiah I. Holden; Jeff Kupperman; Aviva Dorfman; Tim Saunders; Amanda Pratt; Pagan MacKay

2014-01-01T23:59:59.000Z

70

Semantic Interaction for Visual Analytics: Toward Coupling Cognition and Computation  

SciTech Connect

The dissertation discussed in this article [1] was written in the midst of an era of digitization. The world is becoming increasingly instrumented with sensors, monitoring, and other methods for generating data describing social, physical, and natural phenomena. Thus, data exist with the potential of being analyzed to uncover, or discover, the phenomena from which it was created. However, as the analytic models leveraged to analyze these data continue to increase in complexity and computational capability, how can visualizations and user interaction methodologies adapt and evolve to continue to foster discovery and sensemaking?

Endert, Alexander

2014-07-01T23:59:59.000Z

71

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

E-Print Network (OSTI)

Member, IEEE Abstract--Electric vehicles (EVs) are likely to become very pop- ular worldwide within). Index Terms--Aggregator, electric vehicle, frequency regulation, game theory, Nash equilibrium and manufacture electric vehicles (EVs) to reduce oil consumption. It is predicted in [1] that by 2013

Huang, Jianwei

72

Towards computer-human interaction in natural language  

Science Journals Connector (OSTI)

Estonian human-human calls (directory inquiries) are analysed with the further aim to develop a computer-human dialogue system that interacts with a user in natural language. The analysis is based on the Estonian Dialogue Corpus. Linguistic features of clients' requests and agents' grants are studied. A client's initial request sets up a goal which will be achieved in collaboration with the agent. Information is given briefly by agents, using short sentences or phrases. Information-sharing sub-dialogues are initiated by both participants if either a request or a grant needs to be adjusted. A formal grammar of information dialogue is introduced in this paper. The results of the study will be implemented in two dialogue systems which are under development.

M. Koit; O. Gerassimenko; R. Kasterpalu; A. Raabis; K. Strandson

2009-01-01T23:59:59.000Z

73

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

74

"Toru": a game that reverses the wisdom of age using mosquito sound  

Science Journals Connector (OSTI)

We propose "Toru," a game that reverses the game skills developed as a person ages using ultra-high-frequency (mosquito) sound. The game has its origin in the computer game Simon (1978), which we interpret from visual to auditory form using the mosquito ... Keywords: cognitive science, play, sound game

John Smith, Kazuhiro Jo

2014-10-01T23:59:59.000Z

75

Nuclear physicists use video gaming to build Hampton Roads' Fastest...  

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

0-10-24newsdp-nws-cp-fastest-computer-201010221computer-system-video-games-jeffers... Submitted: Friday, October 22, 2010 - 11:00pm...

76

Computation of multi-material interactions using point method  

SciTech Connect

Calculations of fluid flows are often based on Eulerian description, while calculations of solid deformations are often based on Lagrangian description of the material. When the Eulerian descriptions are used to problems of solid deformations, the state variables, such as stress and damage, need to be advected, causing significant numerical diffusion error. When Lagrangian methods are used to problems involving large solid deformat ions or fluid flows, mesh distortion and entanglement are significant sources of error, and often lead to failure of the calculation. There are significant difficulties for either method when applied to problems involving large deformation of solids. To address these difficulties, particle-in-cell (PIC) method is introduced in the 1960s. In the method Eulerian meshes stay fixed and the Lagrangian particles move through the Eulerian meshes during the material deformation. Since its introduction, many improvements to the method have been made. The work of Sulsky et al. (1995, Comput. Phys. Commun. v. 87, pp. 236) provides a mathematical foundation for an improved version, material point method (MPM) of the PIC method. The unique advantages of the MPM method have led to many attempts of applying the method to problems involving interaction of different materials, such as fluid-structure interactions. These problems are multiphase flow or multimaterial deformation problems. In these problems pressures, material densities and volume fractions are determined by satisfying the continuity constraint. However, due to the difference in the approximations between the material point method and the Eulerian method, erroneous results for pressure will be obtained if the same scheme used in Eulerian methods for multiphase flows is used to calculate the pressure. To resolve this issue, we introduce a numerical scheme that satisfies the continuity requirement to higher order of accuracy in the sense of weak solutions for the continuity equations. Numerical examples are given to demonstrate the new scheme.

Zhang, Duan Z [Los Alamos National Laboratory; Ma, Xia [Los Alamos National Laboratory; Giguere, Paul T [Los Alamos National Laboratory

2009-01-01T23:59:59.000Z

77

Optimally designing games for behavioural research  

Science Journals Connector (OSTI)

...Google PhD Fellowship to M.Z. and NSF grant no. IIS-0845410 to T.L.G. 1 Corridor...Ahn, L . 2006 Games with a purpose. Computer 39, 92-94. ( doi:10.1109/MC...Digital game-based learning in high school computer science education: impact on educational...

2014-01-01T23:59:59.000Z

78

Secure Programming via Visibly Pushdown Safety Games William Harris  

E-Print Network (OSTI)

Safety Games William R. Harris1 , Somesh Jha1 , and Thomas Reps1,2 1 University of WisconsinComputer Sciences Department Secure Programming via Visibly Pushdown Safety Games William Harris

Reps, Thomas W.

79

DEVELOPMENT OF AN INTERACTIVE COMPUTER SIMULATION MODEL FOR DESIGNING  

E-Print Network (OSTI)

, Louisiana September 2005 #12;ii ABSTRACT Application of computer science in the analysis of industrial data of Forestry, Michigan State University, for his cooperative work in this field, and Shivakumar K. Srinivasamurthy for helping develop the computer code. #12;iv Table of Contents Abstract

80

Yuening Hu, Jordan Boyd-Graber, and Brianna Satinoff. Interactive Topic Modeling. Association for Computational Linguistics, 2011.  

E-Print Network (OSTI)

Yuening Hu, Jordan Boyd-Graber, and Brianna Satinoff. Interactive Topic Modeling. Association for Computational Linguistics, 2011. @inproceedings{Hu:Boyd-Graber:Satinoff-2011, Title = {Interactive Topic Modeling}, Booktitle = {Association for Computational Linguistics}, Author = {Yuening Hu and Jordan Boyd

Boyd-Graber, Jordan

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

An Introduction to Interactive Music for Percussion and Computers  

E-Print Network (OSTI)

Composers began combining acoustic performers with electronically produced sounds in the early twentieth century. As computer-processing power increased the potential for significant musical communication was developed. Despite the body of research...

Hansen, Von Elton

2014-08-31T23:59:59.000Z

82

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...

83

On physiological computing with an application in interactive art  

Science Journals Connector (OSTI)

......physiological computing: Ihnatowicz' final robot piece was The Bandit part financed...the pulsating energy of the heart to paint and compose. Small electrodes on the...Chapin, J., 2002. Controlling Robots with the Mind. Scientific American......

Ernest Edmonds; Dave Everitt; Michael Macaulay; Greg Turner

2004-10-01T23:59:59.000Z

84

OPserver: interactive online-computations of opacities and radiative accelerations  

E-Print Network (OSTI)

Codes to compute mean opacities and radiative accelerations for arbitrary chemical mixtures using the Opacity Project recently revised data have been restructured in a client--server architecture and transcribed as a subroutine library. This implementation increases efficiency in stellar modelling where element stratification due to diffusion processes is depth dependent, and thus requires repeated fast opacity reestimates. Three user modes are provided to fit different computing environments, namely a web browser, a local workstation and a distributed grid.

C. Mendoza; M. J. Seaton; P. Buerger; A. Bellorin; M. Melendez; J. Gonzalez; L. S. Rodriguez; F. Delahaye; E. Palacios; A. K. Pradhan; C. J. Zeippen

2007-04-12T23:59:59.000Z

85

Multimodal Interaction and Proactive Computing Stephen A Brewster  

E-Print Network (OSTI)

and interact with the systems they will carry and have access to when they are out in the field. One solution and hard to use in bright daylight, plus they occupy the users' visual atten- tion [11] when it may

Williamson, John

86

The Price of Anarchy in Bertrand Games Shuchi Chawla  

E-Print Network (OSTI)

The Price of Anarchy in Bertrand Games Shuchi Chawla Computer Sciences Dept. University-stage network pricing game where service providers first select prices to charge on their links, and users then pick paths to route their traffic. We give tight bounds on the price of anarchy of the game

Sheridan, Jennifer

87

Fruit and Vegetable Safety Challenge Game Directions  

E-Print Network (OSTI)

1 Fruit and Vegetable Safety Challenge Game Directions Equipment needed: 1. Computer, projector (fruits, vegetables, and meat) 6. Cleaning solutions (bleach, soap, water) 7. Stop watch 8. Team prizes How to Start: This game can be used with the "A Healthy Harvest: Safe Handling of Fresh Fruits

88

Pre-computation for controlling character behavior in interactive physical simulations  

E-Print Network (OSTI)

The development of advanced computer animation tools has allowed talented artists to create digital actors, or characters, in films and commercials that move in a plausible and compelling way. In interactive applications, ...

Silva, Marco Jorge Tome da

2010-01-01T23:59:59.000Z

89

The interaction of two closely spaced cracks - rock models and computer simulations  

E-Print Network (OSTI)

THE INTERACTION OF TWO CLOSELY SPACED CRACKS ROCK MODELS AND COMPUTER SIMULATIONS A Thesis by PENG LIN Submitted to the Office of Graduate Studies of Texas A&M University in partial fulfillment of the requirements for the degree of MASTER... OF SCIENCE May 1990 Major Subject: Geophysics THE INTERACTION OF TWO CLOSELY SPACED CRACKS ROCK MODELS AND COMPUTER SIMULATIONS A Thesis by PENG LIN Approved as to style and content by: o . ogan ( -Chair Committee) Andreas K. Kronenberg (Co...

Lin, Peng

2012-06-07T23:59:59.000Z

90

Industrial Partnership Prosperity Game{trademark}  

SciTech Connect

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

91

Interaction of Turbomachinery Components in Large-scale Unsteady Computations of Jet Engines  

E-Print Network (OSTI)

Interaction of Turbomachinery Components in Large-scale Unsteady Computations of Jet Engines Georgi on the turbomachinery compu- tation and, in particular, on the physics of interaction of different turbomachinery will be discussed for these multi-component turbomachinery simulations. The compressor and turbine of a modern

Alonso, Juan J.

92

Computer graphics, interactive technologies and collaborative learning synergy supporting individuals' skills development  

Science Journals Connector (OSTI)

In this paper, we describe work carried out using the synergy of interactive technologies, computer graphics and collaborative learning to improve educators and students' knowledge of basic education by supporting interdisciplinary work.Through direct ... Keywords: education, hypermedia, interactive graphics, literacy, social inclusion, virtual reality

Jorge Ferreira Franco; Sandra Regina da Cruz; Roseli de Deus Lopes

2006-07-01T23:59:59.000Z

93

PhD Qualifying Examination: Human-Computer Interaction University of WisconsinMadison, Department of Computer Sciences  

E-Print Network (OSTI)

PhD Qualifying Examination: Human-Computer Interaction University of Wisconsin­Madison, Department algebra tutor app as a competitor to three existing products. Your boss asks you, as the company's HCI learning. Your boss wants to show the effectiveness of the product but wants to avoid making any false

Liblit, Ben

94

Serious Games & Virtual Environments for Educational and Entertainment Speaker: Dr Daniela M Romano, 3D Graphics and Virtual Reality Group, Computer Science, University  

E-Print Network (OSTI)

be sustained while experiencing them. In this presentation serious games and virtual environments applicationSerious Games & Virtual Environments for Educational and Entertainment Speaker: Dr Daniela M Romano learning to ensure that the learning is integrated within `gameplay'. Virtual Environments are 3D graphical

Romano, Daniela

95

Association for Computing Machinery  

E-Print Network (OSTI)

,NC Submission Deadlines Long Papers December 19, 2008 Posters December 19, 2008 Doctoral Consortium Proposals ­ is a focal point for academic efforts in all areas of research and education involving computer and console, computer science and games education, databases, games studies & game design, graphics & interfaces

Sinnamon, Gordon J.

96

Brave new interactions: performance-enhancing drugs for human-computer interaction  

Science Journals Connector (OSTI)

In sports, some athletes resort to performance enhancing drugs to gain an advantage. Similarly, people use pharmaceutical drugs to aid learning, dexterity, or concentration. We look at how such drugs could potentially be used to enhance interactions. ... Keywords: augmentation, boosting performance, enhanced interaction, performance-enhancing drugs

Henning Pohl

2014-04-01T23:59:59.000Z

97

AIGA Southwest Gaming Expo  

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

The Arizona Indian Gaming Association (AIGA) is hosting the Southwest Gaming Expo in Scottsdale, Arizona, on Nov. 5-7, 2014.

98

Scalable quantum computation architecture using always-on Ising interactions via quantum feedforward  

E-Print Network (OSTI)

Here, we propose a way to control the interaction between qubits with always-on Ising interaction. Unlike the standard method to change the interaction strength with unitary operations, we fully make use of non-unitary properties of projective measurements so that we can effectively turn on/off the interaction via feedforward. We then show how to generate a two or three-dimensional cluster state that are universal resource for fault tolerant quantum computation with this scheme. Our scheme provides an alternative way to realize a scalable quantum processor.

Takahiko Satoh; Yuichiro Matsuzaki; Kosuke Kakuyanagi; William J. Munro; Koichi Semba; Hiroshi Yamaguchi; Shiro Saito

2015-01-30T23:59:59.000Z

99

Modern cosmology: Interactive computer simulations that use recent observational surveys  

Science Journals Connector (OSTI)

We present a collection of new open-source computational tools for numerically modeling recent large-scale observational data sets using modern cosmology theory. These tools allow both students and researchers to constrain the parameter values in competitive cosmological models thereby discovering both the accelerated expansion of the universe and its composition (e.g. dark matter and dark energy). These programs have several features to help the non-cosmologist build an understanding of cosmological models and their relation to observational data including a built-in collection of several real observational data sets. The current list of built-in observations includes several recent supernovae Type-Ia surveys baryon acoustic oscillations the cosmic microwave background radiation gamma-ray bursts and measurements of the Hubble parameter. In this article we discuss specific results for testing cosmological models using these observational data.

2013-01-01T23:59:59.000Z

100

Graphs of models for exploring design spaces in the engineering of Human Computer Interaction  

E-Print Network (OSTI)

Graphs of models for exploring design spaces in the engineering of Human Computer Interaction +33 (0)4 76 51 48 54 gaelle.calvary@imag.fr ABSTRACT Model Driven Engineering (MDE) has focused creativity in the early phases. Our research aims at stretching MDE all over the design process including

Paris-Sud XI, Université de

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

Human-Computer Interaction and Brain Measurement Using Functional Near-Infrared Spectroscopy  

E-Print Network (OSTI)

Human-Computer Interaction and Brain Measurement Using Functional Near-Infrared Spectroscopy Leanne Functional near-infrared spectroscopy (fNIRS) is an emerging non-invasive, lightweight imaging tool which can remains a challenge. We investigate functional near-infrared spectroscopy (fNIRS) [1], a relatively new

Jacob, Robert J.K.

102

Instantaneous Quantum Computation  

E-Print Network (OSTI)

We examine theoretic architectures and an abstract model for a restricted class of quantum computation, called here instantaneous quantum computation because it allows for essentially no temporal structure within the quantum dynamics. Using the theory of binary matroids, we argue that the paradigm is rich enough to enable sampling from probability distributions that cannot, classically, be sampled from efficiently and accurately. This paradigm also admits simple interactive proof games that may convince a skeptic of the existence of truly quantum effects. Furthermore, these effects can be created using significantly fewer qubits than are required for running Shor's Algorithm.

Dan Shepherd; Michael J. Bremner

2008-09-04T23:59:59.000Z

103

Computational Complexity of interacting electrons and fundamental limitations of Density Functional Theory  

E-Print Network (OSTI)

One of the central problems in quantum mechanics is to determine the ground state properties of a system of electrons interacting via the Coulomb potential. Since its introduction by Hohenberg, Kohn, and Sham, Density Functional Theory (DFT) has become the most widely used and successful method for simulating systems of interacting electrons, making their original work one of the most cited in physics. In this letter, we show that the field of computational complexity imposes fundamental limitations on DFT, as an efficient description of the associated universal functional would allow to solve any problem in the class QMA (the quantum version of NP) and thus particularly any problem in NP in polynomial time. This follows from the fact that finding the ground state energy of the Hubbard model in an external magnetic field is a hard problem even for a quantum computer, while given the universal functional it can be computed efficiently using DFT. This provides a clear illustration how the field of quantum computing is useful even if quantum computers would never be built.

Norbert Schuch; Frank Verstraete

2007-12-04T23:59:59.000Z

104

Recycling Parrondo games  

E-Print Network (OSTI)

We consider a deterministic realization of Parrondo games and use periodic orbit theory to analyze their asymptotic behavior.

Roberto Artuso; Lucia Cavallasca; Giampaolo Cristadoro

2005-10-24T23:59:59.000Z

105

Human-computer interaction requirements for abnormal situation management in industrial processes  

SciTech Connect

Honeywell is leading a multiyear effort to identify the causes of and propose solutions for abnormal situations in industrial processes. The authors define abnormal situations as those that necessitate human intervention because the automated distributed control system (DCS) cannot maintain the plant in an appropriate operating state. These situations are clearly of concern in the process industry because of their impact on revenues, human safety, and the environment. Interactions between the DCS and operating personnel are critical to mitigating abnormal situations in chemical plants. With the collaboration of major petrochemical and oil refining industries, Honeywell conducted on-site evaluations of the operating environments of various types of processes. Through this effort they identified process, equipment, people, and work context factors that contribute to abnormal situations. This paper describes human-computer interaction solution requirements based on the on-site plant evaluations. The results are discussed in terms of improvements to human-computer interactions and user interfaces and enhancements to conventional computer-based DCSs.

Soken, N.; Bullemer, P.; Ramanathan, P.; Reinhart, W. [Honeywell Inc., Minneapolis, MN (United States). Honeywell Technology Center

1995-10-01T23:59:59.000Z

106

Algorithms, games, and evolution  

Science Journals Connector (OSTI)

...repeated games (4), then rediscovered by Cover in relation to portfolio analysis...game, each of finitely many players has a set of strategies, and a payoff function mapping the Cartesian product of the strategy sets to the reals. A game in which...

Erick Chastain; Adi Livnat; Christos Papadimitriou; Umesh Vazirani

2014-01-01T23:59:59.000Z

107

Game Theory Kenneth Prestwich  

E-Print Network (OSTI)

...................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................... ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ......... . . . . . . ESS Game theory modeling: Hawks dashed line and Doves solid line. #12;Game Theory Kenneth Prestwich ...................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................... ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ......... . . . . . . ESS Game theory modeling: Hawks dashed line and Doves solid line. #12;c 1999 by Kenneth Prestwich. All are available on-line at: http: science.holycross.edu departments biology kprestwi behavior ESS ESS index frmset

Prestwich, Ken

108

First Video Game  

SciTech Connect

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. Two people played the ele

Peter Takacs

2008-10-21T23:59:59.000Z

109

First Video Game  

ScienceCinema (OSTI)

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. Two people played the ele

Peter Takacs

2010-01-08T23:59:59.000Z

110

PRODUCER -SCROUNGER GAME n-Person Game  

E-Print Network (OSTI)

size, ESS frequency of scrounging Assumptions of Producer-Scrounger Game Fix group (or population size Producer invades Scrounger n-Person Game with ESS q* : 0 ESS ** q P q S dq dW dq dW ESS frequency of scrounger

Caraco, Thomas

111

Iconic Interfaces for Office Systems based on Video Games  

E-Print Network (OSTI)

Iconic Interfaces for Office Systems based on Video Games Saul Greenberg Department of Computer, R. (1988). Iconic interfaces for office systems based on video games. Canadian Artificial Intelligence, 17, October. Humour column. Executive Summary Although users are enthusiastic about modern icon

Greenberg, Saul

112

Game Theoretical Insights in Strategic Patrolling: Model and Algorithm in Normal-Form  

E-Print Network (OSTI)

. In these situations a number of rational agents act strategically, being in competition, and their analysis is carried out by employing game theoretical tools. One of the most challenging strategic interaction situation a model that is game theoretical satisfactory. Secondly, by exploit the game theoretical analysis

Gatti, Nicola

113

DESIGN AND IMPLEMENTATION OF OPTIMISTIC CONSTRUCTS FOR LATENCY MASKING IN ONLINE VIDEO GAMES  

E-Print Network (OSTI)

, optimistic execution, software design patterns for games. ABSTRACT To achieve interactive experiences difficult issue faced by developers of online games is that of latency. In many cases, the latency on experiences in using these components in the development of a simple trading game to validate

Katchabaw, Michael James

114

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.

115

Journal of the Mechanics and Physics of Solids 56 (2008) 15341553 A computational method for dislocationprecipitate interaction  

E-Print Network (OSTI)

Journal of the Mechanics and Physics of Solids 56 (2008) 1534­1553 A computational method physics of these interactions and to enable rational alloy design. When dislocations approach precipitates

Ghoniem, Nasr M.

116

Innovative Computational Tools for Reducing Exploration Risk Through Integration of Water-Rock Interactions and Magnetotelluric Surveys  

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

Innovative Computational Tools for Reducing Exploration Risk Through Integration of Water-Rock Interactions and Magnetotelluric Surveys presentation at the April 2013 peer review meeting held in Denver, Colorado.

117

International Emissions Trading with Agent-Based Simulation and Web-Based Gaming  

Science Journals Connector (OSTI)

The cooperative utilization of agent-based computational simulation and gaming simulation reproduces complex phenomena in the economic and social environment. It supports experiments with various controlling meth...

Hideyuki Mizuta; Yoshiki Yamagata

2003-01-01T23:59:59.000Z

118

A qualitative study of workplace intercultural communication tensions in dyadic face-to-face and computer-mediated interactions  

Science Journals Connector (OSTI)

We present findings from a qualitative study with 28 participants of the dyadic intercultural communication tensions professionals experience in Face-to-Face (FTF) and Computer-Mediated Communication (CMC) workplace interactions. We identify four categories ... Keywords: computer-mediated communication, face-to-face, intercultural communication, workplace

Helen Ai He, Elaine M. Huang

2014-06-01T23:59:59.000Z

119

Computation of hypersonic shock boundary layer interaction on a double wedge using a differential Reynolds Stress Model  

E-Print Network (OSTI)

Computation of hypersonic shock boundary layer interaction on a double wedge using a differential The simulation of hypersonic flows presents some difficulties due to the interaction between boundary layers on the standard test case of a subsonic flat plate and on a hypersonic configuration. The results show a good

120

SANCTUARY : asymmetric interfaces for game-based tablet learning  

E-Print Network (OSTI)

This thesis describes the production of Sanctuary, a multiplayer learning game to be played on two tablet computers. Sanctuary's principle innovation is the splitting of the user interface onto two tablets, separating ...

Haas, Jason M. (Jason Matthew)

2013-01-01T23:59:59.000Z

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.


121

Science Learning in Blind Children through Audio-Based Games  

Science Journals Connector (OSTI)

In this study we present AudioLink, an interactive audio-based virtual environment for children with visual disabilities to support their learning of science. AudioLink is a Role-Playing Game (RPG) for learnin...

Jaime Sánchez; Miguel Elías

2009-01-01T23:59:59.000Z

122

Small Game -- Cooking Care.  

E-Print Network (OSTI)

Game - Cooking Care Mary K. Sweeten* The Hunt Hunting small game animals in Texas is a popular recreational activity. Careful handling and preparation help you use game and avoid unnecessary waste of wild game resources if you do hunt. Squirrels.... Count Y2 cup of vegetable or fruit as one serving, or a portion ordinarily served such as one medium apple, banana, orange or potato, half a medium grapefruit or cantaloupe or the juice of one lemon. Some good sources of vitamin Care oranges...

Sweeten, Mary K.

1981-01-01T23:59:59.000Z

123

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

124

The "Hot Potato" Case: Challenges in Multiplayer Pervasive Games Based on Ad hoc Mobile Sensor Networks and the Experimental Evaluation of a Prototype Game  

E-Print Network (OSTI)

In this work, we discuss multiplayer pervasive games that rely on the use of ad hoc mobile sensor networks. The unique feature in such games is that players interact with each other and their surrounding environment by using movement and presence as a means of performing game-related actions, utilizing sensor devices. We discuss the fundamental issues and challenges related to these type of games and the scenarios associated with them. We also present and evaluate an example of such a game, called the "Hot Potato", developed using the Sun SPOT hardware platform. We provide a set of experimental results, so as to both evaluate our implementation and also to identify issues that arise in pervasive games which utilize sensor network nodes, which show that there is great potential in this type of games.

Chatzigiannakis, Ioannis; Akribopoulos, Orestis; Logaras, Marios; Kokkinos, Panagiotis; Spirakis, Paul

2010-01-01T23:59:59.000Z

125

Designing Digital Games for Rural Children: A Study of Traditional Village Games in India  

E-Print Network (OSTI)

Developing world, digital divide, games, traditional games ACM Classification Keywords H.5.m. Information

Matsuda, Noboru

126

Stuttering Equivalence for Parity Games  

E-Print Network (OSTI)

We study the process theoretic notion of stuttering equivalence in the setting of parity games. We demonstrate that stuttering equivalent vertices have the same winner in the parity game. This means that solving a parity game can be accelerated by minimising the game graph with respect to stuttering equivalence. While, at the outset, it might not be clear that this strategy should pay off, our experiments using typical verification problems illustrate that stuttering equivalence speeds up solving parity games in many cases.

Cranen, Sjoerd; Willemse, Tim A C

2011-01-01T23:59:59.000Z

127

ZeroN : mid-Air tangible interaction enabled by computer controlled magnetic levitation  

E-Print Network (OSTI)

This thesis presents a concept of mid-air tangible interaction and a system called ZeroN that was developed to enable this interaction. Through this research, I extend the tabletop tangible interaction modalities which ...

Lee, Jinha

2011-01-01T23:59:59.000Z

128

Computational Nanophotonics: modeling optical interactions and transport in tailored nanosystem architectures  

SciTech Connect

This report describes research by George Schatz and Mark Ratner that was done over the period 10/03-5/09 at Northwestern University. This research project was part of a larger research project with the same title led by Stephen Gray at Argonne. A significant amount of our work involved collaborations with Gray, and there were many joint publications as summarized later. In addition, a lot of this work involved collaborations with experimental groups at Northwestern, Argonne, and elsewhere. The research was primarily concerned with developing theory and computational methods that can be used to describe the interaction of light with noble metal nanoparticles (especially silver) that are capable of plasmon excitation. Classical electrodynamics provides a powerful approach for performing these studies, so much of this research project involved the development of methods for solving Maxwell’s equations, including both linear and nonlinear effects, and examining a wide range of nanostructures, including particles, particle arrays, metal films, films with holes, and combinations of metal nanostructures with polymers and other dielectrics. In addition, our work broke new ground in the development of quantum mechanical methods to describe plasmonic effects based on the use of time dependent density functional theory, and we developed new theory concerned with the coupling of plasmons to electrical transport in molecular wire structures. Applications of our technology were aimed at the development of plasmonic devices as components of optoelectronic circuits, plasmons for spectroscopy applications, and plasmons for energy-related applications.

Schatz, George; Ratner, Mark

2014-02-27T23:59:59.000Z

129

Computing  

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

assetsimagesicon-science.jpg Computing Providing world-class high performance computing capability that enables unsurpassed solutions to complex problems of...

130

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

131

A computer simulation study of the interaction between passivated and bare gold nanoclusters  

Science Journals Connector (OSTI)

...Consortium, funded by EPSRC (grants EP/D504872 and EP/F067496...and D. J. Tildesley1987 Computer simulation of liquidsOxford...subcritical-supercritical fluid: a computer simulation studyJ. Phys...in supercritical fluids: a computer simulation studyJ. Chem...

2011-01-01T23:59:59.000Z

132

Computational Nanophotonics: Model Optical Interactions and Transport in Tailored Nanosystem Architectures  

SciTech Connect

The program is directed toward development of new computational approaches to photoprocesses in nanostructures whose geometry and composition are tailored to obtain desirable optical responses. The emphasis of this specific program is on the development of computational methods and prediction and computational theory of new phenomena of optical energy transfer and transformation on the extreme nanoscale (down to a few nanometers).

Stockman, Mark [Georgia State University Research Foundation] [Georgia State University Research Foundation; Gray, Steven [Argon National Laboratory] [Argon National Laboratory

2014-02-21T23:59:59.000Z

133

What the Assassin's Guild Taught Me About Distributed Computing  

E-Print Network (OSTI)

Distributed computing and live-action roleplaying share many of thesame fundamental problems, as live-action roleplaying games commonly include simulations carried out by their players.Games run by the MIT Assassin's Guild ...

Beal, Jacob

2006-05-27T23:59:59.000Z

134

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

135

Environmental gaming simulation network  

Science Journals Connector (OSTI)

This paper describes the construction of an infrastructure for global peace gaming, in particular on the issue of environmental and sustainable development in Third World countries. The gaming is intended to train would-be decision-makers in crisis management, conflict resolution and negotiation techniques. Experience shows that the expertise necessary to participate in peace games does not exist in many parts of the world. To help educate future participants, and to promote the cause of peace by enhancing exchanges of education and joint research, the Global Systems Analysis and Simulation (GLOSAS) Project is attempting to create a global (electronic) university consortium. This paper provides a brief account of the steps taken over the past 12 years which have led to the development of the Global University now being organised to meet the challenge of global issues both today and in the 21st century.

Takeshi Utsumi; Philip S. Gang

1991-01-01T23:59:59.000Z

136

Designing a Narrative-Based Audio Only 3D Game Engine Timothy Roden *, Ian Parberry  

E-Print Network (OSTI)

Designing a Narrative-Based Audio Only 3D Game Engine Timothy Roden *, Ian Parberry Department. Keywords Audio, Game Engine, Virtual Environment, Speech 1. INTRODUCTION Since the introduction of Computer Science & Engineering University of North Texas, P.O. Box 311366, Denton, Texas 76203 http

Parberry, Ian

137

Real-Time Game Design of Pac-Man Using Fuzzy Logic  

E-Print Network (OSTI)

, fuzzy logic has been chosen as the basis for the intelligent control of the ghosts' behavior1 Real-Time Game Design of Pac-Man Using Fuzzy Logic Adnan Shaout, Brady King, and Luke Reisner approaches. Keywords: Fuzzy Logic, Artificial Intelligence, Intelligent Agents, Real-Time, Interactive, Game

Parker, Gary B.

138

SMOG: A Cloud Platform for Seamless Wide Area Migration of Online Games  

E-Print Network (OSTI)

, their demands on latency and scale, and the need to support game-specific requirements (e.g., players may wish, operations, and energy usage since management and machine costs can be reduced by sharing hardware across- port in today's cloud environments: highly interactive network applications, such as online games

Fisher, Kathleen

139

Qualitative Reachability in Stochastic BPA Games  

E-Print Network (OSTI)

We consider a class of infinite-state stochastic games generated by stateless pushdown automata (or, equivalently, 1-exit recursive state machines), where the winning objective is specified by a regular set of target configurations and a qualitative probability constraint `>0' or `=1'. The goal of one player is to maximize the probability of reaching the target set so that the constraint is satisfied, while the other player aims at the opposite. We show that the winner in such games can be determined in PTIME for the `>0' constraint, and both in NP and coNP for the `=1' constraint. Further, we prove that the winning regions for both players are regular, and we design algorithms which compute the associated finite-state automata. Finally, we show that winning strategies can be synthesized effectively.

Brázdil, Tomáš; Ku?era, Antonín; Obdržálek, Jan

2010-01-01T23:59:59.000Z

140

Computer  

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

trajectory, and estimate the accuracy of the reconstruction. First, a computer model is used to create images of the torus interior from any candidate camera...

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

An interactive three-dimensional computer graphic simulation of the upper extremity  

E-Print Network (OSTI)

A three-dimensional computer graphic simulation which hics. allows for the arbitrary placement of axes of motion with respect to skeletal structures is described. The simulation, developed on a Sum UItraSPARC high performance workstation integrated...

Pickard, Julie Marie

1998-01-01T23:59:59.000Z

142

Computational tools for probing interaction effects in multiple linear regression, multilevel modeling, and latent curve analysis  

E-Print Network (OSTI)

Simple slopes, regions of significance, and confidence bands are commonly used to evaluate interactions in multiple linear regression (MLR) models, and the use of these techniques has recently been extended to multilevel ...

Preacher, K. J.; Curran, Patrick J.; Bauer, D. J.

2007-04-09T23:59:59.000Z

143

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

144

An Analysis of the Concurrent Validity of the Interactive Computer Interview System as Defined by Student Achievement on the Kansas State Assessments  

E-Print Network (OSTI)

This study's primary research question was to determine whether or not the Interactive Computer Interview System displays concurrent validity as defined by student achievement through a criterion-referenced test. The criterion-referenced test used...

Wheat, Todd

2013-08-31T23:59:59.000Z

145

A Novel Sensor-Based Methodology for Learner's Motivation Analysis in Game-Based Learning  

Science Journals Connector (OSTI)

......AND FUTURE WORK As the education and gaming communities...sciencedirect.com/science/article/pii/S0278262611001370...International 2011-Posters' Extended Abstracts...Computer and Information Science-Stephanidis C...Intelligent Toys Based Education (2008) 124-131......

Ioana Ghergulescu; Cristina Hava Muntean

2014-07-01T23:59:59.000Z

146

Hack-proof Synchronization Protocol for Multi-player Online Games  

Science Journals Connector (OSTI)

Modern multi-player online games are popular and attractive because they provide a sense of virtual world experience to users: players can interact with each other on the Internet but perceive a local area net...

Yeung Siu Fung; John C.S. Lui

2009-01-01T23:59:59.000Z

147

Batteries lose in game of thorns | EMSL  

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

Batteries lose in game of thorns Batteries lose in game of thorns Scientists see how and where disruptive structures form and cause voltage fading Images from EMSL's scanning...

148

A Cure for Stuttering Parity Games  

Science Journals Connector (OSTI)

We define governed stuttering bisimulation for parity games, weakening stuttering bisimulation by taking the ownership of vertices ... observably different games. We show that governed stuttering bisimilarity is ...

Sjoerd Cranen; Jeroen J. A. Keiren…

2012-01-01T23:59:59.000Z

149

Playing games with EPR-type experiments  

E-Print Network (OSTI)

An approach towards quantum games is proposed that uses the unusual probabilities involved in EPR-type experiments directly in two-player games.

Azhar Iqbal

2005-07-17T23:59:59.000Z

150

An Adaptive Cartesian Detonation Solver for Fluid-Structure Interaction Simulation on Distributed Memory Computers  

E-Print Network (OSTI)

An Adaptive Cartesian Detonation Solver for Fluid-Structure Interaction Simulation on Distributed shock and detonation waves impinging on deforming solid structures benefit significantly from) for studying the three- dimensional dynamic response of solid materials subject to strong shock and detonation

151

Multimedia: from information source to components of transformational games  

Science Journals Connector (OSTI)

This summary overviews a keynote talk that the author is giving at the WebMedia conference. Christel will discuss his journey with multimedia research over the past six years, taking him from Carnegie Mellon University's Computer Science Department into ... Keywords: digital video libraries, oral histories, transformational games

Michael G. Christel

2013-11-01T23:59:59.000Z

152

Fish play Minority Game as humans do  

Science Journals Connector (OSTI)

We report the results of an unprecedented real Minority Game (MG) played by university staff members who clicked one of two identical buttons (A and B) on a computer screen while clocking in or out of work. We recorded the number of people who clicked button A for 1288 games, beginning on April 21, 2008 and ending on October 31, 2010, and calculated the variance among the people who clicked A as a function of time. The evolution of the variance shows that the global gain of selfish agents increases when a small portion of agents make persistent choice in the games. We also carried out another experiment in which we forced 101 fish to enter one of the two symmetric chambers (A and B). We repeated the fish experiment 500 times and found that the variance of the number of fish that entered chamber A evolved in a way similar to the human MG, suggesting that fish have memory and can employ more strategies when facing the same situation again and again.

Ruey-Tarng Liu; Fei Fang Chung; Sy-Sang Liaw

2012-01-01T23:59:59.000Z

153

Games@Large Distributed Gaming System Arto Laikari1  

E-Print Network (OSTI)

, Finland; 2,3 Fraunhofer Institute for Telecommunications, Berlin, Germany; 4,5,6 University of Genoa, Genoa, Italy; E-mail: 1 Arto.Laikari@vtt.fi, 2 philipp.fechteler@hhi.fraunhofer.de, 3 eisert@hhi.fraunhofer devices (CE) without the need of game software modification. The key innovations of the Games@Large system

Eisert, Peter

154

Universal two-qubit interactions, measurement and cooling for quantum simulation and computing  

E-Print Network (OSTI)

By coupling pairs of superconducting qubits through a small Josephson junction with a time-dependent flux bias, we show that arbitrary interactions involving any combination of Pauli matrices can be generated with a small number of drive tones applied through the flux bias of the coupling junction. We then demonstrate that similar (though not fully universal) results can be achieved in capacitively coupled qubits by exploiting the higher energy states of the devices through multi-photon drive signals applied to the qubits' flux degrees of freedom. By using this mechanism to couple a qubit to a detuned resonator, the qubit's rotating frame state can be non-destructively measured along any direction on the Bloch sphere. Finally, we describe how the frequency-converting nature of the couplings can be used to engineer a mechanism analogous to dynamic nuclear polarization in NMR systems, capable of cooling an array of qubits well below the ambient temperature, and outline how higher order interactions, such as local 3-body terms, can be engineered through the same couplings. Our results demonstrate that a programmable quantum simulator for large classes of interacting spin models could be engineered with the same physical hardware.

Eliot Kapit

2015-02-09T23:59:59.000Z

155

Modal Knowledge and Game Semirings  

Science Journals Connector (OSTI)

......Methods for Data and Modelling Modal Knowledge and Game Semirings 1 Bernhard Moller...algebras. We show that they can also model knowledge and belief logics as well as games without...Moreover, we show possibilities of handling knowledge update and revision algebraically. For......

Bernhard Möller

2013-01-01T23:59:59.000Z

156

Discrete bidding games Mike Develin  

E-Print Network (OSTI)

Tic-Tac-Toe, are suitable for recreational play. We also present an analysis of Tic-Tac-Toe for both discrete and real-valued bidding. Contents 1 Introduction 2 1.1 A game of bidding Tic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 5 A partial order on games 21 6 Bidding Tic-Tac-Toe 23 6.1 Optimal moves

Payne, Sam

157

Computational Use of Informal Logic Dialogue Games  

E-Print Network (OSTI)

and agent communication, and the dialogue systems we have developed recently. Major barriers at the University of Dundee Introduction The field of informal logic (IL) can be seen as the attempt to develop tools that can analyse and evaluate the reasoning and arguments that occur in contexts such as political

Reed, Chris

158

Modern Computer Games COMP 521, Winter 2014  

E-Print Network (OSTI)

, incorporate wind into your physics and simulation. For this you need to create a wind vector, assigning a 10 this vector, and clearly display the wind force and direction within the simulation (eg through a colour-coded vertical bar). This wind strength and direction also needs to smoothly change over simulation time. Modify

Verbrugge, Clark

159

Designing entertaining educational games using procedural rhetoric: a case study  

Science Journals Connector (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

160

Methodology and Techniques for Building Modular Brain-Computer Interfaces.  

E-Print Network (OSTI)

??Commodity brain-computer interfaces (BCI) are beginning to accompany everything from toys and games to sophisticated health care devices. These contemporary interfaces allow for varying levels… (more)

Cummer, Jason

2015-01-01T23:59:59.000Z

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.


161

Simulating Sonic Scanner responses in an interactive Web?based High Performance Computing environment  

Science Journals Connector (OSTI)

Sonic Scanner logging tool collects a wealth of data about the geological formation. The drawback of this is that we are now discovering new features on the acoustic logs that have never been observed before; only rigorous modeling can help properly interpret the data. Invariably it is difficult to learn quickly how to run a modeling code set the parameters properly and be able to detect possible errors in the input. In addition complex modeling requires high power computing resources which are not always easily accessible the user. To address these problems we developed a multi?tier Web?based log modeling environment where the Sonic Scanner simulator is easily accessible from the common Web browser. The user builds the model in an intuitive AJAX?like interface and submits the simulation to a remote High Performance Cluster. The computed waveforms are played back in the browser using Scalable Vector Graphics in a variety of customizable displays. The Web application is easily available to any user with an Internet access. In addition a programmatically accessible Web service is available to application developers who desire to build their own interpretation applications using the Sonic Scanner simulator engine.

Valery Polyakov; Henri?Pierre Valero; Dzevat Omeragic; Raymond L. Kocian; Tarek M. Habashy; Jahir Pabon

2008-01-01T23:59:59.000Z

162

Mobile Game Recommendation using Touch Gestures  

E-Print Network (OSTI)

Mobile Game Recommendation using Touch Gestures Hao-Tsung Yang, De-Yu Chen, Ya-Xuan Hong, and Kuan and download more than one hundred thousands of games on mobile app marketplaces; nevertheless, how to pick discover mobile games with similar gameplay based on players' touch gestures while playing a game. We

Chen, Sheng-Wei

163

Herbert: a motion-controlled mobile game  

Science Journals Connector (OSTI)

Smartphone games lack the hardware interface afforded by other gaming media like controllers for consoles, keyboard and mouse for PCs, joysticks and buttons on arcade cabinets, etc. As such, many popular games focus on puzzle mechanics using the touch ... Keywords: accelerometer, chasing, intuitive controls, kiting, mobile devices, motion controls, shake, skill game

Alexander M. Duff, Jun Ma, Shannon Sepelak, Alberto Uriarte, Wenjie Wu, Jichen Zhu

2014-10-01T23:59:59.000Z

164

Online game-generated feedback as a way to support early algebraic reasoning  

Science Journals Connector (OSTI)

This study explores the potential of game-generated feedback to support primary school students' problem solving processes in non-routine contextual number problems with interrelated values. The students were invited to play an online game at home that was extended with some additional problems. A paper-and-pencil test was used as a pre and posttest and special software monitored the online computer activity. The data analysis showed that game-generated feedback supported students in detecting and correcting their errors. The students were more successful in problem solving in the online game than in the paper-and-pencil condition where no feedback was available. Another result was that the students performed better in the posttest than in the pretest and verified their answers more often. This last finding suggests that game-generated feedback stimulated student-generated feedback.

Angeliki Kolovou; Marja Van Den Heuvel-Panhuizen

2010-01-01T23:59:59.000Z

165

Computational Study of Sulfur–nickel Interactions: A New S–Ni Phase Diagram  

SciTech Connect

Prediction of the interactions between H2S-contaminated hydrogen fuel and Ni surfaces under conditions similar to those for solid oxide fuel cell (SOFC) operation using DFT (density function theory) calculations (with thermodynamic corrections) has resulted in a new S–Ni phase diagram, which suggests the existence of an intermediate state between clean Ni surfaces and nickel sulfides – sulfur atoms adsorbed on Ni surfaces. This prediction is consistent with many experimental observations relevant to sulfur poisoning of Nibased anodes in SOFCs, which cannot be explained using the existing S–Ni bulk phase diagram from classical thermodynamics. The accurate prediction of the adsorption phase is vital to a fundamental understanding of the sulfur poisoning mechanism of Ni-based anodes under SOFC operating conditions.

Wang, Jeng-Han; Liu, Meilin

2007-06-22T23:59:59.000Z

166

Game worlds : a study of video game criticism  

E-Print Network (OSTI)

This paper explores the relation between criticism and establishment of narrative forms and genres, focusing on the cultural situation of video games. Comparing the context of early film criticism and contemporary video ...

Gursoy, Ayse

2013-01-01T23:59:59.000Z

167

Mechanizing Exploratory Game Design  

E-Print Network (OSTI)

opposed to engineering problems. Amplify creativity of humanengineering effort of others could simply be inherited. Chapter 5 Computational Creativity

Smith, Adam Marshall

2012-01-01T23:59:59.000Z

168

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

169

Indian Gaming 2013 Tradeshow & Convention  

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

The National Indian Gaming Association will host its annual tradeshow and convention on March 24-27 in Phoenix, Arizona. Be sure to visit the DOE Office of Indian Energy booth at the event.

170

Robotic Video Game Learning Using Self-Detection  

E-Print Network (OSTI)

Robotic Video Game Learning Using Self-Detection Games (Inspiration) The games used were enhanced of move- ment. Desktop Sim A natural Evolution of the two single-Axis games is a setup in which the robot. Games in Robotics Real-time games have become increas- ingly popular in robotics research and have

Wurtele, Eve Syrkin

171

J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 653662, 2009. Springer-Verlag Berlin Heidelberg 2009  

E-Print Network (OSTI)

Milano, Dept. of Information and Electronics paolo.paolini@polimi.it Abstract. Bioinformatics websites offer to the life science large community re- positories of information ranging from genes, genomesJ.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 653­662, 2009

Finkelstein, Anthony

172

Evolutionary game theory using agent-based methods  

E-Print Network (OSTI)

Evolutionary game theory is a successful mathematical framework geared towards understanding the selective pressures that affect the evolution of the strategies of agents engaged in interactions with potential conflicts. While a mathematical treatment of the costs and benefits of decisions can predict the optimal strategy in simple settings, more realistic situations (finite populations, non-vanishing mutations rates, communication between agents, and spatial interactions) require agent-based methods where each agent is modeled as an individual, carries its own genes that determine its decisions, and where the evolutionary outcome can only be ascertained by evolving the population of agents forward in time. Here we discuss the use of agent-based methods in evolutionary game theory and contrast standard results to those obtainable by a mathematical treatment. We conclude that agent-based methods can predict evolutionary outcomes where purely mathematical treatments cannot tread, but that mathematics is crucial...

Adami, Christoph; Hintze, Arend

2014-01-01T23:59:59.000Z

173

ANEWFRAMEWORK FOR POWER CONTROL IN WIRELESS DATA NETWORKS: GAMES, UTILITY, AND PRICING  

E-Print Network (OSTI)

David Famolari Wireless Information Network Laboratory (WINLAB) Dept. of Electrical and Computer@winlab.rutgers.edu David Goodman Wireless Information Network Laboratory (WINLAB) Dept. of Electrical and ComputerChapter 1 ANEWFRAMEWORK FOR POWER CONTROL IN WIRELESS DATA NETWORKS: GAMES, UTILITY, AND PRICING

Mandayam, Narayan

174

Augmented reality games : improved data layers  

E-Print Network (OSTI)

The Scheller Teacher Education Program has been developing Augmented Reality (AR) games software for a number of years. In addition to allowing students to play AR games, the software allows students to create their own ...

Laurendi, Joseph Michael

2011-01-01T23:59:59.000Z

175

Stuttering Mostly Speeds Up Solving Parity Games  

Science Journals Connector (OSTI)

We study the process theoretic notion of stuttering equivalence in the setting of parity games. We demonstrate that stuttering equivalent vertices have the same winner in ... by minimising the game graph with res...

Sjoerd Cranen; Jeroen J. A. Keiren; Tim A. C. Willemse

2011-01-01T23:59:59.000Z

176

You Sunk My Iceberg (An Android Game)  

E-Print Network (OSTI)

You Sunk My Iceberg (An Android Game) Milestone II 1. Introduction a. Background and motivation Our is named "You Sunk My Iceberg" and is similar to the board game "Battleship." The goal of this project

Huang, Chun-Hsi

177

You Sunk My Iceberg (An Android Game)  

E-Print Network (OSTI)

You Sunk My Iceberg (An Android Game) 1. Introduction a. Background and motivation Our Senior is tentatively named "You Sunk My Iceberg" and is similar to the board game "Battleship." The goal

Huang, Chun-Hsi

178

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

179

A survey on networking games in telecommunications  

E-Print Network (OSTI)

A survey on networking games in telecommunications E. Altman , T. Boulogne , R. El-Azouzi , T. Jim of networking games, as well as a number of different applications in telecommunications that make use of or can in telecommunications from other areas, in particular from transportation planning. Keywords: Game Theory

180

Disordered environments in spatial games  

Science Journals Connector (OSTI)

The Prisoner’s dilemma is the main game theoretical framework in which the onset and maintainance of cooperation in biological populations is studied. In the spatial version of the model, we study the robustness of cooperation in heterogeneous ecosystems in spatial evolutionary games by considering site diluted lattices. The main result is that, due to disorder, the fraction of cooperators in the population is enhanced. Moreover, the system presents a dynamical transition at ?*, separating a region with spatial chaos from one with localized, stable groups of cooperators.

Mendeli H. Vainstein and Jeferson J. Arenzon

2001-10-22T23:59:59.000Z

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

Social cycling and conditional responses in the Rock-Paper-Scissors game  

E-Print Network (OSTI)

How humans make decisions in non-cooperative strategic interactions is a challenging question. For the fundamental model system of Rock-Paper-Scissors (RPS) game, classic game theory of infinite rationality predicts the Nash equilibrium (NE) state with every player randomizing her choices to avoid being exploited, while evolutionary game theory of bounded rationality in general predicts persistent cyclic motions, especially for finite populations. However, as empirical studies on human subjects have been relatively sparse, it is still a controversial issue as to which theoretical framework is more appropriate to describe decision making of human subjects. Here we observe population-level cyclic motions in a laboratory experiment of the discrete-time iterated RPS game under the traditional random pairwise-matching protocol. The cycling direction and frequency are not sensitive to the payoff parameter a. This collective behavior contradicts with the NE theory but it is quantitatively explained by a microscopic ...

Wang, Zhijian; Zhou, Hai-Jun

2014-01-01T23:59:59.000Z

182

An evidential game theory framework in multi-criteria decision making process  

Science Journals Connector (OSTI)

Abstract Multi-criteria decision making process is a widely concerned issue. In traditional studies, it is assumed that a decision maker’s behaviors are not affected by others. However, competitive environment is more general in real world where everybody maximizes his benefits and each people is inevitably influenced by others’ behaviors. In this paper, an evidential game theory framework is proposed in order to address the multi-criteria decision making process in the competitive environment. The proposed framework includes five stages, namely game analysis, decision-making analysis, strategies evaluations, fusion of evaluations, decision based on equilibrium, respectively. Within the proposed framework, a representation form of uncertain information called belief structure derived from Dempster–Shafer theory is employed to model the uncertainty involving experts’ subjective evaluations. The game theory is used to find the optimal combination of strategies in the interactive decision situations. The application of the proposed evidential game theory framework is given by an illustrative example.

Xinyang Deng; Xi Zheng; Xiaoyan Su; Felix T.S. Chan; Yong Hu; Rehan Sadiq; Yong Deng

2014-01-01T23:59:59.000Z

183

Algorithmic Game Theory and Applications  

E-Print Network (OSTI)

, such as the Internet, are operated and built by thousands of large and small entities (autonomous agents), which collab and mathematical economics have been proven to be a powerful modeling tool, which can be applied to understand, a subfield of game theory, asks how one can design systems so that agents' selfish behavior results

Mavronicolas, Marios

184

The Game Trace Archive Yong Guo and Alexandru Iosup  

E-Print Network (OSTI)

and the expansion of Online Meta-Gaming Networks (OMGNs), many gaming studies and measurements have been conducted discuss possible applications of the GTA in gaming area such as game resource management, Quality-Gaming Networks [7]. Tens of millions of players currently participate in OMGNs, such as Valve's Steam, XFire

Iosup, Alexandru

185

Opportunistic mobile games using public transportation systems: a deployability study  

Science Journals Connector (OSTI)

With the growing availability of personal communication devices, we are witnessing a tremendous increase in the demand for mobile services based on location and context. Mobile gaming as a service is, of course, no exception. Unfortunately, differently ... Keywords: Collaborative games, Mixed reality games, Opportunistic networks, Pervasive gaming, Scalability, Video games

Dario Maggiorini, Christian Quadri, Laura Anna Ripamonti

2014-10-01T23:59:59.000Z

186

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

187

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)

188

Morality and Meaning in Video Games: A New Approach to Christian Game Design  

E-Print Network (OSTI)

A review of the history of video game design reveals an emphasis on themes of competition, survival, and combat. Game designers are now increasingly exploring other themes, including ethics, morality, and religious or spiritual subjects. This thesis...

Bednarz, Megan Renee?

2012-07-16T23:59:59.000Z

189

Coherence and Flexibility in Dialogue Games for Argumentation  

Science Journals Connector (OSTI)

......2005 Original Article Original Articles Coherence and Flexibility in Dialogue Games for...particular, it allows for varying degrees of coherence and flexibility when it comes to maintaining...dialogue games, defeasible reasoning| Coherence and Flexibility in Dialogue Games for......

Henry Prakken

2005-12-01T23:59:59.000Z

190

Companion Gaming: Improving the Quality of Gaming Experiences through Interconnected Gameplay  

E-Print Network (OSTI)

ANALYSIS OF DATA .................................................................. 30 IV.A. Analysis of Early’s Seven Principles Application ............................... 31 IV.B. Major Design Features of Companion Games...-console. 31 IV.A. Analysis of Early’s Seven Principles Application IV.A.1. Fable II Pub Games According to Chris Early, the release of Fable II Pub Games in 2008 marked the first time companion gaming (as it is known today) was published...

Ross, Jacob

2013-08-30T23:59:59.000Z

191

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

192

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.

193

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

194

Serious Games Go Informal: A Museum-Centric Perspective on Intelligent Game-Based Learning  

E-Print Network (OSTI)

WORLDS is a prototype game-based learning environment about environmental sustainability designed. Intelligent game-based learning environments show considerable promise for creating effective and engaging-based learning environments has focused on formal education settings and training. However, intelligent game

Young, R. Michael

195

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, ...

Eli Gutin

2013-04-15T23:59:59.000Z

196

The Hunger Games Viral Marketing Campaign.  

E-Print Network (OSTI)

?? This essay examines Lionsgate’s viral marketing campaign for The Hunger Games (Gary Ross, 2012) and the marketing teams’ use of new marketing techniques and… (more)

Ilar, Sandra

2014-01-01T23:59:59.000Z

197

Optimization Online - On the shortest path game  

E-Print Network (OSTI)

Jun 17, 2014 ... Abstract: In this work we address a game theoretic variant of the shortest path problem, in which two decision makers (agents/players) move ...

Andreas Darmann

2014-06-17T23:59:59.000Z

198

Other: Game Imaging Meets Nuclear Reality | ScienceCinema  

Office of Scientific and Technical Information (OSTI)

Search Results Other: Game Imaging Meets Nuclear Reality Citation Details Title: Game Imaging Meets Nuclear Reality Have feedback or suggestions for a way to improve these results?...

199

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

E-Print Network (OSTI)

We study a bilevel noncooperative game-theoretic model of restructured electricity markets, with loca- tional marginal prices. Each player in this game faces a ...

200

Routing (Un-) Splittable Flow in Games with Player-Specific Linear Latency Functions  

E-Print Network (OSTI)

, Burkhard Monien, and Karsten Tiemann Faculty of Computer Science, Electrical Engineering and Mathematics scale communication networks, like e.g. the In- ternet, often lack a central regulation for several cooperate with each other ­ can be modeled as a non-cooperative game. The con- cept of Nash equilibria [21

Elsässer, Robert

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

PageFetch: A Retrieval Game for Children (and Adults) Jim Purvis, Leif Azzopardi  

E-Print Network (OSTI)

.e. the higher the rank the more points), and unlike 1 Pages were selected using trending search terms for under and Subject Descriptors: H.3.3 [Information Storage and Retrieval]: Information Search and Retrieval General Terms: Design, Human Factors Keywords: Human Computational Games EXTENDED ABSTRACT Children often

Jose, Joemon M.

202

Globally Collaborative Environmental Peach Gaming with Global University Systems Globally Collaborative Environmental Peace  

E-Print Network (OSTI)

and figures." To realize this, I worked on the proliferations of data telecom infrastructure and email to various countries, and demonstration and testing of hybrid technologies with "Global Lecture Hall (GLH will supply game players from around the world. With global GRID computer networking technology and Beowulf

Paris-Sud XI, Université de

203

Complementarity and game-theoretical models for equilibria in energy markets: deterministic  

E-Print Network (OSTI)

Complementarity and game-theoretical models for equilibria in energy markets: deterministic quality, emission limits. The interaction of competing agents in an energy market subject to various generally, we consider energy markets both in deterministic and stochastic settings and explore theoretical

Solodov, Mikhail V.

204

Computational Science Technical Note CSTN-110 Interactive visualisation of spins and clusters in regular and small-world Ising  

E-Print Network (OSTI)

in regular and small-world Ising models with CUDA on GPUs A. Leist and D. P. Playne and K. A. Hawick 2010 understanding of computational simulation models such as the 2-D and 3-D Ising system with small-world link; OpenGL; visualisation; simulation; Ising model; lattice; transparency; instrumentation BiBTeX reference

Hawick, Ken

205

Polar Mapper: a computational tool for integrated visualization of protein interaction networks and mRNA expression data  

Science Journals Connector (OSTI)

...island (isolated graph) in the network...obtained at some cost; for instance...receptors (TLRs) and nuclear receptors. This...Rochette-Egly 2004 Nuclear retinoid receptors...Vis. Comput. Graph. 9, 241-253...protein function via graph-theoretic analysis...crosstalk between nuclear receptors and...

2009-01-01T23:59:59.000Z

206

Human–computer interaction: A stable discipline, a nascent science, and the growth of the long tail  

Science Journals Connector (OSTI)

......one would want in an aeroplane, nor in Internet banking. Whether we call it science...ubiquitous chip in a credit card. The Internet has also seen the computer escape the...matters is that the product chosen is not good enough for all of them, but best for......

Alan Dix

2010-01-01T23:59:59.000Z

207

Int. J. Human-Computer Studies 64 (2006) 114 A framework for designing sensor-based interactions to promote  

E-Print Network (OSTI)

with a discussion of the core properties of sensor technologies. r 2005 Elsevier Ltd. All rights reserved. 1. Introduction Originally, sensor technology was developed to measure the environment, and allowed computers, such as the thermostat of a central heating system. If the building was too cold the heating was switched on. Nowadays

Rogers, Yvonne

208

Methodology in Biological Game Simon M. Huttegger  

E-Print Network (OSTI)

;Huttegger and Zollman Methodology in Biological Game Theory ESS Method Describe a game Find all the stable states (ESS) If there is only one, conclude this one is evolutionarily significant #12;Huttegger An Evolutionarily Stable Strategy (ESS) Pooling equilibrium Not an ESS Hybrid equilibrium Not an ESS #12;Huttegger

Zollman, Kevin

209

Rebates in a Bertrand game  

Science Journals Connector (OSTI)

We study a price competition game in which customers are heterogeneous in the rebates they get from either of two firms. We characterize the transition between competitive pricing (without rebates), mixed strategy equilibrium (for intermediate rebates), and monopoly pricing (for larger rebates). In the mixed equilibrium, a firm’s support consists of two parts: (i) aggressive prices that can steal away customers from the other firm, and (ii) defensive prices that can only attract customers who get the rebate. Both firms earn positive expected profits. We show that, counter-intuitively, for intermediate rebates, an increase in rebates leads to a lower market segmentation.

Nora Szech; Philipp Weinschenk

2013-01-01T23:59:59.000Z

210

A Hack-Free RTS Game Toolkit Michael Buro  

E-Print Network (OSTI)

ORTS A Hack-Free RTS Game Toolkit Michael Buro RTDS-Meeting Oct/25/2002 Outline RTS Games Sophisticated distributed game AI Competition on server Hack-free client software Server-Side Game Simulation Server-Side Simulation Benefits Client hacks useless. Fair competition! All unit commands

Buro, Michael

211

CS798 Games for Health, Spring 2014 Administrivia  

E-Print Network (OSTI)

topics in health-related games. Appreciation of what makes for good "gamification" in healthcare. Ability

DiMarco, Chrysanne

212

Cheshire: a design framework for alternate reality games  

Science Journals Connector (OSTI)

Alternate Reality Games (ARG) have come very far in the last ten years. Great works by the likes of Steve Peters, Christy Dena and Jim Miller have pushed the genre forward, but it still lacks some of the tools created for other types of games. The design ... Keywords: ARG, alternate reality games, digital narrative, game design

Alejandro I. Baltra

2011-10-01T23:59:59.000Z

213

Use of a Conversational Computer Program in Operator Training for Improved Energy Efficiency  

E-Print Network (OSTI)

Energy efficient operation of process equipment requires attentive operation by well-trained personnel. Use of a computer simulation model together with a conversational computer program, which provides dynamic game playing opportunities...

Brickman, S. W.; Mergens, E. H.

1980-01-01T23:59:59.000Z

214

Video Games and Mathematics Education: Studying Commercial Sports Video Games to Identify the Potential for Learning and Thinking About  

E-Print Network (OSTI)

Video Games and Mathematics Education: Studying Commercial Sports Video Games to Identify What happens when commercial sports video games, designed for entertainment, are used in an effort is an attempt to examine the potential for connecting digital media (sports video games) to learning various

Spagnolo, Filippo

215

Mobile Phone Programming- Multi-Player Mobile Phone Game Based on Bluetooth.  

E-Print Network (OSTI)

??Mobile games are becoming more and more popular and the industry is increasing quickly. However, majority of these mobile games are single player games. In… (more)

ZHAO, PENGCHENG

2010-01-01T23:59:59.000Z

216

A game-theory approach to configuration of detection software with decision errors  

Science Journals Connector (OSTI)

Abstract The modern computer and communication networks that firms rely on have become more complex due to their dynamic, distributed and heterogeneous features; it is therefore increasingly important to characterize the interaction between a firm and a user to ensure information security. Recently, a game-theory approach has been widely employed to investigate this issue, including the optimal configurations of the detection software. However, for both the firm and the user, inaccuracies may persist in the gap between strategic decisions and actual actions, due to the effects of irrationality and the error-prone nature of the devices that carry their commands. This paper analyzes the effects of decision errors on the optimal strategies of both the firm and the user and, in particular, on the optimal configurations of the detection software. We finally demonstrate that decision errors can promote several pure equilibrium strategies and that fine-tuning these configurations quickly becomes difficult. Furthermore, we find that decision errors can drastically influence the optimal configurations and expected costs for a firm.

Xing Gao; Weijun Zhong; Shue Mei

2013-01-01T23:59:59.000Z

217

APPLIED MATHEMATICS & COMPUTATIONAL SCI. (AS) {AMCS}  

E-Print Network (OSTI)

APPLIED MATHEMATICS & COMPUTATIONAL SCI. (AS) {AMCS} 510. (MATH410) Complex Analysis. 520. (MATH420. (MATH432) Game Theory. 567. (BE 567) Mathematical and Computational Modeling of Biological Systems. (M) Prerequisite(s): BE 324 and BE 350. This is an introductory course in mathematical biology. The emphasis

Carpick, Robert W.

218

Computational modeling of laser-plasma interactions: Pulse self-modulation and energy transfer between intersecting laser pulses  

Science Journals Connector (OSTI)

The nonlinear interaction of intense femtosecond laser pulses with a self-induced plasma channel in air and the energy transfer between two intersecting laser pulses were simulated using the finite-difference time-domain particle-in-cell method. Implementation of a simple numerical code enabled modeling of various phenomena, including pulse self-modulation in the spatiotemporal and spectral domains, conical emission, and energy transfer between two intersecting laser beams. The mechanism for energy transfer was found to be related to a plasma waveguide array induced by Moiré patterns of the interfering electric fields. The simulation results provide a persuasive replication and explanation of previous experimental results, when carried out under comparable physical conditions, and lead to prediction of others. This approach allows us to further examine the effect of the laser and plasma parameters on the simulation results and to investigate the underlying physics.

Rotem Kupfer; Boris Barmashenko; Ilana Bar

2013-07-17T23:59:59.000Z

219

Sequential games and optimal strategies  

Science Journals Connector (OSTI)

...uk ). 1 School of Computer Science, University...Birmingham B15-2TT, UK 2 School of Electronic Engineering and Computer Science, Queen Mary...Royal Society under grant 516002.K501/RH...definitionLecture notes in computer sciencevol. 177...

2011-01-01T23:59:59.000Z

220

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 Show specifically devoted to all aspects of 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.


221

Take Me Out to the Besuboru Game  

E-Print Network (OSTI)

Broadcast Transcript: This Postcard is for every little girl who dreams of pitching in the majors. Take me out to the besuboru game! Besuboru is"baseball" in Japanese. It's a borrowed word and has been adapted to the ...

Hacker, Randi

2009-03-04T23:59:59.000Z

222

Game, Set, and Match A Personal Journey  

E-Print Network (OSTI)

be called Lo Shu. . . Or Tic-Tac-Toe! 8 1 6 3 5 7 4 9 2 Carl Lee (UK) Game, Set, and Match KYMAA -- April. . . Or Tic-Tac-Toe! 8 1 6 3 5 7 4 9 2 This was one of my early encounters with the notion of isomorphism (and Coxeter).) Carl Lee (UK) Game, Set, and Match KYMAA -- April 2013 9 / 54 #12;Three Dimensional Tic

Lee, Carl

223

Augmented Computer Exercise for Inspection Training (ACE-IT) - an interactive training tool for {open_quotes}challenge inspections{close_quotes} under the chemical weapons convention  

SciTech Connect

The on-site inspection provisions in many current and proposed arms control agreements require extensive preparation and training on the part of both the Inspection Teams and the Inspected Parties. Current training techniques include lectures, table-top inspections, and practice inspections. The Augmented Computer Exercise for Inspection Training (ACE-IT), an interactive computer training tool, increases the utility of table-top inspections. Under the Chemical Weapons Convention (CWC) challenge inspections are short-notice inspections that may occur anywhere, anytime, and with no right of refusal. The time interval between notice of intent to inspect a facility and the arrival of inspectors at the facility may be as short as 72 hours. Therefore, advance training is important. ACE-IT is used for training both the Inspection Team (inspector) and the Inspected Party (host) to conduct a hypothetical challenge inspection under the CWC. An exercise moderator controls the exercise. The training covers all of the events in the challenge inspection regime, from initial notification of an inspection through post-inspection activities. But the primary emphasis of the training tool is on conducting the inspection itself, and in particular, the concept of managed access. Managed access is used to assure the inspectors that the facility is in compliance with the CWC, while protecting sensitive information that is not related to the CWC.

Dobranich, P.R.

1997-08-01T23:59:59.000Z

224

Sandia National Laboratories: high-performance computing  

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

computing Sandian Re-Elected as President of the Association for Computing Machinery Special Interest Group on Graphics and Interactive Techniques On July 8, 2014, in Computational...

225

E-Print Network 3.0 - artificially mediated games Sample Search...  

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

Summary: Institute of New York University Associate Professor Director, Social Game Lab Director, Game Innovation Lab... 08 Rensselaer Polytechnic Institute...

226

Journey of discovery: the night journey project as "video/game art"  

Science Journals Connector (OSTI)

This paper describes the development of a video/game art project being produced by media artist Bill Viola in collaboration with a team from the USC Game Innovation Lab, which uses a combination of both video and game technologies to explore the universal ... Keywords: 3D environments, emotion in games, game design, game visuals, innovation, iterative process, playtesting, post processing, prototyping

Tracy Fullerton; Todd Furmanski; Kurosh ValaNejad

2007-08-01T23:59:59.000Z

227

GAMES@LARGE GRAPHICS STREAMING ARCHITECTURE Itay Nave, Haggai David, Alex Shani Arto Laikari Peter Eisert, Philipp Fechteler  

E-Print Network (OSTI)

Eisert, Philipp Fechteler Exent Technologies Ltd. VTT Fraunhofer HHI ABSTRACT In coming years we will seeStation and Xbox will require a radical change in system architecture. While traditional CE equipment suffers from of the innovative aspects of the Games@Large project idea ­ the interactive streaming of graphical output to client

Eisert, Peter

228

Frogs and Toads Memory: A Voronoi Twist on the Classic Children's Game Michael S. Horn and Chia Shen  

E-Print Network (OSTI)

In the children's game, Memory, a deck of cards is shuffled and arranged face down in a grid. Players take turns, such as Microsoft Surface [4], the DiamondTouch table [3], and the SMART Table [5] are emerging as commercial and scientific applications of these interactive tables. Such applications might benefit from the friendly

229

New Mexico Department of Game and Fish | Open Energy Information  

Open Energy Info (EERE)

and Fish Jump to: navigation, search Logo: New Mexico Department of Game and Fish Name: New Mexico Department of Game and Fish Abbreviation: NMDGF Address: 1 Wildlife Way Place:...

230

Title 16 Alaska Statutes Chapter 20 Fish and Game Conservation...  

Open Energy Info (EERE)

Fish and Game Conservation Jump to: navigation, search OpenEI Reference LibraryAdd to library Legal Document- StatuteStatute: Title 16 Alaska Statutes Chapter 20 Fish and Game...

231

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

232

Cheating and Virtual Crimes in Massively Multiplayer Online Games  

E-Print Network (OSTI)

.............................................................................................- 20 - Hacking the game client...........................................................................................................- 24 - Hacking OpenGL to create an aimbots ...........................................................................................- 24 - API level hacking

Dent, Alexander W.

233

Secure Peer-to-Peer Trading for Multiplayer Games  

E-Print Network (OSTI)

in multiplayer games. Finally, Bitcoin [10], a digital currency, is directly related to trading since they allow

GauthierDickey, Chris

234

Manuscript Version 6. Official copy "Mouse" in Berkshire Encyclopedia of Human-Computer Interaction, W.S. Bainbridge (ed). 2004 by Berkshire Publishing Group. http://www.berkshirepublishing.com/brw/BerkProd.asp?projID=29#  

E-Print Network (OSTI)

interface and many other innovations. There are various possible alternatives to the mouse, including touch is that for interacting with graphical user interfaces (GUI) on desktop computers, the mouse serves most users quite well two orthogonal optical encoders for two dimensional movements. Figure 2 shows the inside of a mouse

Zhai, Shumin

235

An NTU Cooperative Game Theoretic View of Manipulating Elections  

E-Print Network (OSTI)

An NTU Cooperative Game Theoretic View of Manipulating Elections Michael Zuckerman1 , Piotr 27708, USA. conitzer@cs.duke.edu Abstract. Social choice theory and cooperative (coalitional) game, we use cooperative game theory tools in order to explore the coali- tion formation process

Rosenschein, Jeff

236

Exploiting adversary's risk profiles in imperfect information security games  

Science Journals Connector (OSTI)

At present much of the research which proposes to provide solutions to Imperfect Information Non-Cooperative games provides superficial analysis which then requires a priori knowledge of the game to be played. We propose that High Card, a simple Multiplayer ... Keywords: adversarial game theory, high card, imperfect information

Gabriel Fortunato Stocco; George Cybenko

2011-11-01T23:59:59.000Z

237

A Modal Logic for Coalitional Power in Games  

Science Journals Connector (OSTI)

......for Coalitional Power in Games MARC PAULY...theory, multiagent systems. 1 Introduction...for Coalitional Power in Games actions...players. While operations on games are not...Dynamic logic. In Handbook of Philosophical...of provability in systems of modal propositional......

Marc Pauly

2002-02-01T23:59:59.000Z

238

Power-games and organizational learning: Lessons for Organizations Management .  

E-Print Network (OSTI)

1 Power-games and organizational learning: Lessons for Organizations Management . Thierry LEVY Learning; Management. hal-00848674,version1-27Jul2013 #12;2 Power-games and organizational learning-Economic approach, Henri SAVALL (1981) developed. KEY-WORDS: Game-Theory; Conflicts; Negotiation, Organizational

Paris-Sud XI, Université de

239

An Analysis of Stochastic Game Theory for Multiagent Reinforcement Learning  

E-Print Network (OSTI)

An Analysis of Stochastic Game Theory for Multiagent Reinforcement Learning Michael Bowling Manuela 15213 Abstract Learning behaviors in a multiagent environment is crucial for developing and adapting and adapt. Stochastic games, first studied in the game theory community, are a natural extension of MDPs

240

USING SYNTHETIC PLAYERS TO GENERATE WORKLOADS FOR NETWORKED MULTIPLAYER GAMES  

E-Print Network (OSTI)

that generates appropriate workloads for networked multiplayer games. Based on this framework, we have developed a software infrastructure and a prototype synthetic player for the multiplayer adventure game Crossfire Video games have been projected to continue to enjoy solid growth over the coming years (PricewaterhouseCoopers

Katchabaw, Michael James

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

Competitive Game Development: Software Engineering as a Team Sport*  

E-Print Network (OSTI)

Competitive Game Development: Software Engineering as a Team Sport* Walt Scacchi Institute, Zurich, 9 June 2012 #12;Overview · The what, why, how and outcomes of game software development of game software development competitions · Competition affords the opportunity for alternative

Scacchi, Walt

242

Usability improvements for the TaleBlazer game editor  

E-Print Network (OSTI)

TaleBlazer games utilize GPS technology available on most mobile devices and tablets to create location-based augmented reality (AR) games. All TaleBlazer games are created in a web based editor on the TaleBlazer website ...

Lozano, Cristina

2014-01-01T23:59:59.000Z

243

Data Analytics for Game Development (NIER Track) Kenneth Hullett  

E-Print Network (OSTI)

Data Analytics for Game Development (NIER Track) Kenneth Hullett UC Santa Cruz Santa Cruz, CA, USA, WA, USA jhopson@bungie.com ABSTRACT The software engineering community has had seminal papers on data on the emerging digital game industry. In this paper we explore how data can drive game design and production

California at Santa Cruz, University of

244

Game matching number of graphs Douglas B. West  

E-Print Network (OSTI)

. Game: Two players, Max and Min, alternately choose edges of a matching, ending with a maximal matching. Max wants it to be large; Min wants it to be small. #12;The Matching Game We want a large matching but can't pick all the edges. Game: Two players, Max and Min, alternately choose edges of a matching

West, Douglas B.

245

Enhancing Game-Server AI with Distributed Client Computation  

E-Print Network (OSTI)

players who hack their client software. We focus specifically on the problem of latency, which we address

246

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

E-Print Network (OSTI)

locally, e.g., a task associated to an application user interface. .... Without lack of generality, we consider as the user performance measure the expected .... Under this standard assumption, it is easy to check that each user's problem is ..... the Cartesian product of lower dimensional sets, a condition that in our case is not.

2013-07-31T23:59:59.000Z

247

Motion rings for interactive gait synthesis  

Science Journals Connector (OSTI)

This paper presents a practical system for synthesizing gait animation in game environments. As well as improving the reality of animation, we should improve the efficiency and the maneuverability of the character, both of which are essential for interactive ... Keywords: gait synthesis, motion interpolation, responsive animation

Tomohiko Mukai

2011-02-01T23:59:59.000Z

248

Position vs. Velocity Control for Tilt-Based Interaction Robert J. Teather*  

E-Print Network (OSTI)

like a steering wheel, and "marble maze" games where tilting rolls a ball to simulate gravity. Although's subjective impression of the system. 2 RELATED WORK 2.1 Tilt-Based Interaction Tilt control has long been

MacKenzie, Scott

249

*A one-year program for students wishing to explore alternatives before selecting a specific degree program within this college or school. RIT Colleges Academic Programs (Bachelor)  

E-Print Network (OSTI)

Development Software Engineering Computing Exploration & Informatics Exploration * Engineering Biomedical, Medical Informatics School of Interactive Games & Media: Game Design & Development, New Media Interactive, Chemical, Computer, Computer/Software, Electrical, Electrical/Biomedical, Electrical/Clean & Renewable

Zanibbi, Richard

250

Cyclic dominance in evolutionary games: a review  

Science Journals Connector (OSTI)

...allow the emergence of competing mini spirals [135]. This transition...competing strategies on the spatial grid. In figure 7, we show how the...characteristic snapshots of the spatial grid over time from left to right...2010 Coevolutionary games: a mini review. Biosystems 99, 109-125...

2014-01-01T23:59:59.000Z

251

Electronic games for aged care and rehabilitation  

Science Journals Connector (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

252

Radioactivity: Olympic Games: dirty and decaying?  

Science Journals Connector (OSTI)

Radioactivity: Olympic Games: dirty and decaying? Awards: SciCast rewards the best in scientific short films Conference: Teachers conference is big in Boston Workshop: Experts and teachers mingle in Mexico Awards: Olympiad holds lavish ceremony Cinema: Indiana Jones has a skull full of physics Conference: ESERA announces Turkish delight for 2009 Forthcoming Events

253

A Game Theoretic Analysis of Collaboration in  

E-Print Network (OSTI)

their content ownership as a non-cooperative game, where a player's utility is associated with content owned that a contributor's goal is to maximize ownership of content sections, such that content owned (i.e. originated software [30], [12], [23], [14], [18], [24], [19]. Increasingly, individuals, companies, government

Mandayam, Narayan

254

Reinventing Mobile Community Computing and Communication  

E-Print Network (OSTI)

Reinventing Mobile Community Computing and Communication (Position Paper) Yann Busnel, Nuno Cruz, smartphones and mobile applications spread like wildfire and dramatically improved aspects of our professional and mostly provide mobile versions of online Internet services or arcade games. With the exception of simple

Paris-Sud XI, Université de

255

The six facets of serious game design: a methodology enhanced by our design pattern library  

Science Journals Connector (OSTI)

Serious games rely on two main types of competence and expertise: the game designer's and the teacher's. One of the main problems in creating a serious game that is both amusing and educational, and efficiently so, is building a cooperative environment ... Keywords: conceptual framework, design patterns, game design, instructional design, pedagogy, serious games, tel

Bertrand Marne; John Wisdom; Benjamin Huynh-Kim-Bang; Jean-Marc Labat

2012-09-01T23:59:59.000Z

256

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

257

Computer Science and Decision Theory Fred S. Roberts 1  

E-Print Network (OSTI)

Computer Science and Decision Theory Fred S. Roberts 1 DIMACS Center, Rutgers University by these applications that place great strain on decision theory/social science methods, and explores applications of consensus, with the relation between computer science and game theory and decisions, and with \\algorithmic

258

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

260

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...

Doucet, Lars Andreas

2011-08-08T23:59:59.000Z

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.


261

Atlanta Centennial Olympic Games and Paralympic Games event study, 1996. Final report, July 1996--August 1996  

SciTech Connect

The Atlanta metropolitan region was the location of one of the most ambitious Intelligent Transportation Systems (ITS) deployments in the United States. This deployment included several individual projects--a Central Transportation Management Center (TMC), six Traffic Control Centers (TCCs), one Transit Information Center (TIC), The Travel Information Showcase (TIS), and the extension of the Metropolitan Atlanta Rapid Transit Authority (MARTA) Rail network and the new high-occupancy vehicle (HOV) lanes on I-85 and I-75. The 1996 Atlanta Centennial Olympic Games and Paralympic Games created a focus for these projects. All of these systems were to be brought on-line in time for the Olympic Games. This report presents the findings of the 1996 Olympic and Paralympic Games Events Study--a compilation of findings of system performance, the benefits realized, and the lessons learned during their operations over the event period. The study assessed the performance of the various Travel Demand Management (TDM) plans employed for Olympic Games traffic management.

Amodei, R.; Bard, E.; Brong, B.; Cahoon, F.; Jasper, K.

1998-11-01T23:59:59.000Z

262

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

263

The Psychology of Video Games (Psyc 445) The Psychology of Video Games is a teaching/research course taught at the  

E-Print Network (OSTI)

The Psychology of Video Games (Psyc 445) The Psychology of Video Games is a teaching psychological issues in video games and also conduct empirical research on video game issues. As such will be listed on a public course page (cognitron.umd.edu), the Laboratory for Automation Psychology (lap

Hill, Wendell T.

264

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

265

Strategic Planning System for Exotic Game Management  

E-Print Network (OSTI)

. Jerry Stuth The paradigm of indiscriminate introduction of exotic ungulates has escalated the need for ecological and biological understanding of nonindigenous species. Management of any species or animal enterprise is a dynamic process..., and requires ecological considerations as well as economic constraints. The initial framework of Strategic Planning System for Exotic Game (SPSEG) may allow proactive management of animal enterprises and help mediate the often conflicting short term needs...

Lubbering, Jeanne Marie Petrofes

2012-06-07T23:59:59.000Z

266

Playing Nature: The Virtual Ecology of Game Environments  

E-Print Network (OSTI)

Game Serious Alternatives The Gamification of Everyday Lifeindustry trend toward “gamification” of everyday operationsgames up to less benign “gamification” purposes, as I will

Chang, Alenda Y.

2013-01-01T23:59:59.000Z

267

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.

Xinmin Hu

2006-01-05T23:59:59.000Z

268

A Game-Theoretical Dynamic Model for Electricity Markets  

E-Print Network (OSTI)

Oct 6, 2010 ... Abstract: We present a game-theoretical dynamic model for competitive electricity markets.We demonstrate that the model can be used to ...

Aswin Kannan

2010-10-06T23:59:59.000Z

269

Putting the Turtle on the Racetrack: Investigating a Constructionist Racing Game for Exploring Kinematics  

E-Print Network (OSTI)

Putting the Turtle on the Racetrack: Investigating a Constructionist Racing Game for Exploring the Turtle on the Racetrack: Investigating a Constructionist Racing Game for Exploring Kinematics While

Wilensky, Uri

270

Adaptive Interaction through WWW Fuyau Lin and Ron Danielson  

E-Print Network (OSTI)

Adaptive Interaction and Instruction using the World-Wide Web. We include a brief survey of human-computer of this paper discusses human-computer interaction in the context of the WWW, factors relevant to delivering on the Web. 2. HUMAN-COMPUTER INTERACTION AND THE WWW #12;Mechanisms for Human-Computer Interaction (HCI

Danielson, Ronald

271

Exploratory nondestructive evaluation (NDE) research for advanced materials and processes: Volume 3 -- Interactive multimedia computer based training (IMCBT) for nondestructive evaluation/inspection (NDE/I) personnel. Final report, 1 July 1995--30 April 1998  

SciTech Connect

Interactive Multimedia Computer Based Training (IMCBT) for Nondestructive Inspection (NDE/I) Personnel: Computer Based Training (CBT) is a highly effective method for industrial training that has been growing in popularity. Text, graphics, sound, movies and animation enhance the learning activity. Interactive Multimedia CBT (IMCBT) allows students to learn in an environment where the training material is presented on a computer workstation and uses student interaction and feedback in the learning process. This technology has been used in the aerospace industry for aircraft maintenance and flight training and is growing in many operation training areas. The cost of development of IMCBT material is significantly more expensive than traditional training material, but an hour of IMCBT material can contain more information than an hour of traditional training material since information is transferred faster and with higher retention. Because IMCBT delivers training at lower cost, the overall benefit of IMCBT has been found to be in the range of 40% to 60% cost savings. The application of IMCBT for NDE/I training did show an overwhelmingly positive acceptance of the incorporation of IMCBT for NDE/I personnel within existing training structures. A CD-ROM package called INSPECT (Interactive Student Paced Eddy Current Training) has demonstrate various advanced aspects of potential IMCBT lessons. The INSPECT CD demonstration was reviewed by Air Force and industry professionals, as well as a group of high school students to gauge novice response. The prototype was found to be appealing and to have significant potential as a useful teaching tool. A large majority of the professional reviewers stated they would like to have complete CBT modules like INSPECT for some aspect of their NDE/I training.

Bossi; Knutson, B.; Nerenberg, R.; Deobald, L.; Nelson, J.

1998-07-01T23:59:59.000Z

272

Computer scientists and engineers design and implement efficient software and hardware  

E-Print Network (OSTI)

62 Computer scientists and engineers design and implement efficient software and hardware solutions to computer-solvable problems. They are involved in the development of areas such as high-speed networks, multimedia and creative technologies, systems design, video game development, and robotics. The Computer

Rohs, Remo

273

Computer scientists and engineers design and implement efficient software and hardware  

E-Print Network (OSTI)

62 Computer scientists and engineers design and implement efficient software and hardware solutions to computer-solvable problems. They are involved in the development of areas such as high-speed networks, internet technologies, social networks, systems design, computer graphics, video game development

Rohs, Remo

274

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

275

Security Risk Management via Dynamic Games with Learning  

E-Print Network (OSTI)

Security Risk Management via Dynamic Games with Learning Praveen Bommannavar Management Science@stanford.edu Abstract--This paper presents a game theoretic and learning approach to security risk management based mathematical rigor. We aim to take a decision-theoretic approach to risk management. By quantitatively

Alpcan, Tansu

276

Edinburgh Research Explorer Infinite-State Energy Games  

E-Print Network (OSTI)

Edinburgh Research Explorer Infinite-State Energy Games Citation for published version: Aziz, India §University of Edinburgh, UK Abstract--Energy games are a well-studied class of 2-player turn Abdulla, P, Faouzi Atig, M, Hofman, P, Mayr, R, Narayan Kumar, K & Totzke, P 2014, 'Infinite-State Energy

Millar, Andrew J.

277

PROXIMITY OF INFORMATION IN GAMES WITH INCOMPLETE INFORMATION  

E-Print Network (OSTI)

PROXIMITY OF INFORMATION IN GAMES WITH INCOMPLETE INFORMATION by Dov Monderer * and Dov Samet of Management, Tel Aviv University, Tel Aviv, Israel #12;Abstract Existing notions of proximity of information fail to satisfy desired continuity properties of equilibria in games with incomplete information. We

Monderer, Dov

278

COOPERATIVE ADVERTISING: A BIFORM GAME ANALYSIS Ezio Marchi  

E-Print Network (OSTI)

COOPERATIVE ADVERTISING: A BIFORM GAME ANALYSIS By Ezio Marchi and Paula Andrea Cohen IMA Preprint-626-7370 URL: http://www.ima.umn.edu #12;COOPERATIVE ADVERTISING: A BIFORM GAME ANALYSIS Ezio MARCHI@yahoo.com.ar 1 #12;INTRODUCTION Cooperative advertising is one of the most important issues in the analysis

279

Decision Dynamics in Cooperative Search Based on Evolutionary Game Theory  

E-Print Network (OSTI)

Decision Dynamics in Cooperative Search Based on Evolutionary Game Theory Mamoru Saito, Takeshi including decision dynamics based on evolutionary game theory. As an- other works on decision dynamics a decision on which room to search while determining a con- trol input. For the problem, we present

280

The Economic Impact of One WVU Home Football Game  

E-Print Network (OSTI)

The Economic Impact of One WVU Home Football Game on the Monongalia County Economy Dr. Christiadi Demographer October 2012 #12; 1 The Economic Impact of One WVU Home Football Game on the Monongalia County Economy Executive Summary This study attempts to measure the economic impact of a single West

Mohaghegh, Shahab

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

Mathematics of Games and Politics Instructor: Sam Smith, Mathematics  

E-Print Network (OSTI)

Math 132 Mathematics of Games and Politics Syllabus Fall 2010 Instructor: Sam Smith, Mathematics Office Barbelin 212, 610-660-1559, smith@sju.edu Office Hours: Mon 11:30-1:00, Tue 1:00-4:00 or by appointment. Text: Sam Smith, The Mathematics of Games and Politics, available for purchase at the University

Smith, Sam

282

A differential game of joint implementation of environmental projects  

Science Journals Connector (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

MichèLe Breton; Georges Zaccour; Mehdi Zahaf

2005-10-01T23:59:59.000Z

283

Abstract machines for game semantics, revisited Olle Fredriksson  

E-Print Network (OSTI)

: In this paper we are developing the line of work on PAM/IAM/JAM in order to define new abstract machines whichAbstract machines for game semantics, revisited Olle Fredriksson University of Birmingham, UK Dan R. Ghica University of Birmingham, UK Abstract--We define new abstract machines for game seman- tics which

Ghica, Dan

284

The role of semantics in games and simulations  

Science Journals Connector (OSTI)

Powerful graphics hardware is enabling strong improvements in both the appearance and the complexity of virtual worlds for games and simulations. However, current practices in the design and development of virtual worlds mostly resemble high-tech variants ... Keywords: Semantics, constraint solving, games and simulations, modeling, virtual environments

Tim Tutenel; Rafael Bidarra; Ruben M. Smelik; Klaas Jan De Kraker

2008-12-01T23:59:59.000Z

285

Special Issue on Human Computing  

E-Print Network (OSTI)

The seven articles in this special issue focus on human computing. Most focus on two challenging issues in human computing, namely, machine analysis of human behavior in group interactions and context-sensitive modeling.

Nijholt, Anton

286

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

287

Exploring in-game advertising in first person shooters Stef Cobelens  

E-Print Network (OSTI)

Exploring in-game advertising in first person shooters Stef Cobelens September 21, 2009 Leiden-Game Advertising in First Person Shooters 1 Abstract In-game advertising is a rapidly developing advertising in-game advertisements are placed without solid backup of academic research. An advertisement

Emmerich, Michael

288

Gingerman challenge: a persuasive game for promoting adequate sunlight exposure for office workers  

Science Journals Connector (OSTI)

In this paper, we present Gingerman Challenge, which is a persuasive mobile game designed to promote moderate sunlight exposure. The design goals of Gingerman Challenge are to help players to recognize the merits of sunlight exposure and to promote maintenance ... Keywords: behavior change, casual game, design for moderation, health game, persuasive game, sun exposure, vitamin d

Hajin Lim, Jaehyeon Park, Bongwon Suh

2014-10-01T23:59:59.000Z

289

LHC card games: bringing about retrocausality?  

E-Print Network (OSTI)

The model of Nielsen and Ninomiya claims that "the SSC (Superconducting Supercollider) were stopped by the US Congress due to the backward causation from the big amounts of Higgs particles, which it would have produced, if it had been allowed to run". They also proposed to play a card game and if the "close LHC" card is drawn (with probability $\\sim 10^{-6}$), really close LHC on the eve of Higgs particle discovery to avoid more severe bad luck. Crazy? Probably. But paraphrasing Salvador Dali, if you believe that you and me are smarter in physics than Nielsen and Ninomiya, don't read this article, just go right on in your blissful idiocy. Therefore, I will try to make sense of backward causation. It turns out that not only the backward causation makes perfect sense in some models of possible reality, but that Nielsen and Ninomiya really have a chance to close LHC by a card game. The only thing they need is to be smart enough to manage to develop their theory up to the level of brilliance beginning from which it becomes a part of the fabric of reality. We hope, however, that they will use their outstanding abilities to bring about some more interesting future.

Z. K. Silagadze

2010-03-31T23:59:59.000Z

290

Cloud Computing Adam Barker  

E-Print Network (OSTI)

Cloud Computing 1 Adam Barker #12;Overview · Introduction to Cloud computing · Enabling technologies · Di erent types of cloud: IaaS, PaaS and SaaS · Cloud terminology · Interacting with a cloud: management consoles · Launching an instance · Connecting to an instance · Running your application · Clouds

St Andrews, University of

291

E-Print Network 3.0 - abnormal neutrophil-pulmonary interaction...  

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

CGS 4315 Intelligent Systems Design CGS 4352 Human Computer Interactions I CGS 4353 Human Computer... Interactions II ED 4352 Reading I: Initial Instruction for Elementary...

292

Breaking New Ground: Innovation in Games, Play, Practice and Theory. Proceedings of DiGRA 2009 2009Authors & Digital Games Research Association (DiGRA). Personal and educational classroom use of this paper is allowed,  

E-Print Network (OSTI)

the hypothesis that exposing students in an introductory game studies class to German-style board games would exposed to these types of games did exhibit a greater understanding of game mechanics at the end mechanics [9]. We hypothesize that students exposed to this type of game may exhibit greater understanding

California at Santa Cruz, University of

293

Games, Gaming and Gamification, School of the Arts, Media, Performance and Design (AMPD) York University's School of the Arts, Media, Performance and Design (AMPD), formerly known as the Faculty of  

E-Print Network (OSTI)

Games, Gaming and Gamification, School of the Arts, Media, Performance and Design (AMPD) York Arts, is seeking an outstanding junior researcher in the area of Games, Gaming and Gamification, visualization, alt-games, notgames and gamification. The candidate will be a practicing artist and creative

294

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.

295

Price optimisation using business risk analysis and game theory  

Science Journals Connector (OSTI)

We have developed a new approach to supporting business decisions that can be used to evaluate the risks inherent in the competitive environment. We have shown that the results of business risk analysis can be used for building a game theory model. By using risk analysis and game theory together, we were able to take into account the expected behaviour of the competitors and the interrelations among them. We present a case study in the Hungarian telecommunications sector to show how the result of the risk analysis of the net cost of a given product can be built into a game theory model.

Rozalia Konkoly; Istvan Fekete

2005-01-01T23:59:59.000Z

296

Green Computing Using Automatic Parallelizing and Power Reducing Compiler  

E-Print Network (OSTI)

. BG/Q (A2:16cores) Water Cooled20PFLOPS, 3-4MW (2011-12), BlueWaters(HPCS) Power7, 10 PFLOP+(2011Green Computing Using Automatic Parallelizing and Power Reducing Compiler with Multiplatform API (Embedded) Mobile Phone, Game, TV, Car Navigation, Camera, IBM/ Sony/ Toshiba Cell, Fujitsu FR1000

Kasahara, Hironori

297

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

298

Computed solid phases limiting the concentration of dissolved constituents in basalt aquifers of the Columbia Plateau in eastern Washington. Geochemical modeling and nuclide/rock/groundwater interaction studies  

SciTech Connect

A speciation-solubility geochemical model, WATEQ2, was used to analyze geographically-diverse, ground-water samples from the aquifers of the Columbia Plateau basalts in eastern Washington. The ground-water samples compute to be at equilibrium with calcite, which provides both a solubility control for dissolved calcium and a pH buffer. Amorphic ferric hydroxide, Fe(OH)/sub 3/(A), is at saturation or modestly oversaturated in the few water samples with measured redox potentials. Most of the ground-water samples compute to be at equilibrium with amorphic silica (glass) and wairakite, a zeolite, and are saturated to oversaturated with respect to allophane, an amorphic aluminosilicate. The water samples are saturated to undersaturated with halloysite, a clay, and are variably oversaturated with regard to other secondary clay minerals. Equilibrium between the ground water and amorphic silica presumably results from the dissolution of the glassy matrix of the basalt. The oversaturation of the clay minerals other than halloysite indicates that their rate of formation lags the dissolution rate of the basaltic glass. The modeling results indicate that metastable amorphic solids limit the concentration of dissolved silicon and suggest the same possibility for aluminum and iron, and that the processes of dissolution of basaltic glass and formation of metastable secondary minerals are continuing even though the basalts are of Miocene age. The computed solubility relations are found to agree with the known assemblages of alteration minerals in the basalt fractures and vesicles. Because the chemical reactivity of the bedrock will influence the transport of solutes in ground water, the observed solubility equilibria are important factors with regard to chemical-retention processes associated with the possible migration of nuclear waste stored in the earth's crust.

Deutsch, W.J.; Jenne, E.A.; Krupka, K.M.

1982-08-01T23:59:59.000Z

299

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

300

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":""}]}

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

Optimal Coordination Mechanisms for Multi-job Scheduling Games  

Science Journals Connector (OSTI)

We consider the unrelated machine scheduling game in which players control subsets of jobs. Each player’s objective is to minimize the weighted sum of completion time of her jobs, while the social cost is the ...

Fidaa Abed; José R. Correa; Chien-Chung Huang

2014-01-01T23:59:59.000Z

302

California Fish and Game Code Section 86 | Open Energy Information  

Open Energy Info (EERE)

OpenEI Reference LibraryAdd to library Legal Document- StatuteStatute: California Fish and Game Code Section 86Legal Published NA Year Signed or Took Effect 2014 Legal...

303

ORTS: A Hack-Free RTS Game Environment  

Science Journals Connector (OSTI)

This paper presents a novel approach to Real-Time-Strategy (RTS) gaming which allows human players as well as machines to compete in a hack-free environment. The main idea is to ... sent to the respective clients...

Michael Buro

2003-01-01T23:59:59.000Z

304

Outdoor augmented reality n-th game editing suite  

E-Print Network (OSTI)

OARnGES was developed to be a comprehensive Augmented Reality game development tool. Augmented Reality provides players a view of the real world augmented with virtual characters and information. Augmented Reality has ...

Schmeckpeper, Benjamin Arthur

2007-01-01T23:59:59.000Z

305

Cybersecurity Games and Investments: A Decision Support Approach  

E-Print Network (OSTI)

Cybersecurity Games and Investments: A Decision Support Approach Emmanouil Panaousis1 , Andrew or inefficient spending on cybersecurity. To this end, we first model the cybersecurity environment multi-objective, multi- ple choice Knapsack to determine the optimal cybersecurity investment. Our

Malacaria, Pasquale

306

Gamification: Creating Gameful and Playful Application for Complementing Human Memory  

E-Print Network (OSTI)

Gamification: Creating Gameful and Playful Application for Complementing Human Memory Master thesis of this Master/Diploma thesis is to develop gamification-based design, approach and application that support

Nejdl, Wolfgang

307

A Two-Level Differential Game of International Emissions Trading  

Science Journals Connector (OSTI)

In this chapter we propose a dynamic game-theoretic modeling framework for the international climate change negotiations that should take place at the end of the Kyoto Protocol agreement if the necessity to drast...

Alain Haurie; Francesco Moresino; Laurent Viguier

2006-01-01T23:59:59.000Z

308

Abstract of PsyOps: Personality Assessment Through Gaming Behavior  

E-Print Network (OSTI)

a higher ecological validity than the traditional personality assessment methods. To determine if video), Game Mode (10), Vehicle Category (7), Weapon (75)1 .The credits field was a tick box where participants

Spronck, Pieter

309

Mathematics of Games and Politics Instructor: Sam Smith  

E-Print Network (OSTI)

Math 132 Mathematics of Games and Politics Syllabus Fall 2013 Instructor: Sam Smith Office: Barbelin 228, 610-660-1559, smith@sju.edu Office Hours: Tue, Thur 12:00-2:00 or by appointment. Text

Smith, Sam

310

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

311

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-.

2012-01-15T23:59:59.000Z

312

Video Game Device Haptic Interface for Robotic Arc Welding  

SciTech Connect

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

313

Tribal Gaming and Indigenous Sovereignty, With Notes from Seminole Country  

E-Print Network (OSTI)

ranching, an airplane manufacturer, and ecotourism at the Billie Swamp Safari. Less often publicized, and less under stood by many tribal members, have been the Tribal Council's ventures in the financial sector: investment in other Indian casinos, a bank... outlines federal law and policy and develops case studies in New Mexico and Oklahoma (Mason 2000); an edited volume on Indian gaming (Mullis and Kamper 2000); an edited volume on Indian gaming and law (Eadington and Cornelius 1998); and the chapters...

Cattelino, Jessica R.

2006-03-01T23:59:59.000Z

314

Interpretation of equilibria in game-theoretic rough sets  

Science Journals Connector (OSTI)

Abstract Intelligent decision making models aim at improving the quality of decision making under uncertainty. The fundamental issues that are generally encountered in these models are too many options to choose from and the involvement of contradictory decision making criteria. The game-theoretic rough set (GTRS) model provides an intelligent decision making mechanism that exploits a game-theoretic environment for analyzing strategic situations between cooperative or conflicting decision making criteria in the probabilistic rough set framework. The concept of equilibria is of central importance in the GTRS model which has not been sufficiently addressed in the current literature. Two key issues in this regard are the interpretation of equilibria and the establishment of their existence. By reviewing, examining and defining the basic game constructs in the GTRS model, we are able to interpret an equilibrium in terms of the decision thresholds that control the rough sets based decision regions. In particular, an equilibrium is defined in terms of a pair of thresholds such that no player has a unilateral incentive to change these thresholds within the game. An example game is considered to demonstrate the use of the interpretation in determining the thresholds. The issue of existence of equilibria is addressed by considering a couple of typical two-player games in the GTRS model. The results suggest that the existence of equilibria may be established under certain limited conditions.

Nouman Azam; JingTao Yao

2015-01-01T23:59:59.000Z

315

CS101 Assignment Three Objective: To use arrays and functions in problem solving and learn interactive programming.  

E-Print Network (OSTI)

interactive programming. 1 Tic Tac Toe Tic Tac Toe is a popular game for kids. Of course, big kids like it too Scale Tic Tac Toe Extend Tic Tac Toe into a program that can generate boards of any size, for example 6 be in a row 2 #12;(a) (b) (c) (d) (e) (f) Figure 1: Tic Tac Toe. (a)-(d) Steps in a game; (e) Another player

Jiang, Hao

316

Computer Science  

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

Computer Science Computer Science1354608000000Computer ScienceSome of these resources are LANL-only and will require Remote Access.NoQuestions? 667-5809library@lanl.gov Computer...

317

Computer Science Computer Science?  

E-Print Network (OSTI)

. Data and Information: Meet the challenges of"big data"via information management and through database in electrical engineering and computer science MSAIL: Artificial intelligence group HKN: Eta Kappa Nu honor

Eustice, Ryan

318

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

319

Not just in it to win it : inclusive game play in an MIT dorm  

E-Print Network (OSTI)

The recent increase in digital gaming players and platforms does not imply that digital gaming is as inclusive as it could be. There are still gaps in participation that, if left unaddressed, will exclude groups who have ...

Kolos, Hillary (Hillary Anne)

2010-01-01T23:59:59.000Z

320

The QUARTIC Process Model for Developing Serious Games: ‘Green My Place’ Case Study  

Science Journals Connector (OSTI)

Software engineering for pedagogy and game design for entertainment produce very different requirements and generate unique kinds of practical difficulties. The design and development of serious games relies h...

Benjamin Cowley

2014-01-01T23:59:59.000Z

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.


321

Title 16 Alaska Statutes Chapter 5 Fish and Game | Open Energy...  

Open Energy Info (EERE)

Fish and Game Jump to: navigation, search OpenEI Reference LibraryAdd to library Legal Document- StatuteStatute: Title 16 Alaska Statutes Chapter 5 Fish and GameLegal Published NA...

322

Playing in the X-Games Window on the Extreme Universe  

E-Print Network (OSTI)

Playing in the X-Games Window on the Extreme Universe Yucca Mountain The Unseen Scholars 1663 LOS, TECHNOLOGY, AND ENGINEERING 2 8 20 Trident MAJOR PLAYER IN THE X-GAMES OF CONTEMPORARY SCIENCE Yucca Mountain

323

Constant Price of Anarchy in Network Creation Games via Public Service Advertising  

E-Print Network (OSTI)

Network creation games have been studied in many different settings recently. These games are motivated by social networks in which selfish agents want to construct a connection graph among themselves. Each node wants to ...

Demaine, Erik D.

324

Game-based assessment: an integrated model for capturing evidence of learning in play  

Science Journals Connector (OSTI)

This paper presents the assessment data aggregator for game environments (ADAGE), a click-stream data framework designed to test whether click-stream data can provide reliable evidence of learning. As digitally-based games become increasingly prevalent ...

Richard Halverson; V. Elizabeth Owen

2014-08-01T23:59:59.000Z

325

Adiabatic topological quantum computing  

E-Print Network (OSTI)

Topological quantum computing promises error-resistant quantum computation without active error correction. However, there is a worry that during the process of executing quantum gates by braiding anyons around each other, extra anyonic excitations will be created that will disorder the encoded quantum information. Here we explore this question in detail by studying adiabatic code deformations on Hamiltonians based on topological codes, notably Kitaev's surface codes and the more recently discovered color codes. We develop protocols that enable universal quantum computing by adiabatic evolution in a way that keeps the energy gap of the system constant with respect to the computation size and introduces only simple local Hamiltonian interactions. This allows one to perform holonomic quantum computing with these topological quantum computing systems. The tools we develop allow one to go beyond numerical simulations and understand these processes analytically.

Chris Cesare; Andrew J. Landahl; Dave Bacon; Steven T. Flammia; Alice Neels

2014-06-10T23:59:59.000Z

326

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

327

An Environment for Enabling Interactive Grids  

Science Journals Connector (OSTI)

Traditional use of grid computing allows a user to submit batch jobs in a grid environment. We believe, next generation grids will extend the application domain to include interactive graphical sessions. We term such grids interactive grids. In this ...

Vanish Talwar; Sujoy Basu; Raj Kumar

2003-06-01T23:59:59.000Z

328

: 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

329

Sticky Hands interaction with an anthropomorphic robot  

E-Print Network (OSTI)

Hale,J.G. Pollick,F.E. Workshop on Interactive Robotics and Entertainment (WIRE-2000), Carnegie Mellon University, Pittsburgh, Pennsylvania Dept of Computing Science, University of Glasgow

Hale, J.G.

330

Applied Probability and Stochastic Processes EPFL -Fall Semester 2013-2014 "Money drop" updated game rules  

E-Print Network (OSTI)

Applied Probability and Stochastic Processes EPFL - Fall Semester 2013-2014 "Money drop" updated game rules Principle of the game: 1. At the beginning of the game, a certain amount of money is given your (current) amount of money on these possible answers. - All the money put on a wrong answer

Lévêque, Olivier

331

Autonomous Demand Side Management Based on Game-Theoretic Energy Consumption  

E-Print Network (OSTI)

Autonomous Demand Side Management Based on Game-Theoretic Energy Consumption Scheduling consumption scheduling game, where the players are the users and their strategies are the daily schedules is achieved at the Nash equilibrium of the formulated energy consumption scheduling game. The proposed

Mohsenian-Rad, Hamed

332

Assignment 9: Hacking a Game Page 1 of 1 600.112: Introduction to Programming  

E-Print Network (OSTI)

Assignment 9: Hacking a Game Page 1 of 1 600.112: Introduction to Programming for Scientists and Engineers Assignment 9: Hacking a Game Peter H. Fr¨ohlich phf@cs.jhu.edu Joanne Selinski joanne with something a bit more relaxed: you'll hack a video game. The handout itself is also not going to be very

Fröhlich, Peter

333

Saving energy at work: the design of a pervasive game for office spaces  

Science Journals Connector (OSTI)

Decreasing the energy consumption is an important goal for individuals and public or industrial institutions. Pervasive games have been used to teach people to save energy in private households. We present Climate Race, a pervasive game addressing ... Keywords: designing for the workplace, energy efficiency, pervasive games

Jonathan Simon; Marco Jahn; Amro Al-Akkad

2012-12-01T23:59:59.000Z

334

Measuring the Client Performance and Energy Consumption in Mobile Cloud Gaming  

E-Print Network (OSTI)

Measuring the Client Performance and Energy Consumption in Mobile Cloud Gaming Chun-Ying Huang1, Po-constrained devices may lead to inferior performance and high energy consumption. For example, the gaming frame rate and energy consumption of mobile clients is critical to the success of the new mobile cloud gaming ecosystem

Chen, Sheng-Wei

335

CLOUD GAMING ONWARD: RESEARCH OPPORTUNITIES AND OUTLOOK Kuan-Ta Chen1  

E-Print Network (OSTI)

CLOUD GAMING ONWARD: RESEARCH OPPORTUNITIES AND OUTLOOK Kuan-Ta Chen1 , Chun-Ying Huang2 ABSTRACT Cloud gaming has become increasingly more popular in the academia and the industry, evident by the large numbers of related research papers and startup companies. Some pub- lic cloud gaming services have

Chen, Sheng-Wei

336

Monotone cooperative games and their threshold versions Haris Aziz Felix Brandt Paul Harrenstein  

E-Print Network (OSTI)

Monotone cooperative games and their threshold versions Haris Aziz Felix Brandt Paul Harrenstein,brandtf,harrenst}@tcs.ifi.lmu.de ABSTRACT Cooperative games provide an appropriate framework for fair and stable resource allocation in multiagent systems. This paper focusses on monotone cooperative games, a class which comprises a variety

Cengarle, María Victoria

337

The iTron Family of Geocast Games (Extended Abstract) Robert J. Hall  

E-Print Network (OSTI)

hand, while physical activity and motor skill development are inherent in athletic and sports gamesThe iTron Family of Geocast Games (Extended Abstract) Robert J. Hall AT&T Labs Research Florham Park, NJ, USA hall@research.att.com Abstract--Geocast games are a new class of digital multi- player

Fisher, Kathleen

338

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

339

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

340

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

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

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":""}]}

342

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

343

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":""}]}

344

Optimal data allocation and fairness for online games  

Science Journals Connector (OSTI)

In our previous work, we proposed a load distribution technique and a dynamic data reallocation method for web-based Multiplayer Online Role-Playing Game (MORPG) systems. Our proposed approach reduced the average server latency for game players. However, latency values varied widely resulting in some game players gaining an advantage over others. In this paper, we deal with data allocation and consider latency fairness in the form of a combinational optimisation problem. We develop an optimisation model in which the objective function minimises the differences in latency values and we solve instances from this model using an exact algorithm. Our model improved latency fairness and more stable server loads than the previous data reallocation method. Furthermore, it provides more stable gameplay using ten web servers instead of five.

Masaki Kohana; Shusuke Okamoto; Atsuko Ikegami

2014-01-01T23:59:59.000Z

345

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.

346

Network Games: Learning and Asu Ozdaglar  

E-Print Network (OSTI)

in economics and social sciences with focus on fully rational interactions ­ Theory developed for small scale incentives and private information of users ­ Continuous upgrades and investments in new technologies

Ozdaglar, Asu E

347

The aerodynamics of the beautiful game  

E-Print Network (OSTI)

We consider the aerodynamics of football, specifically, the interaction between a ball in flight and the ambient air. Doing so allows one to account for the characteristic range and trajectories of balls in flight, as well ...

Bush, John W. M.

2013-01-01T23:59:59.000Z

348

Guest editorial: Special issue on human computing  

E-Print Network (OSTI)

The seven articles in this special issue focus on human computing. Most focus on two challenging issues in human computing, namely, machine analysis of human behavior in group interactions and context-sensitive modeling.

Pantic, Maja

349

Mobility promotes and jeopardizes biodiversity in rock-paper-scissors games  

E-Print Network (OSTI)

Biodiversity is essential to the viability of ecological systems. Species diversity in ecosystems is promoted by cyclic, non-hierarchical interactions among competing populations. Such non-transitive relations lead to an evolution with central features represented by the `rock-paper-scissors' game, where rock crushes scissors, scissors cut paper, and paper wraps rock. In combination with spatial dispersal of static populations, this type of competition results in the stable coexistence of all species and the long-term maintenance of biodiversity. However, population mobility is a central feature of real ecosystems: animals migrate, bacteria run and tumble. Here, we observe a critical influence of mobility on species diversity. When mobility exceeds a certain value, biodiversity is jeopardized and lost. In contrast, below this critical threshold all subpopulations coexist and an entanglement of travelling spiral waves forms in the course of temporal evolution. We establish that this phenomenon is robust, it do...

Reichenbach, Tobias; Frey, Erwin

2008-01-01T23:59:59.000Z

350

Interactive Jobs  

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

Interactive Jobs Interactive Jobs Interactive Jobs Interactive Batch Jobs The login nodes on Genepool should not be used for heavy interactive work. These login nodes are shared amoungst all Genepool users so heavy CPU or memory usage will affect other Genepool users. 10 nodes have been reserved on Genepool for high priority and interactive work. Each user can use up to 2 slots at a time in the high priority queue. Use the qlogin command to run jobs interactively. The example below shows how to request an interactive session on Genepool . genepool:$~> qlogin -l high.c This will put you directly onto a node where you can do interactive work. kmfagnan@genepool01:~$ qlogin -l high.c Your job 1459021 ("QLOGIN") has been submitted waiting for interactive job to be scheduled ......

351

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

352

Interactive Video Cubism Sidney Fels  

E-Print Network (OSTI)

Interactive Video Cubism Sidney Fels Dept. of Electrical and Computer Engineering University@mic.atr.co.jp ABSTRACT This paper presents an interactive video visualization system. In this visualization video data is considered to be a block of three dimensional data where frames of video data comprise the third dimension

Fels, Sidney S.

353

Identity awareness on tabletop computers.  

E-Print Network (OSTI)

??Most multi-user horizontal interactive surfaces, or tabletop computers, cannot determine which user has performed a given action. These tabletops are less capable than identity-aware (IA)… (more)

Partridge, Grant

2011-01-01T23:59:59.000Z

354

Computer System,  

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

undergraduate summer institute http:institutes.lanl.govistisummer-school 2015 Computer System, Cluster, and Networking Summer Institute Purpose The Computer System,...

355

Module name: Advanced topic: Visual Computing Abbreviation: SVC  

E-Print Network (OSTI)

visualization (registration and segmentation of computer tomography measurement data), digital image generationModule name: Advanced topic: Visual Computing Abbreviation: SVC Study semester: 3rd semester (WS Recommended prerequisites: Geometric Modeling, Interactive Computer Graphics Learning goals: Technological

Ahlers, Volker - Fakultät IV

356

Chapter 8 - Hack Your Atari 5200 and 8-Bit Computer  

Science Journals Connector (OSTI)

Publisher Summary In 1982, Atari revealed the Atari 5200 SuperSystem to the gaming public. Based on the Atari 400 8-bit computer, the 5200 was Atari's answer to the competition it was receiving in the videogame market. Knowing that its 8-bit line of computers already had an excellent game library, Atari decided instead to transform its 8-bit computer into a powerful game system. In most respects, the 5200 was very similar to the Atari 400 computer, but it featured a sleek, wedge-shaped case with only a single power button on the unit itself. The most noticeable change from the Atari 8-bit line was the inclusion of two analog joysticks. These new controllers allowed for a full 360degree movement, but unfortunately they were not self-centering and proved awkward to use with many games. The controllers were highly prone to failure and became the primary bane of the system. In addition to the analog control stick, the 5200 controllers also featured two independent fire buttons, a numeric keypad, and Start, Reset, and Pause buttons built on the controller. Atari 8-bit computers and Atari 5200 SuperSystem have been around for over 20 years now, and in that time many hacks have been developed to enhance these systems. A large “homebrew” community is developing new software for the systems, keeping the spirit alive for Atari fans. This chapter describes how to perform the Atari 8-bit and 5200 hacks. Some of these hacks include adding a Blue Power light-emitting diode (LED) to the Atari 5200, creating an Atari 5200 Paddle, and building Atari 8-Bit S-Video and Composite Cables.

Joe Grand; Ryan Russell; Kevin D. Mitnick; Andrew “bunnie” Huang; Lee Barken; Marcus R. Brown; Job de Haas; Deborah Kaplan; Bobby Kinstle; Tom Owad; Albert Yarusso

2004-01-01T23:59:59.000Z

357

Non-Interactive Verifiable Computing: Outsourcing Computation to Untrusted Workers  

E-Print Network (OSTI)

. For years, a variety of projects, including SETI@Home [5], Folding@Home [2], and the Mersenne prime search

358

On Human–Computer Interaction in Brain–Computer Interfaces  

Science Journals Connector (OSTI)

This thinking is characteristic of the movement of transhumanism (Hayles 1999; Pepperell 2003; Graham 2004; Miah 2008; Birnbacher 2008; Krüger 2004; Herbrechter 2009). Transhumanism is the idea that the current c...

Gerd Grübler; Elisabeth Hildt

2014-01-01T23:59:59.000Z

359

Making Computer Vision Computationally Efficient  

E-Print Network (OSTI)

Workloads 4 Parallelizing Computer Vision 4.1 Numerical9.1.1 Pattern analysis of computer vision workloads 9.1.23 Understanding Computer Vision 3.1 Patterns and

Sundaram, Narayanan

2012-01-01T23:59:59.000Z

360

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,

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

Coalitional Voting Manipulation: A Game-Theoretic Perspective Yoram Bachrach  

E-Print Network (OSTI)

action. In this paper, we ap- ply tools from cooperative game theory to develop a model that considers concern from a theoretical perspective, in real-life elections this issue does not usually play a signifi coordinates their actions in order to affect the election outcome. The problem of coalitional manipula- tion

Elkind, Edith

362

1 Spectrum Sharing Games of Network Operators and Cognitive Radios  

E-Print Network (OSTI)

Contents 1 Spectrum Sharing Games of Network Operators and Cognitive Radios Mohammad Hossein advances in radio technology, the spectrum regulators have opened some parts of the available spectrum operators and cognitive radios. Because of the dynamic nature of spectrum sharing, it is difficult

Bencsáth, Boldizsár

363

Playing games against nature: optimal policies for renewable resource allocation  

E-Print Network (OSTI)

Playing games against nature: optimal policies for renewable resource allocation Stefano Ermon- cision processes that arise as a natural model for many renewable resource allocation problems. Upon for the allocation of renewable resources. A key and unique aspect of such a resource type is the fact that

Keinan, Alon

364

Energy Games in Multiweighted Automata Uli Fahrenberg1  

E-Print Network (OSTI)

of the game (dashed line shows battery level, solid line container content) Fig. 1: A lawn mower example the maximum capacity of the battery and the container, respectively. The initial state drawn as a diamond of an automatic lawn mower with a rechargeable battery and a container for collecting grass. Both the battery

Srba, Jiri

365

Better Non-Local Games from Hidden Matching Harry Buhrman  

E-Print Network (OSTI)

Better Non-Local Games from Hidden Matching Harry Buhrman Giannicola Scarpa Ronald de Wolf July 15 variable R, sometimes called the "hidden variable". Its distribution is independent of the inputs and its value r is seen by both Alice and Bob, who can use this to coordinate their behaviour. A classical

de Wolf, Ronald

366

Supporting First Person Shooter Games in Wireless Local Area Networks  

E-Print Network (OSTI)

. The IEEE 802.11e standard introduces Quality of Service (QoS) mechanisms including Enhanced Distributed dimensional world with other game players with the objective of shooting and destroying objects or other quite short, measurable in minutes. Increased availability of high-speed residential broadband networks

Murphy, John

367

NEGOTIATING ON POVERTY: A Participatory Poverty Assessment Simulation Game  

Science Journals Connector (OSTI)

NEGOTIATING ON POVERTY is a collective game that allows participants to discover the concrete difficulties in assessing the multiple dimensions of poverty Participants are divided into groups of seven to simulate a participatory poverty assessment (a ... Keywords: PPA (participatory poverty assessment), developing country, development studies, dimensions of poverty, economic interdependencies, gender relations, negotiation, perceptions on poverty, personal affinities, poverty, poverty assessment, power asymmetries, simulation

An Ansoms

2013-08-01T23:59:59.000Z

368

16 February 2012 Human Computer Interaction  

E-Print Network (OSTI)

, Gamification ­ reading: S chapters 20-23 Lecture 10 Multimedia interfaces, Design reviews by teams, the mobile

Plotkin, Joshua B.

369

Human Computer Interaction Craig A. Damon  

E-Print Network (OSTI)

-1 7 office hours Williston office hours (tentative) Tue: 10:30-11:00 Thu: 1:30-1:45 other hours available by appt or stop by my office (424) usually in Williston Tuesdays/Thursdays e-mail is good way

Damon, Craig A.

370

Creating software engineering student interaction profiles for discovering gamification approaches to improve collaboration  

Science Journals Connector (OSTI)

Benefits of collaborative learning are established and gamification methods have been used to motivate students towards achieving course goals in educational settings. However, different users prefer different game elements and rewarding approaches. ... Keywords: collaborative learning, gamification, interaction analysis, k-means clustering, profiling

Antti Knutas; Jouni Ikonen; Dario Maggiorini; Laura Ripamonti; Jari Porras

2014-06-01T23:59:59.000Z

371

Intelligent modeling of the user in interactive entertainment Carole R. Beal1  

E-Print Network (OSTI)

Intelligent modeling of the user in interactive entertainment Carole R. Beal1 , Joseph Beck2 in adolescent development (Beal, 1994). For example, busty, scantily clad female game characters (e.g., Lara Croft), map directly onto the role models that are prevalent in Copyright © 2002 Carole R. Beal. All

Southern California, University of

372

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

373

Prototype prosperity-diversity game for the Laboratory Development Division of Sandia National Laboratories  

SciTech Connect

The Prosperity Game conducted for the Laboratory Development Division of National Laboratories on May 24--25, 1995, focused on the individual and organizational autonomy plaguing the Department of Energy (DOE)-Congress-Laboratories` ability to manage the wrenching change of declining budgets. Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Each Prosperity Game is unique in that both the game format and the player contributions vary from game to game. This particular Prosperity Game was played by volunteers from Sandia National Laboratories, Eastman Kodak, IBM, and AT&T. Since the participants fully control the content of the games, the specific outcomes will be different when the team for each laboratory, Congress, DOE, and the Laboratory Operating Board (now Laboratory Operations Board) is composed of executives from those respective organizations. Nevertheless, the strategies and implementing agreements suggest that the Prosperity Games stimulate cooperative behaviors and may permit the executives of the institutions to safely explore the consequences of a family of DOE concert.

VanDevender, P.; Berman, M.; Savage, K.

1996-02-01T23:59:59.000Z

374

Running Interactive Jobs on Edison  

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

Interactive Jobs Interactive Jobs Interactive Jobs To run an interactive job on Edison'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 debug queue. edison% qsub -I -V -q debug -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 number of cores per node. On Edison, with 24 cores per node, the number of nodes is mppwidth/24 plus one

375

Running Interactive Jobs on Edison  

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

Interactive Jobs Interactive Jobs Interactive Jobs To run an interactive job on Edison'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 debug queue. edison% qsub -I -V -q debug -l mppwidth=32 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 number of cores per node. On Edison, with 16 cores per node, the number of nodes is mppwidth/16 plus one

376

Notes for Session 4, Classical Game Theory, Summer School 2011 T.Seidenfeld 1 Session 4: Classical Game Theory von Neumann and Nash  

E-Print Network (OSTI)

.5 Strictly dominating non-Bayes decisions. #12;Notes for Session 4, Classical Game Theory, Summer School 2011 for those who study Statistical Decision Theory: With this result we can apply the strict standard of deNotes for Session 4, Classical Game Theory, Summer School 2011 T.Seidenfeld 1 Session 4: Classical

Andrews, Peter B.

377

An invitation to discuss computer depiction  

Science Journals Connector (OSTI)

This paper draws from art history and perception to place computer depiction in the broader context of picture production. It highlights the often underestimated complexity of the interactions between features in the picture and features of the represented ... Keywords: computer depiction, interaction, non-photorealistic rendering, perception, visual arts

Frédo Durand

2002-06-01T23:59:59.000Z

378

Computing and Computational Sciences Directorate - Computer Science...  

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

Home Awards Awards Night 2012 R&D LEADERSHIP, DIRECTOR LEVEL Winner: Brian Worley Organization: Computational Sciences & Engineering Division Citation: For exemplary program...

379

Brain–computer symbiosis  

Science Journals Connector (OSTI)

The theoretical groundwork of the 1930s and 1940s and the technical advance of computers in the following decades provided the basis for dramatic increases in human efficiency. While computers continue to evolve, and we can still expect increasing benefits from their use, the interface between humans and computers has begun to present a serious impediment to full realization of the potential payoff. This paper is about the theoretical and practical possibility that direct communication between the brain and the computer can be used to overcome this impediment by improving or augmenting conventional forms of human communication. It is about the opportunity that the limitations of our body's input and output capacities can be overcome using direct interaction with the brain, and it discusses the assumptions, possible limitations and implications of a technology that I anticipate will be a major source of pervasive changes in the coming decades.

Gerwin Schalk

2008-01-01T23:59:59.000Z

380

Industry Interactive Procurement System (IIPS)  

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

Industry Interactive Industry Interactive Industry Interactive Industry Interactive Procurement System Procurement System (IIPS) (IIPS) Douglas Baptist, Project Manager Information Management Systems Division US Department of Energy IIPS Functions Issue synopses, solicitations and related documents via the Internet Receive and Respond to Solicitation Specific Questions Receive proposal, bid or application information electronically Provide access to proposal information to authorized personnel through a web browser Conduct negotiations or obtain clarifications Issue award documents IIPS Security Security Plan in place and approved by DOE's Chief Information Officer System security tested by DOE's Computer Incident Advisory Capability team Security measures include: - Encryption on the IIPS server

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

Game-Theoretical Models of the Grid User Decisions in Security-Assured Scheduling: Basic Principles and Heuristic-Based Solutions  

Science Journals Connector (OSTI)

This chapter presents two non-cooperative game approaches, namely the symmetric non-zero sum game and asymmetric Stackelberg game, for modelling the grid users’ behavior. These models allow to ... problems, such ...

Joanna Ko?odziej

2012-01-01T23:59:59.000Z

382

Compute nodes  

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

nodes Compute nodes Compute Node Configuration 5,576 nodes two 12-core Intel "Ivy Bridge" processors at 2.4GHz per node 24 cores per node (133,824 total cores) 1 AVX (vector)...

383

Cloud Computing  

SciTech Connect

Chicago Matters: Beyond Burnham (WTTW). Chicago has become a world center of "cloud computing." Argonne experts Pete Beckman and Ian Foster explain what "cloud computing" is and how you probably already use it on a daily basis.

Pete Beckman and Ian Foster

2009-12-04T23:59:59.000Z

384

Data Computation  

Science Journals Connector (OSTI)

Data computation is the application of mathematical or... primary patient data , and analysis, synthesis, or evaluation of  secondary patient data ...

2008-01-01T23:59:59.000Z

385

EcoTRADE - a multi player network game of a tradable permit market for biodiversity credits  

E-Print Network (OSTI)

EcoTRADE is a multi player network game of a virtual biodiversity credit market. Each player controls the land use of a certain amount of parcels on a virtual landscape. The biodiversity credits of a particular parcel depend on neighboring parcels, which may be owned by other players. The game can be used to study the strategies of players in experiments or classroom games and also as a communication tool for stakeholders participating in credit markets that include spatially interdependent credits.

Hartig, Florian; Drechsler, Martin

2008-01-01T23:59:59.000Z

386

Game theoretic analysis of physical protection system design  

SciTech Connect

The physical protection system (PPS) of a fictional small modular reactor (SMR) facility have been modeled as a platform for a game theoretic approach to security decision analysis. To demonstrate the game theoretic approach, a rational adversary with complete knowledge of the facility has been modeled attempting a sabotage attack. The adversary adjusts his decisions in response to investments made by the defender to enhance the security measures. This can lead to a conservative physical protection system design. Since defender upgrades were limited by a budget, cost benefit analysis may be conducted upon security upgrades. One approach to cost benefit analysis is the efficient frontier, which depicts the reduction in expected consequence per incremental increase in the security budget.

Canion, B.; Schneider, E. [Nuclear and Radiation Engineering Program, University of Texas, 204 E. Dean Keeton Street, Stop C2200, Austin, TX 78712 (United States); Bickel, E.; Hadlock, C.; Morton, D. [Operations Research Program, University of Texas, 204 E. Dean Keeton Street, Stop C2200, Austin, TX 78712 (United States)

2013-07-01T23:59:59.000Z

387

Instinctive computing  

Science Journals Connector (OSTI)

Instinctive computing is a computational simulation of biological and cognitive instincts. It is a meta-program of life, just like universal gravity in nature. It profoundly influences how we look, feel, think, and act. If we want a computer to be genuinely ...

Yang Cai

2007-01-01T23:59:59.000Z

388

Hybrid cluster state proposal for a quantum game  

E-Print Network (OSTI)

We propose an experimental implementation of a quantum game algorithm in a hybrid scheme combining the quantum circuit approach and the cluster state model. An economical cluster configuration is suggested to embody a quantum version of the Prisoners' Dilemma. Our proposal is shown to be within the experimental state-of-art and can be realized with existing technology. The effects of relevant experimental imperfections are also carefully examined.

M. Paternostro; M. S. Tame; M. S. Kim

2005-09-09T23:59:59.000Z

389

Some Games for Math Circles Carl W. Lee  

E-Print Network (OSTI)

that is isomorphic to a well-known game: Tic-Tac-Toe. Number the cells of a tic-tac-toe board with the integers from that tic-tac-toe can end in a tie, so the above theorem does not apply to tic-tac-toe. However, that does not mean that there aren't good strategies for playing tic-tac-toe well. 4 Two Pile Nim This two person

Lee, Carl

390

COGNITIVE SCIENCE IMPLICATIONS FOR ENHANCING TRAINING EFFECTIVENESS IN A SERIOUS GAMING CONTEXT  

SciTech Connect

Serious games use entertainment principles, creativity, and technology to meet government or corporate training objectives, but these principles alone will not guarantee that the intended learning will occur. To be effective, serious games must incorporate sound cognitive, learning, and pedagogical principles into their design and structure. In this paper, we review cognitive principles that can be applied to improve the training effectiveness in serious games and we describe a process we used to design improvements for an existing game-based training application in the domain of cyber security education.

Greitzer, Frank L.; Kuchar, Olga A.; Huston, Kristy A.

2007-08-01T23:59:59.000Z

391

Violent Video Game Playing, Moral Reasoning, and Attitudes Towards Violence in Adolescents: Is There a Connection?.  

E-Print Network (OSTI)

??In this study of 109 adolescents from the eighth grade of seven public elementary schools in Ontario, the relationship among adolescents’ violent video game playing… (more)

Bajovic, Mirjana

2012-01-01T23:59:59.000Z

392

Energy Consumption Scheduling in Smart Grid: A Non-Cooperative Game Approach  

E-Print Network (OSTI)

on Game- Theoretic Energy Consumption Scheduling for theIn this paper, energy consumption scheduling based on non-Energy Consumption Scheduling in Smart Grid: A Non-

Ma, Kai; Hu, Guoqiang; Spanos, Costas J

2014-01-01T23:59:59.000Z

393

Women playing a man's game : reconstructing ceremonial and ritual history of the Mesoamerican ballgame  

E-Print Network (OSTI)

old traditions of rubber ball production is very importantrules of the game, production of rubber balls, and the roleslandscape, and the production of rubber balls. None of the

Ramos, Maria Isabel

2012-01-01T23:59:59.000Z

394

Dismantling Bellicose Identities: Strategic Language Games in Theresa Hak Kyung Cha’s DICTEE  

E-Print Network (OSTI)

games, it resists what Amartya Sen refers to as a “bellicosePress, 2009), 102–107. Amartya Sen, Identity and Violence:

Joo, Hee-Jung Serenity; Lux, Christina

2012-01-01T23:59:59.000Z

395

Running Interactive Jobs on Franklin  

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

Interactive Jobs Interactive Jobs Interactive Jobs Serial Code or Commands Franklin is a massively parallel high-performance computing platform and is intended and designed to run large parallel codes. While it is possible to run serial jobs on Franklin, it is discouraged. Any code or command that is not preceeded by the aprun command will execute serially on a service (usually login) node. The login nodes are for executing general UNIX shell commands, building code, and submitting jobs intended to run on the compute nodes. The service nodes are shared by many users, so. please do not run your compute- or memory-intensive jobs on these nodes. NERSC may kill running processes that severely degrade service node performance. If your job will run for more than 5 minutes, or use more than 1 GB of memory it should not

396

Computing and Computational Sciences Directorate - Divisions  

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

CCSD Divisions Computational Sciences and Engineering Computer Sciences and Mathematics Information Technolgoy Services Joint Institute for Computational Sciences National Center...

397

A rough set-based game theoretical approach for environmental decision-making: A case of offshore oil and gas operations  

Science Journals Connector (OSTI)

Environmental decision-making in offshore oil and gas (OOG) operations can be extremely complex due to conflicting objectives or criteria, availability of vague and uncertain information, and interdependency among multiple decision-makers. Most existing studies ignore conflicting preferences and strategic interactions among decision-makers. This paper presents a game theoretical approach to solve multi-criteria conflict resolution problem under constrained and uncertain environments. Uncertainties in the quantification of imprecise data are expressed using rough numbers. A multi-criteria game is developed to model a decision problem in which three groups of decision-makers (i.e., operators, regulators and service engineers) are involved. This game is solved using the generalized maximin solution concept. With the solution (i.e., optimal weights of the criteria), the rough numbers can be aggregated to an expected payoff for each alternative. Finally, the weights of upper and lower limits of a rough number are employed to transform the expected payoff into a crisp score, based on which all alternatives are ranked to identify the best one. A numerical example is outlined to demonstrate the application of the proposed method to the selection of management scenarios of drilling wastes.

Ming Yang; Faisal I. Khan; Rehan Sadiq; Paul Amyotte

2013-01-01T23:59:59.000Z

398

Going with the group in a competitive game of iterated reasoning Seth Frey (sethfrey@indiana.edu)  

E-Print Network (OSTI)

Going with the group in a competitive game of iterated reasoning Seth Frey (sethfrey their strategy individually. John Nash proved that every game has at least one such equilib- rium. Mapped onto

Goldstone, Robert

399

Interaction blending equations enhance reformulated gasoline profitability  

SciTech Connect

The interaction approach to gasoline blending gives refiners an accurate, simple means of re-evaluating blending equations and increasing profitability. With reformulated gasoline specifications drawing near, a detailed description of this approach, in the context of reformulated gasoline is in order. Simple mathematics compute blending values from interaction equations and interaction coefficients between mixtures. A timely example of such interactions is: blending a mixture of catalytically cracked gasoline plus light straight run (LSR) from one tank with alkylate plus reformate from another. This paper discusses blending equations, using interactions, mixture interactions, other blending problems, and obtaining equations.

Snee, R.D. (Joiner Associates, Madison, WI (United States)); Morris, W.E.; Smith, W.E.

1994-01-17T23:59:59.000Z

400

Standards for certifying computer technicians professionals  

SciTech Connect

When computers were primarily statistical devices, printing checks, and writing reports; the general populace had little minimal interaction with computer in action. Common examples of computer ethical issues in that earlier age had to do with programmer`s writing programs which perpetrated fraud in banking or stock transactions. As computers slowly and invisibly permeated most areas of our life, we entered a new age of computing in which the successful operation of the computerized processes assumed greater ethical significance. The general public had more interactions with and greater dependence on computerized processes. This change places greater significance on the activity of the computing practitioner. As the practice of computing has changed, so have the computing practitioner`s ethical obligations changed in both degree and kind.

Gotterbarn, D.

1994-12-31T23:59:59.000Z

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.


401

HOOKED: A GAME FOR DISCOVERING WHAT MAKES MUSIC CATCHY John Ashley Burgoyne Dimitrios Bountouridis Jan Van Balen Henkjan Honing  

E-Print Network (OSTI)

with `gamification'. We present the design of Hooked, a game we are using to study musical catchiness, as well

Veltkamp, Remco

402

Cloud Computing.  

E-Print Network (OSTI)

?? Cloud computing has been given a great deal of attention during recent years. Almost all the technology market leaders and leading hosting service providers… (more)

Siddiqui, Muhammad Anas

2013-01-01T23:59:59.000Z

403

Balancing Innovation and Exploitation in a Social Learning Game. Eric Raboin, Ryan Carr, Austin Parker, Dana Nau  

E-Print Network (OSTI)

Balancing Innovation and Exploitation in a Social Learning Game. Eric Raboin, Ryan Carr, Austin a culture by looking at "innovate" moves in the Cultaptation Project's social learning game (Boyd et al the utility of a simple kind of innovation in the Cultaptation Project's social learning game, and shows how

Nau, Dana S.

404

Action video game playing is associated with improved visual sensitivity, but not alterations in visual sensory memory  

E-Print Network (OSTI)

Action video game playing is associated with improved visual sensitivity, but not alterations # Psychonomic Society, Inc. 2013 Abstract Action video game playing has been experimentally linked to a number tasks and have led to the proposition that action video game experience may promote the ability

Mitroff, Stephen

405

Game Theory and Decision Theory in Multi-Agent Systems Simon Parsons (s.d.parsons@csc.liv.ac.uk)  

E-Print Network (OSTI)

Game Theory and Decision Theory in Multi-Agent Systems Simon Parsons (s the agent community in the use of techniques from decision theory and game theory. Our aims in this article are firstly to briefly summarise the key concepts of decision theory and game theory, secondly to discuss how

Parsons, Simon

406

Senate Bill No. 34 An act to add Sections 2069, 2099, and 2099.5 to the Fish and Game  

E-Print Network (OSTI)

Senate Bill No. 34 CHAPTER 9 An act to add Sections 2069, 2099, and 2099.5 to the Fish and Game Species Act (CESA) requires the Fish and Game Commission to establish a list of endangered species and a list of threatened species and requires the Department of Fish and Game to recommend

407

Model-driven Engineering of Serious Educational Games: Integrating Learning Objectives for Subject Specific Topics and Transferable Skills  

E-Print Network (OSTI)

in an agile, iterative development process, for example, by describing a part of the game informally, semi game design, pedagogical content, and software engineering methodologies. Our approach has three main-level tasks repeatedly as they develop broader analytical skills and progress to complete the game objectives

Cooper, Kendra M.L.

408

Cost-Parity and Cost-Streett Games Nathanael Fijalkow1,2  

E-Print Network (OSTI)

Cost-Parity and Cost-Streett Games Nathana¨el Fijalkow1,2 and Martin Zimmermann2 1 LIAFA, Universit@mimuw.edu.pl Abstract. We consider games played on graphs equipped with costs on edges, and introduce two winning conditions, cost-parity and cost- Streett, which require bounds on the cost between requests

409

Distributed Learning versus Information Sharing in the Smart Grid: A Learning Game Approach  

E-Print Network (OSTI)

Distributed Learning versus Information Sharing in the Smart Grid: A Learning Game Approach Hélène.bedo@orange.com Abstract In this article, the smart grid is modeled as a decentralized and hierarchical network, made: Distributed Learning; Information; Regret; Learning Game Theory 1 Introduction Smart grids are networks

410

Job Descriptions Acony is an independent and privately-owned game development studio located in the  

E-Print Network (OSTI)

with the QA team and review Test Cases for implemented work. Check test results and inform Senior / QA Lead account, and you'll be equipped with an extensive survival guide about life in Germany. QA Tester Position Reporting to Senior Tester and QA Lead Position Requirements Enthusiasm for games and game development

Reyle, Uwe

411

Governments' and Terrorists' Defense and Attack in a T-Period Game  

Science Journals Connector (OSTI)

We analyze how a government allocates its resources between attacking to downgrade a terrorist's resources and defending against a terrorist attack. Analogously, the terrorist allocates its resources between attacking a government's asset and defending ... Keywords: conflict, contest success function, dynamics, game theory, multiple-period game, terror capacity, terrorism, threat

Kjell Hausken; Jun Zhuang

2011-03-01T23:59:59.000Z

412

Weapon Design Patterns in Shooter Games Robert Giusti, Kenneth Hullett, Jim Whitehead  

E-Print Network (OSTI)

Weapon Design Patterns in Shooter Games Robert Giusti, Kenneth Hullett, Jim Whitehead Augmented patterns grows. Action-oriented games focus heavily on players using weapons, but categorizations used for weapons are borrowed from real-world patterns, classifying them according to the physical inner- workings

Whitehead, James

413

A Non-cooperative Differential Game Model for Frequency Reuse Based Channel Allocation in Satellite Networks  

Science Journals Connector (OSTI)

In this paper, channel resource allocation problem for LEO mobile satellite systems is investigated and a new dynamic channel resource allocation scheme is proposed based on differential game. Optimal channel resource allocated to each satellite beams ... Keywords: Differential game, Dynamic channel allocation, LEO, Mobile satellite systems

Haitao Xu, Xianwei Zhou

2014-11-01T23:59:59.000Z

414

A Cognitive Hierarchy Theory of One-shot Games Colin F. Camerer1  

E-Print Network (OSTI)

A Cognitive Hierarchy Theory of One-shot Games Colin F. Camerer1 California Institute of Technology in one-shot games before they can learn to equilibrate. We introduce a one-parameter cognitive hierarchy influences the long- run path of play when there are multiple equilibria. This paper introduces a cognitive

Greer, Julia R.

415

Game Theory and Global Warming Steve Schecter (North Carolina State University)  

E-Print Network (OSTI)

Game Theory and Global Warming Steve Schecter (North Carolina State University) Mary Lou Zeeman global warming game It's time to negotiate a new treaty to stop global warming. · Player 1: Governments, Brazil, Mexico, . . . ). Situation: · An investment of $2 trillion is needed to stop global warming

Schecter, Stephen

416

Demand Side Management for Wind Power Integration in Microgrid Using Dynamic Potential Game Theory  

E-Print Network (OSTI)

Demand Side Management for Wind Power Integration in Microgrid Using Dynamic Potential Game Theory the intermittency in wind power generation. Our focus is on an isolated microgrid with one wind turbine, one fast, Wind Power Integration, Markov Chain, Dynamic Potential Game Theory, Nash Equilibrium. I. INTRODUCTION

Huang, Jianwei

417

Evaluating information in zero-sum games with incomplete information on both sides  

E-Print Network (OSTI)

Evaluating information in zero-sum games with incomplete information on both sides Ehud Lehrer where each player receives a partial information about his own type and no information about that evaluate the value of information share only one property across all games: monotonicity. That is

Lehrer, Ehud

418

Evolution of cooperation, differentiation, complexity, and diversity in an iterated three-person game  

Science Journals Connector (OSTI)

A nonzero-sum three-person coalition game is presented to study the evolution of complexity and diversity in cooperation, where the population dynamics of players with strategies is given according to their scores in the iterated game and mutations. ...

Eizo Akiyama; Kunihiko Kaneko

1995-01-01T23:59:59.000Z

419

A Bargaining Game for Supply Chain Contracting KADIR ERTOGRAL and S. DAVID WU  

E-Print Network (OSTI)

1 A Bargaining Game for Supply Chain Contracting KADIR ERTOGRAL and S. DAVID WU Manufacturing contracting, where the buyer negotiates the order quantity and wholesale price with a sourcing supplier. We for the players, but the players must negotiate the surplus generated by the contract in a bargaining game

Wu, David

420

Using a Potential Game for Power Reduction in Distributed Storage Systems  

E-Print Network (OSTI)

Using a Potential Game for Power Reduction in Distributed Storage Systems Koji Hasebe, Takumi--We present a game-theoretic approach for power reduction in large-scale distributed storage systems. The key the running time of the disks in active mode by 12.7­18.7%, with an overall average response time of 50­190 ms

Banbara, Mutsunori

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

Action Investment Energy Games Kim G. Larsen, Simon Laursen, and Jiri Srba  

E-Print Network (OSTI)

Action Investment Energy Games Kim G. Larsen, Simon Laursen, and Jir´i Srba Aalborg University of action investment energy games where we study the trade-off between investments limited by given budgets whether for any Player 2 investment there exists a Player 1 investment such that Player 1 wins

Srba, Jiri

422

GROUPE D'ANALYSE ET DE THORIE CONOMIQUE LYON -ST TIENNE The Bitcoin mining game  

E-Print Network (OSTI)

GROUPE D'ANALYSE ET DE THÃ?ORIE Ã?CONOMIQUE LYON - ST Ã?TIENNE WP 1412 The Bitcoin mining game Nicolas;The Bitcoin mining game v.0.1 Nicolas Houy March 11, 2014 Abstract When processing transactions not play a Nash equilibrium in the current Bitcoin mining environment, instead, they should not process any

Boyer, Edmond

423

Fundamenta Informaticae 108(3-4), 2011, pp. 267286 267 Game-Theoretic Rough Sets  

E-Print Network (OSTI)

Fundamenta Informaticae 108(3-4), 2011, pp. 267­286 267 IOS Press Game-Theoretic Rough Sets Joseph@cs.uregina.ca Abstract. This article investigates the Game-theoretic Rough Set (GTRS) model and its capability of analyzing a major decision problem evident in existing probabilistic rough set models. A major challenge

Yao, JingTao

424

Incorporating Game-theoretic Rough Sets in Web-based Medical Decision Support Systems  

E-Print Network (OSTI)

Incorporating Game-theoretic Rough Sets in Web-based Medical Decision Support Systems JingTao Yao of game-theoretic rough set (GTRS) component in WMDSS is explored and investigated for this purpose. The GTRS is a recent development in rough sets that takes advantages from data analysis capabilities

Yao, JingTao

425

HOME ADVANTAGE AND TIED GAMES P.C. van der Kruit  

E-Print Network (OSTI)

HOME ADVANTAGE AND TIED GAMES IN SOCCER P.C. van der Kruit 0. Introduction. Home advantage about half the games end in a victory for the home team, one quarter end up tied, while only one quarter about 3) is rather low. The home advantage is supposedly evened out between the teams by playing a full

Kruit, Piet van der

426

Analyzing and Monitoring Learning Communities in a Serious Games Context Ekaterina Prasolova-Frland  

E-Print Network (OSTI)

- In this paper, we focus on the analysis framework for learning communities in an organizational context, monitoring communities, serious games, organizational learning I. INTRODUCTION Recently, there has beenAnalyzing and Monitoring Learning Communities in a Serious Games Context Ekaterina Prasolova

427

Empirical Validation of Test-Driven Pair Programming in Game Development Shaochun Xu  

E-Print Network (OSTI)

competition of software market, and increasing complexities of software. This also happens in game development. In order to solve those problems, agile software development processes, like Scrum, FDD, ExtremeEmpirical Validation of Test-Driven Pair Programming in Game Development Shaochun Xu Department

428

THE APPLE GAME AND THE PRESSING-DOWN LEMMA Brian White  

E-Print Network (OSTI)

THE APPLE GAME AND THE PRESSING-DOWN LEMMA Brian White Math 161 Lecture Notes (Winter 2005) Recall, but for every apple game is played in a series of stages, one for each element of 1. At stage 0, you are given a countable collection of apples. At each stage n 1 with n > 0: (1) If you have

White, Brian

429

GEODESIC INTERACTIVE SEGMENTATION IN THE COLOR MONOGENIC SIGNAL Explora Nova,  

E-Print Network (OSTI)

GEODESIC INTERACTIVE SEGMENTATION IN THE COLOR MONOGENIC SIGNAL FRAMEWORK G. Demarcq Explora Nova is based on the computation of geodesic distances within color mono- genic signal (CMS) fields-- Interactive Segmentation, Clifford Alge- bra, Color Monogenic Signal, Geodesic Distances 1. INTRODUCTION

Paris-Sud XI, Université de

430

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 editor paradigm) or passive exploration (the browser paradigm). ...

Nemirovsky, Paul, 1975-

2006-01-01T23:59:59.000Z

431

Designing Video Games and Interactive Applications to Enhance Learning in Children with Autism Spectrum Disorders  

E-Print Network (OSTI)

Autism Spectrum Disorders (ASD) are a group of developmental neuropsychiatric disorders that can be highly variable in their intensity and in the types of symptoms displayed among different people. Over the years, various intervention techniques...

Mahmood, Naureen

2012-02-14T23:59:59.000Z

432

Playing with Nonverbal Communication: Using Grasp and Facial Direction to Create Adaptive Interaction in a Game  

Science Journals Connector (OSTI)

......errors were not normally distributed, we used a Kruskal-Wallis test to rank the number of errors made by each participant...ratings were not normally distributed, we used a Kruskal-Wallis test to test hypothesis 3 that there are significant......

Ditte Hvas Mortensen; Klaus B. Bærentsen

2014-01-01T23:59:59.000Z

433

Do Firms Interact Strategically? A Structural Model of the Multi-Stage Investment Timing Game  

E-Print Network (OSTI)

their exploration and development investment timing decisions, positive information externalities and negative's production decisions and profits depend on the decisions of firms owning neighboring tracts of land etrics, in industrial organization, in m icroeconom ic theory, in energy econom ics, and in environm

Lin, C.-Y. Cynthia

434

Game theory in the death galaxy: interaction of cancer and stromal cells in tumour microenvironment  

Science Journals Connector (OSTI)

...Engineering, Princeton University, , Princeton, NJ 08544, USA 3 Department of Physics, Princeton University, , Princeton, NJ 08544, USA 4 Department of...multiple myeloma (MM), a cancer of plasma cells in the bone marrow, becomes...

2014-01-01T23:59:59.000Z

435

Security Analysis of Selected AMI Failure Scenarios Using Agent Based Game Theoretic Simulation  

SciTech Connect

Information security analysis can be performed using game theory implemented in dynamic Agent Based Game Theoretic (ABGT) simulations. 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. We concentrated our analysis on the Advanced Metering Infrastructure (AMI) functional domain which the National Electric Sector Cyber security Organization Resource (NESCOR) working group has currently documented 29 failure scenarios. The strategy for the game was developed by analyzing five electric sector representative failure scenarios contained in the AMI functional domain. From these five selected scenarios, we characterize them into three specific threat categories affecting confidentiality, integrity and availability (CIA). The analysis using our ABGT simulation demonstrates how to model the AMI functional domain using a set of rationalized game theoretic rules decomposed from the failure scenarios in terms of how those scenarios might impact the AMI network with respect to CIA.

Abercrombie, Robert K [ORNL] [ORNL; Schlicher, Bob G [ORNL] [ORNL; Sheldon, Frederick T [ORNL] [ORNL

2014-01-01T23:59:59.000Z

436

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

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

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

437

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

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

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

438

SC e-journals, Computer Science  

Office of Scientific and Technical Information (OSTI)

Computer Science Computer Science ACM Letters on Programming Languages and Systems (LOPLAS) ACM Transactions on Applied Perception (TAP) ACM Transactions on Architecture and Code Optimization (TACO) ACM Transactions on Asian Language Information Processing (TALIP) ACM Transactions on Computational Logic (TOCL) ACM Transactions on Computer Systems (TOCS) ACM Transactions on Computer-Human Interaction (TOCHI) ACM Transactions on Database Systems (TODS) ACM Transactions on Design Automation of Electronic Systems (TODAES) ACM Transactions on Embedded Computing Systems (TECS) ACM Transactions on Graphics (TOG) ACM Transactions on Information Systems (TOIS) ACM Transactions on Information System Security (TISSEC) ACM Transactions on Internet Technology (TOIT) ACM Transactions on Mathematical Software (TOMS)

439

Quantum Computing via The Bethe Ansatz  

E-Print Network (OSTI)

We recognize quantum circuit model of computation as factorisable scattering model and propose that a quantum computer is associated with a quantum many-body system solved by the Bethe ansatz. As an typical example to support our perspectives on quantum computation, we study quantum computing in one-dimensional nonrelativistic system with delta-function interaction, where the two-body scattering matrix satisfies the factorisation equation (the quantum Yang--Baxter equation) and acts as a parametric two-body quantum gate. We conclude by comparing quantum computing via the factorisable scattering with topological quantum computing.

Yong Zhang

2011-06-20T23:59:59.000Z

440

Computing Handbook Set -Computer Science (Volume I) Chapter: DNA Computing  

E-Print Network (OSTI)

Computing Handbook Set - Computer Science (Volume I) Chapter: DNA Computing Sudhanshu Garg, Reem. DNA computing is a class of molecular computing that does computation by the use of reactions chemistry, biochemistry, physics, material science, and computer science. This chapter surveys the field

Reif, John H.

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

Identifying chromatin interactions at high spatial resolution  

E-Print Network (OSTI)

This thesis presents two computational approaches for identifying chromatin interactions at high spatial resolution from ChIA-PET data. We introduce SPROUT which is a hierarchical probabilistic model that discovers high ...

Reeder, Christopher Campbell

2014-01-01T23:59:59.000Z

442

Direct Combination: A New User Interaction  

Science Journals Connector (OSTI)

Direct Combination (DC) is a recently introduced user interaction principle. The principle (previously applied to desktop computing) can greatly reduce the degree of search, time, and attention required to operate user interfaces. We argue that Direct ...

Simon Holland; David R. Morse; Henrik Gedenryd

2002-09-01T23:59:59.000Z

443

Mechanical Computation: its Computational Complexity and Technologies  

E-Print Network (OSTI)

Mechanical Computation: its Computational Complexity and Technologies Chapter, Encyclopedia Importance II. Introduction to Computational Complexity III. Computational Complexity of Mechanical Devices and their Movement Problems IV. Concrete Mechanical Computing Devices V. Future Directions VI. Bibliography Glossary

Reif, John H.

444

Partial derivative games in thermodynamics: A cognitive task analysis  

Science Journals Connector (OSTI)

Several studies in recent years have demonstrated that upper-division students struggle with the mathematics of thermodynamics. This paper presents a task analysis based on several expert attempts to solve a challenging mathematics problem in thermodynamics. The purpose of this paper is twofold. First, we highlight the importance of cognitive task analysis for understanding expert performance and show how the epistemic games framework can be used as a tool for this type of analysis, with thermodynamics as an example. Second, through this analysis, we identify several issues related to thermodynamics that are relevant to future research into student understanding and learning of the mathematics of thermodynamics.

Mary Bridget Kustusch; David Roundy; Tevian Dray; Corinne A. Manogue

2014-01-10T23:59:59.000Z

445

Interacting Compasses  

Science Journals Connector (OSTI)

The use of multiple compasses to map and visualize magnetic fields is well-known. The magnetic field exerts a torque on the compasses aligning them along the lines of force. Some science museums show the field of a magnet using a table with many compasses in a closely packed arrangement. However the very interesting interactions that occur between the compasses themselves are frequently neglected. In this paper we describe demonstrations using arrays of compasses that show these interactions and model magnetic domains in ferromagnetic materials.

Héctor G. Riveros; Julián Betancourt

2009-01-01T23:59:59.000Z

446

Rainbow Rummy : a Web-based game for vocabulary acquisition using computer-directed speech  

E-Print Network (OSTI)

Acquiring vocabulary in a foreign language is a long process which often involves the use of flashcards or cycling through long word lists for memorization. While many students learn effectively in this way, research at ...

Yoshimoto, Brandon (Brandon T.)

2009-01-01T23:59:59.000Z

447

A Materials Science Driven Pattern Generation Solution to Fracturing Computer Generated Glass for Films and Games  

E-Print Network (OSTI)

include some plastics like polymethylmethacrylate (PMMA), laminated, toughened glasses, safety glasses, other ceramics, most non-metals, and some metals when subjected to low temperatures. Brittleness, ductility, malleability, plasticity, stiffness...]. Their formula accurately models the brittle materials tested: flat PMMA and glass plates of various thickness. The continuous line in Figure 26 (B) is n=1.7(V^)1/2, where n is the number of radial cracks. 26 II.3. Visual Effects Approaches to Fracturing...

Monroe, David Charles

2014-08-11T23:59:59.000Z

448

CS 4730-001 Computer Game Design -Spring 2014 ENGR (20597)  

E-Print Network (OSTI)

~ 1. Did the "gamification" of the grading system in the course help or hurt your enjoyment very strongly against the gamification in this class. I found it distracting, and felt that it took I was at all times. Could have a couple of group side quests. The gamification of the grading system

Sherriff, Mark S.

449

New distribution channels for advertising through computer games and mobile devices.  

E-Print Network (OSTI)

?? The development in advertising industry has lately gone from open advertising through few, major distribution channels to a hidden and targeting advertising integrated into… (more)

Sivagnanasuntharam, Sivasathees

2008-01-01T23:59:59.000Z

450

Computational models of trust and reputation : agents, evolutionary games, and social networks  

E-Print Network (OSTI)

Many recent studies of trust and reputation are made in the context of commercial reputation or rating systems for online communities. Most of these systems have been constructed without a formal rating model or much regard ...

Mui, Lik

2003-01-01T23:59:59.000Z

451

Virtual reality simulation game approach to investigate transport adaptive capacity for peak oil planning  

Science Journals Connector (OSTI)

The peak and decline of world oil production is an emerging issue for transportation and urban planners. Peak oil from an energy perspective means that there will be progressively less fuel. Our work treats changes in oil supply as a risk to transport activity systems. A virtual reality survey method, based on the sim game concept, has been developed to audit the participant’s normal weekly travel activity, and to explore participant’s travel adaptive capacity. The travel adaptive capacity assessment (TACA) Sim survey uses avatars, Google Map™, 2D scenes, interactive screens and feedback scores. Travel adaptive capacity is proposed as a measure of long-range resilience of activity systems to fuel supply decline. Mode adaptive potential is proposed as an indicator of the future demand growth for less energy intensive travel. Both adaptation indicators can be used for peak oil vulnerability assessment. A case study was conducted involving 90 participants in Christchurch New Zealand. All of the participants were students, general staff or academics at the University of Canterbury. The adaptive capacity was assessed by both simulated extreme fuel price shock and by asking, “do you have an alternative mode?” without price pressure. The travel adaptive capacity in number of kilometers was 75% under a 5-fold fuel price increase. The mode adaptive potential was 33% cycling, 21% walking and 22% bus. Academics had adaptive capacity of only 1–5% of trips by canceling or carrying out their activity from home compared to 10–18% for students.

Montira Watcharasukarn; Shannon Page; Susan Krumdieck

2012-01-01T23:59:59.000Z

452

Emerging trends in cone-beam computed tomography utilization.  

E-Print Network (OSTI)

?? Utilization of cone-beam computed tomography (CBCT) provides precise and interactive images, which facilitate the diagnosis of dental disease and guided therapy. As with any… (more)

Boyle, Elizabeth M.

2010-01-01T23:59:59.000Z

453

Is there wage premium to computer use in Sweden.  

E-Print Network (OSTI)

?? This paper examines the wage premium to computer use in Sweden in the early 1990’s. I use simple regression model and interaction terms in… (more)

Zhang, Pengcheng

2005-01-01T23:59:59.000Z

454

Analysis of strategic alliance management – lessons from the failure of Korean and Japanese licensed games in China  

Science Journals Connector (OSTI)

The Chinese online game industry is a young knowledge-intensive service industry with huge potential. Since 2003, setting up strategic alliances with the Chinese online game operators has been chosen as the main mode by foreign game companies to enter China. With the rise of the Chinese online industry, the market shares of the foreign licensed games have been declining from their original dominant position. In this paper, instead of concerning the relationship between natural cultural difference and the foreign licensed game operation, the authors use Tung's technical competence theory to explore factors that have caused decline in the market share of foreign licensed games in China. In the findings, the lack of in-depth knowledge of market demand, the lack of appropriate product supply, the lack of effective business strategy and management teams as well as the Chinese government's local protection policies are classified as the main reasons for foreign games' market decline in China.

Qun Ren; Philip Hardwick

2009-01-01T23:59:59.000Z

455

Telecommunications, politics, economics, and national sovereignty: A new game  

SciTech Connect

The impact of telecommunications on politics, economics and national sovereignty is creating a new game. Political and economic power may operate over the same territory, as in the now-rare case of isolated economies, but, more often, their domains do not coincide. Increasingly, telecommunications create major challenges for countries preoccupied with issues of national sovereignty because the national state has only a limited ability to control these intrinsic and at times potentially destabilizing powers of telecommunications and the {open_quotes}telecommunities{close_quotes} they make possible. As many traditional aspects of sovereignty are becoming weakened by telecommunications, and as the intense dynamics of networks and the expansion of telecommunities revolutionize business and politics, there is a need to prevent the situation from becoming chaotic and uncontrollable, even while recognizing the possibilities of enhanced opportunities. This requires focusing on a more flexible conception of sovereignty which can enhance the state`s attractiveness for telecommunications infrastructure, while addressing issues of ethics and morality in the new telecommications environment. A new, broad socio-technological research agenda needs to be developed - with the ultimate purpose of providing society with the tools to play the new game and thrive. 10 refs., 3 tabs.

Bugliarello, G.

1996-12-31T23:59:59.000Z

456

Game-theoretic rough sets for recommender systems  

Science Journals Connector (OSTI)

Abstract Recommender systems guide their users in decisions related to personal tastes and choices. The rough set theory can be considered as a useful tool for predicting recommendations in recommender systems. We examine two properties of recommendations with rough sets. The first property refers to accuracy or appropriateness of recommendations and the second property highlights the generality or coverage of recommendations. Making highly accurate recommendations for majority of the users is a major hindrance in achieving high quality performance for recommender systems. In the probabilistic rough set models, these two properties are controlled by thresholds ( ? , ? ) . One of the research issues is to determine effective values of these thresholds based on the two considered properties. We apply the game-theoretic rough set (GTRS) model to obtain suitable values of these thresholds by implementing a game for determining a trade-off and balanced solution between accuracy and generality. Experimental results on movielen dataset suggest that the GTRS improves the two properties of recommendations leading to better overall performance compared to the Pawlak rough set model.

Nouman Azam; JingTao Yao

2014-01-01T23:59:59.000Z

457

PINS : a haptic computer interface system  

E-Print Network (OSTI)

The research goal was to develop a dense array of discreet vertical actuators as an input and output device with haptic feedback for Human Computer Interaction (HCI). This expands upon the current research of table surfaces ...

Kaanta, Bradley C. (Bradley Carter), 1980-

2004-01-01T23:59:59.000Z

458

Enabling Computational Methods for Offshore Wind Turbines  

Science Journals Connector (OSTI)

In this book chapter we give an overview of our recent work in computational methods for geometry modeling, fluid mechanics, structural mechanics, and fluid–structure interaction that enable high-fidelity simulat...

Y. Bazilevs; M.-C. Hsu; I. Akkerman…

2013-01-01T23:59:59.000Z

459

Teaching Image Computation: From Computer Graphics to Computer Vision  

E-Print Network (OSTI)

Teaching Image Computation: From Computer Graphics to Computer Vision Bruce A. Draper and J. Ross Beveridge Department of Computer Science Colorado State University Fort Collins, CO 80523 draper@cs.colostate.edu ross@cs.colostate.edu Keywords: Computer Vision, Computer Graphics, Education, Course Design

Draper, Bruce A.

460

Computational biology and high performance computing  

E-Print Network (OSTI)

Biology and High Performance Computing Manfred Zorn, TeresaBiology and High Performance Computing Presenters: Manfred99-Portland High performance computing has become one of the

Shoichet, Brian

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.


461

Future computing needs for Fermilab  

SciTech Connect

The following recommendations are made: (1) Significant additional computing capacity and capability beyond the present procurement should be provided by 1986. A working group with representation from the principal computer user community should be formed to begin immediately to develop the technical specifications. High priority should be assigned to providing a large user memory, software portability and a productive computing environment. (2) A networked system of VAX-equivalent super-mini computers should be established with at least one such computer dedicated to each reasonably large experiment for both online and offline analysis. The laboratory staff responsible for mini computers should be augmented in order to handle the additional work of establishing, maintaining and coordinating this system. (3) The laboratory should move decisively to a more fully interactive environment. (4) A plan for networking both inside and outside the laboratory should be developed over the next year. (5) The laboratory resources devoted to computing, including manpower, should be increased over the next two to five years. A reasonable increase would be 50% over the next two years increasing thereafter to a level of about twice the present one. (6) A standing computer coordinating group, with membership of experts from all the principal computer user constituents of the laboratory, should

Not Available

1983-12-01T23:59:59.000Z

462

Computational Ship Hydrodynamics MOERI Propeller  

E-Print Network (OSTI)

Computational Ship Hydrodynamics MOERI Propeller This area of research is coordinated by the ship 5415 #12;Fluid-Structure Interaction MOERI Propeller 22 Associate force fluid to structure Associate hydrodynamics problems, like slamming and whipping. The code has recently been applied to wind turbine flows

Kusiak, Andrew

463

EMSL - Molecular Science Computing  

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

computing Resources and Techniques Molecular Science Computing - Sophisticated and integrated computational capabilities, including scientific consultants, software, Cascade...

464

Romero, M. and Mateas, M. 2005. A Preliminary Investigation of Alien Presence. In the Proceedings of Human-Computer Interaction International (HCII 2005), Las Vegas, NV, USA, July 2005.  

E-Print Network (OSTI)

Romero, M. and Mateas, M. 2005. A Preliminary Investigation of Alien Presence. In the Proceedings Investigation of Alien Presence Mario Romero College of Computing The Georgia Institute of Technology Atlanta authority. The alien presence provides an alternative model of ambient intelligence; an alien presence

Mateas, Michael

465

Computer aided surface representation  

SciTech Connect

The aims of this research are the creation of new surface forms and the determination of geometric and physical properties of surfaces. The full sweep from constructive mathematics through the implementation of algorithms and the interactive computer graphics display of surfaces is utilized. Both three-dimensional and multi- dimensional surfaces are considered. Particular emphasis is given to the scientific computing solution of Department of Energy problems. The methods that we have developed and that we are proposing to develop allow applications such as: Producing smooth contour maps from measured data, such as weather maps. Modeling the heat distribution inside a furnace from sample measurements. Terrain modeling based on satellite pictures. The investigation of new surface forms includes the topics of triangular interpolants, multivariate interpolation, surfaces defined on surfaces and monotone and/or convex surfaces. The geometric and physical properties considered include contours, the intersection of surfaces, curvatures as a interrogation tool, and numerical integration.

Barnhill, R E

1987-11-01T23:59:59.000Z

466

Computational mechanics  

SciTech Connect

The Computational Mechanics thrust area sponsors research into the underlying solid, structural and fluid mechanics and heat transfer necessary for the development of state-of-the-art general purpose computational software. The scale of computational capability spans office workstations, departmental computer servers, and Cray-class supercomputers. The DYNA, NIKE, and TOPAZ codes have achieved world fame through our broad collaborators program, in addition to their strong support of on-going Lawrence Livermore National Laboratory (LLNL) programs. Several technology transfer initiatives have been based on these established codes, teaming LLNL analysts and researchers with counterparts in industry, extending code capability to specific industrial interests of casting, metalforming, and automobile crash dynamics. The next-generation solid/structural mechanics code, ParaDyn, is targeted toward massively parallel computers, which will extend performance from gigaflop to teraflop power. Our work for FY-92 is described in the following eight articles: (1) Solution Strategies: New Approaches for Strongly Nonlinear Quasistatic Problems Using DYNA3D; (2) Enhanced Enforcement of Mechanical Contact: The Method of Augmented Lagrangians; (3) ParaDyn: New Generation Solid/Structural Mechanics Codes for Massively Parallel Processors; (4) Composite Damage Modeling; (5) HYDRA: A Parallel/Vector Flow Solver for Three-Dimensional, Transient, Incompressible Viscous How; (6) Development and Testing of the TRIM3D Radiation Heat Transfer Code; (7) A Methodology for Calculating the Seismic Response of Critical Structures; and (8) Reinforced Concrete Damage Modeling.

Goudreau, G.L.

1993-03-01T23:59:59.000Z

467

NREL: Computational Science - Donald Nelson  

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

Donald Nelson Donald Nelson Contractor Phone: (303) 275-4157 Email: Donald.Nelson@nrel.gov Donald Nelson is a visualization rendering engineer contractor working with the Computational Science Center. His research has focused primarily on algorithms for interaction with dynamical systems including fluid flow, partial differential equations, finite element mechanics for biological tissues and medical devices, and optimization of minimal strain energy in mechanical and biological systems. Upon completion of his Ph.D., he worked for 6 years at Immersion Medical in scientific visualization, computer aided design, and interactive mechanical systems. He joined Electronic Arts to work on interactive, parallel rendering algorithms in 2006. In 2009 he joined SAIC to work on statistical

468

Modeling attacker-defender interactions in information networks.  

SciTech Connect

The simplest conceptual model of cybersecurity implicitly views attackers and defenders as acting in isolation from one another: an attacker seeks to penetrate or disrupt a system that has been protected to a given level, while a defender attempts to thwart particular attacks. Such a model also views all non-malicious parties as having the same goal of preventing all attacks. But in fact, attackers and defenders are interacting parts of the same system, and different defenders have their own individual interests: defenders may be willing to accept some risk of successful attack if the cost of defense is too high. We have used game theory to develop models of how non-cooperative but non-malicious players in a network interact when there is a substantial cost associated with effective defensive measures. Although game theory has been applied in this area before, we have introduced some novel aspects of player behavior in our work, including: (1) A model of how players attempt to avoid the costs of defense and force others to assume these costs; (2) A model of how players interact when the cost of defending one node can be shared by other nodes; and (3) A model of the incentives for a defender to choose less expensive, but less effective, defensive actions.

Collins, Michael Joseph

2010-09-01T23:59:59.000Z

469

ComputationalComputational ScienceScience  

E-Print Network (OSTI)

ComputationalComputational ScienceScience KenKen HawickHawick k.a.k.a.hawickhawick@massey.ac.nz@massey.ac.nz Massey UniversityMassey University #12;Computational Science / eScienceComputational Science / eScience Computational Science concerns the application of computer science to physics, mathematics, chemistry, biology

Hawick, Ken

470

GRR/Section 12-CA-a - California Fish & Game Process | Open Energy  

Open Energy Info (EERE)

GRR/Section 12-CA-a - California Fish & Game Process GRR/Section 12-CA-a - California Fish & Game Process < GRR Jump to: navigation, search GRR-logo.png GEOTHERMAL REGULATORY ROADMAP Roadmap Home Roadmap Help List of Sections Section 12-CA-a - California Fish & Game Process 12CAAStateFloraFaunaConsiderations.pdf Click to View Fullscreen Contact Agencies California Department of Fish & Game Fish and Wildlife Service Regulations & Policies California Endangered Species Act Native Plant Protection California Marine Life Protection Act Natural Community Conservation Planning Act California Lake and Streambed Alteration Program California Environmental Quality Act California Desert Native Plants Act List of Endangered Animals 14 CCR 670.5 List of Endangered Plants 14 CCR 670.2 California Takings Provisions

471

On Spectrum Selection Games in Cognitive Radio Ilaria Malanchini, Matteo Cesana, Nicola Gatti  

E-Print Network (OSTI)

On Spectrum Selection Games in Cognitive Radio Networks Ilaria Malanchini, Matteo Cesana, Nicola to evalu- ate spectrum management functionalities in Cognitive Radio Net- works. The spectrum selection environment, consequently exploiting under-utilized spectrum portions. The motivation for cognitive radio

Gatti, Nicola

472

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

E-Print Network (OSTI)

Video game console usage and national energy consumption:data, consoles with non-zero usage are actively used (forthat this estimate of active usage is far lower than our

Desroches, Louis-Benoit

2013-01-01T23:59:59.000Z

473

How to prepare an airport for the Olympic Games? : transportation of the Olympic Family Members  

E-Print Network (OSTI)

This thesis describes and assesses the preparation of Athens International Airport for and its performance during the Olympic Games in 2004. The analysis includes infrastructural modifications made and organizational ...

Kassens, Eva

2005-01-01T23:59:59.000Z

474

Non-Mimetic Simulation Games: Teaching Team Coordination from a Grounding in Practice  

E-Print Network (OSTI)

conditions for Te2C. : : : : : : : : : : : : : : : : : : : : : : : : 120 37 A crew of FER students at Brayton Fire Training Field play a tutorial game of Te2C. : : : : : : : : : : : : : : : : : : : : : : : : : : 121 38 Audio setup in Te2C...

Dugas Toups, Zachary Oliver

2011-10-21T23:59:59.000Z

475

Chinese Scrabble : a web-based speech-enabled game for Chinese vocabulary building  

E-Print Network (OSTI)

The subject of this thesis is a web-based language game Chinese Scrabble, whose main objective is to help students of Chinese to practice speaking, to learn and review vocabulary both in pinyin and in Chinese characters. ...

Trnovcova, Zuzana

2010-01-01T23:59:59.000Z

476

The Cognitive Domain of a Glider in the Game of Life Randall D. Beer  

E-Print Network (OSTI)

1 The Cognitive Domain of a Glider in the Game of Life Randall D. Beer Cognitive Science Program address all correspondence to: Randall D. Beer Phone: (812) 856-0873 Cognitive Science Program Fax: (812

Beer, Randall D.

477

EEExxxttteeennndddeeeddd PPPrrroooccceeeeeedddiiinnngggsss Toulouse, France, September 4-6, 2012 Fun and Games'2012 | POSTERS  

E-Print Network (OSTI)

Fun and Games'2012 | POSTERS 24 Challenges for the Gamification of Incident Reporting Systems Cédric the challenges for the "gamification" of incident reporting systems. Author Keywords Incident reporting, User

Winckler, Marco Antonio Alba

478

Tailoring Feedback to Users’ Actions in a Persuasive Game for Household Electricity Conservation  

Science Journals Connector (OSTI)

Recent work has begun to focus on the use of games as a platform for energy awareness and eco-feedback research. While technical advancements (wireless sensors, fingerprinting) make timely and tailored feedbac...

Luciano Gamberini; Anna Spagnolli…

2012-01-01T23:59:59.000Z

479

Game theoretic models of inter-firm R&D dynamics in semiconductor manufacturing  

E-Print Network (OSTI)

This dissertation demonstrates that valuable strategic insight and a reasonable measure of predictive power can be obtained by developing and analyzing context-rich parsimonious game theoretic strategy models during large ...

Heaps-Nelson, G. Thomas

2013-01-01T23:59:59.000Z

480

Ecology and evolution simulation and quest design for an educational massive multiplayer online game  

E-Print Network (OSTI)

In this design-based research project, I developed two simulations to be used as student tools in a massively multiplayer online game targeted at STEM education, the Radix Endeavor. I designed both the underlying agent-based ...

Zhang, Mark (Mark A.)

2013-01-01T23:59:59.000Z

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.


481

Computation Orchestration  

E-Print Network (OSTI)

CCS or CSP operators. UNIVERSITY OF TEXAS AT AUSTIN 1 #12; DEPARTMENT OF COMPUTER SCIENCES Orc SCIENCES Orc A new kind of assignment x:2 f where x is a variable and f is an Orc expression. Evaluation of f yields zero or more values. Assign the first value to x. An Orc expression is #15; Simple: Site

Misra, Jayadev

482

Computation Orchestration  

E-Print Network (OSTI)

CCS or CSP operators. UNIVERSITY OF TEXAS AT AUSTIN 1 #12; DEPARTMENT OF COMPUTER SCIENCES Orc SCIENCES Orc A new kind of assignment x:2 f where x is a variable and f is an Orc expression. Evaluation of f yields zero or more values. Assign the first value to x. An Orc expression is #15; Simple: Sit

Misra, Jayadev

483

2011 Computation Directorate Annual Report  

SciTech Connect

From its founding in 1952 until today, Lawrence Livermore National Laboratory (LLNL) has made significant strategic investments to develop high performance computing (HPC) and its application to national security and basic science. Now, 60 years later, the Computation Directorate and its myriad resources and capabilities have become a key enabler for LLNL programs and an integral part of the effort to support our nation's nuclear deterrent and, more broadly, national security. In addition, the technological innovation HPC makes possible is seen as vital to the nation's economic vitality. LLNL, along with other national laboratories, is working to make supercomputing capabilities and expertise available to industry to boost the nation's global competitiveness. LLNL is on the brink of an exciting milestone with the 2012 deployment of Sequoia, the National Nuclear Security Administration's (NNSA's) 20-petaFLOP/s resource that will apply uncertainty quantification to weapons science. Sequoia will bring LLNL's total computing power to more than 23 petaFLOP/s-all brought to bear on basic science and national security needs. The computing systems at LLNL provide game-changing capabilities. Sequoia and other next-generation platforms will enable predictive simulation in the coming decade and leverage industry trends, such as massively parallel and multicore processors, to run petascale applications. Efficient petascale computing necessitates refining accuracy in materials property data, improving models for known physical processes, identifying and then modeling for missing physics, quantifying uncertainty, and enhancing the performance of complex models and algorithms in macroscale simulation codes. Nearly 15 years ago, NNSA's Accelerated Strategic Computing Initiative (ASCI), now called the Advanced Simulation and Computing (ASC) Program, was the critical element needed to shift from test-based confidence to science-based confidence. Specifically, ASCI/ASC accelerated the development of simulation capabilities necessary to ensure confidence in the nuclear stockpile-far exceeding what might have been achieved in the absence of a focused initiative. While stockpile stewardship research pushed LLNL scientists to develop new computer codes, better simulation methods, and improved visualization technologies, this work also stimulated the exploration of HPC applications beyond the standard sponsor base. As LLNL advances to a petascale platform and pursues exascale computing (1,000 times faster than Sequoia), ASC will be paramount to achieving predictive simulation and uncertainty quantification. Predictive simulation and quantifying the uncertainty of numerical predictions where little-to-no data exists demands exascale computing and represents an expanding area of scientific research important not only to nuclear weapons, but to nuclear attribution, nuclear reactor design, and understanding global climate issues, among other fields. Aside from these lofty goals and challenges, computing at LLNL is anything but 'business as usual.' International competition in supercomputing is nothing new, but the HPC community is now operating in an expanded, more aggressive climate of global competitiveness. More countries understand how science and technology research and development are inextricably linked to economic prosperity, and they are aggressively pursuing ways to integrate HPC technologies into their native industrial and consumer products. In the interest of the nation's economic security and the science and technology that underpins it, LLNL is expanding its portfolio and forging new collaborations. We must ensure that HPC remains an asymmetric engine of innovation for the Laboratory and for the U.S. and, in doing so, protect our research and development dynamism and the prosperity it makes possible. One untapped area of opportunity LLNL is pursuing is to help U.S. industry understand how supercomputing can benefit their business. Industrial investment in HPC applications has historically been limited by the prohibitive cost of entry

Crawford, D L

2012-04-11T23:59:59.000Z

484

Neuronal computing or computational neuroscience: brains vs. computers  

E-Print Network (OSTI)

Neuronal computing or computational neuroscience: brains vs. computers Leslie S. Smith, Department it matters · Brains and computers: ­ Historical analogies ­ Levels in computers and brains · Mixing levels brains for robot rats! · (Chant of the Neuromorphic Engineers, Telluride, c 1998). · Hardware oriented

Smith, Leslie S.

485

Transitivity vs. Intransitivity in decision making process. (An example in quantum game theory)  

E-Print Network (OSTI)

We compare two different ways of quantization a simple sequential game Cat's Dilemma in the context of the debate on intransitive and transitive preferences. This kind of analysis can have essential meaning for the research on the artificial intelligence (some possibilities are discussed). Nature has both properties transitive and intransitive and maybe quantum models can be more able to capture this dualism than classical one. We also present electoral interpretation of the game.

Marcin Makowski

2009-01-12T23:59:59.000Z

486

Child's Play: A Comparison of Desktop and Physical Interactive Environments  

E-Print Network (OSTI)

-6 years old), by comparing the same content- infused game in both contexts. Both quantitative are threefold: a new design methodology with children; new technologies for content-infused story games; and by our team, we built technologies that supported content-infused story games. The game consisted of two

Golbeck, Jennifer

487

An application of game theory to shape e-tailing strategies  

Science Journals Connector (OSTI)

Game theory has been applied to a variety of retail business decisions (e.g., positioning of retail store brands, retail promotion, and retail channel management); however, few retailers have applied game theory for strategic decision-making. This study presents e-tailing issues (i.e., pricing strategy, privacy and security in e-commerce, and investment web-based channel) that can be approached with three well-known strategic games: 1) Prisoner's dilemma; 2) Tragedy of the common; 3) Boxed pigs. The main idea and the framework of this study are adopted from Mudambi's study, which applied game theory to retail issues in 1996. Since then, however, the retail landscape has changed dramatically and e-commerce has emerged to play an important role in the market. To this end, it is necessary to examine the e-commerce market using game theory. This study developed propositions that help e-tailers' strategic decisions that can be explained by different games.

Min-Young Lee

2011-01-01T23:59:59.000Z

488

Hybrid Quantum Computation in Quantum Optics  

E-Print Network (OSTI)

We propose a hybrid quantum computing scheme where qubit degrees of freedom for computation are combined with quantum continuous variables for communication. In particular, universal two-qubit gates can be implemented deterministically through qubit-qubit communication, mediated by a continuous-variable bus mode ("qubus"), without direct interaction between the qubits and without any measurement of the qubus. The key ingredients are controlled rotations of the qubus and unconditional qubus displacements. The controlled rotations are realizable through typical atom-light interactions in quantum optics. For such interactions, our scheme is universal and works in any regime, including the limits of weak and strong nonlinearities.

P. van Loock; W. J. Munro; Kae Nemoto; T. P. Spiller; T. D. Ladd; Samuel L. Braunstein; G. J. Milburn

2007-01-11T23:59:59.000Z

489

Supercomputing and Advanced Computing at the National Labs | Department of  

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

Energy.gov » Supercomputing and Advanced Computing at the National Energy.gov » Supercomputing and Advanced Computing at the National Labs Supercomputing and Advanced Computing at the National Labs RSS September 30, 2013 Lab Breakthrough: Supercomputing Power to Accelerate Fossil Energy Research Learn how a new supercomputer at the National Energy Technology Laboratory will accelerate research into the next generation of fossil fuel systems. September 26, 2013 Infographic by Sarah Gerrity, Energy Department. INFOGRAPHIC: Everything You Need to Know About Supercomputers In our newest infographic, we explain some of the complex terms associated with the speed, storage and processing on supercomputers; the game changing work being done with them; and the top 8 supercomputers that call the

490

Computer Systems Administrator  

E-Print Network (OSTI)

Computer Systems Administrator Fort Collins, CO POSITION A Computer Systems Administrator (Non activities. RESPONSIBILITIES The System Administrator will provide Unix/Linux, Windows computer system or computer science, and three years computer systems administration experience. DURATION The work is planned

491

COMPUTER ENGINEERING EECS Department  

E-Print Network (OSTI)

COMPUTER ENGINEERING EECS Department The Electrical Engineering and Computer Science (EECS) Department at WSU offers undergraduate degrees in electrical engineering, computer engineering and computer science. The EECS Department offers Master of Science degrees in computer science, electrical engineering

492

Computer Science UNDERGRADUATE  

E-Print Network (OSTI)

447 Computer Science UNDERGRADUATE PROGRAMS The Department of Computer Science provides undergraduate instruction leading to the bachelor's degree in computer science. This program in computer science is accredited by the Computer Science Accreditation Board (CSAB), a specialized accrediting body recognized

Suzuki, Masatsugu

493

IEEE Computer Society 2012724()  

E-Print Network (OSTI)

. BG/Q (A2:16cores) Water Cooled20PFLOPS, 3-4MW (2011-12), BlueWaters(HPCS) Power7, 10 PFLOP+(2011 Electronics (Embedded) Mobile Phone, Game, TV, Car Navigation, Camera, IBM/ Sony/ Toshiba Cell, Fujitsu FR1000(50 core+:22nm), AMD Quad Core Opteron (8, 12 cores) WSs, Deskside & Highend Servers IBM(Power4

Kasahara, Hironori

494

Duality and Recycling Computing in Quantum Computers  

E-Print Network (OSTI)

Quantum computer possesses quantum parallelism and offers great computing power over classical computer \\cite{er1,er2}. As is well-know, a moving quantum object passing through a double-slit exhibits particle wave duality. A quantum computer is static and lacks this duality property. The recently proposed duality computer has exploited this particle wave duality property, and it may offer additional computing power \\cite{r1}. Simply put it, a duality computer is a moving quantum computer passing through a double-slit. A duality computer offers the capability to perform separate operations on the sub-waves coming out of the different slits, in the so-called duality parallelism. Here we show that an $n$-dubit duality computer can be modeled by an $(n+1)$-qubit quantum computer. In a duality mode, computing operations are not necessarily unitary. A $n$-qubit quantum computer can be used as an $n$-bit reversible classical computer and is energy efficient. Our result further enables a $(n+1)$-qubit quantum computer to run classical algorithms in a $O(2^n)$-bit classical computer. The duality mode provides a natural link between classical computing and quantum computing. Here we also propose a recycling computing mode in which a quantum computer will continue to compute until the result is obtained. These two modes provide new tool for algorithm design. A search algorithm for the unsorted database search problem is designed.

Gui Lu Long; Yang Liu

2007-08-15T23:59:59.000Z

495

Zen Play: A fair play system connected to serious games to motivate energy sustainable behaviors inside dwellings:.  

E-Print Network (OSTI)

??“Zen Play“ is a graduation project that has been conducted to create a feedback system within the back-end part of a serious game, developed by… (more)

Zanon, D.

2015-01-01T23:59:59.000Z

496

Optimization Online - Solving Multi-Leader-Follower Games  

E-Print Network (OSTI)

Citation: Preprint ANL/MCS-P1243-0405, Mathematics and Computer Science Division Argonne National Laboratory, Argonne, IL 60439, USA April 2005.

Sven Leyffer

497

Extreme Scale Computing, Co-design  

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

Extreme Scale Computing, Co-design Extreme Scale Computing, Co-design Extreme Scale Computing, Co-design Computational co-design may facilitate revolutionary designs in the next generation of supercomputers. Get Expertise Tim Germann Physics and Chemistry of Materials Email Allen McPherson Energy and Infrastructure Analysis Email Turab Lookman Physics and Condensed Matter and Complex Systems Email Computational co-design involves developing the interacting components of a computational system as a whole. Informing system design, ensuring productive and efficient code Project Description To address the increasingly complex problems of the modern world, scientists at Los Alamos are pushing the scale of computing to the extreme, forming partnerships with other national laboratories and industry to

498

A C++ Platform for the Evolution of Trade Networks  

Science Journals Connector (OSTI)

This paper presents a general C++ platform for the implementation of a trade network game (TNG) that combines evolutionary game play with preferential partner selection. In the TNG, successive generations of resource constrained traders choose and ... Keywords: C++ platform, agent-based computational economics, artificial life, endogenous interactions, evolutionary game, partner matching, trade networks

David McFadzean; Leigh Tesfatsion

1999-10-01T23:59:59.000Z

499

AN APPLICATION OF GAME THEORY: FUNDING INTERDEPENDENT MC and A UPGRADE DECISIONS  

SciTech Connect

Funding Material, Control and Accountability (MC&A) system upgrades has been identified as a partial solution for mitigating the diversion threat of weapons-grade nuclear material. Effective MC&A system upgrades are dependent on appropriate decisions based on based on funding, implementation, operation and oversight. Traditional MC&A upgrade decisions inherently assumed that all decision-makers possessed similar payoff vectors allowing for a fairly consistent and unified approach to MC&A system enhancements; however, MC&A upgrade projects in non-traditional environments may be required to take into account situations where the potential payoff vectors among decision-makers may be significantly different. Once a decision-maker is required to take into account the decisions of others, the process can be modeled as a game. Game theory has been previously be used to shed light on many aspects of social and economic behavior where a payoff from a set of strategies is dependent on the strategy of others. In this paper, the application of game theory in the context of MC&A upgrades is discussed. Various MC&A upgrades decision payoff matrices for relevant circumstances are evaluated for static (simultaneous) and dynamic (sequential decisions) games. Optimal strategies and equilibrium conditions for these payoff matrices are analyzed. Additional game factors (bargaining, uncertain outcomes, moral hazards) that may affect the outcome of the game are briefly discussed. By demonstrating the application of game theory to a nontraditional environment that may require MC&A upgrades, this work increases the understanding out how outcomes are logically connected to the respective value decision-makers assign to choices.

B. G. SCOTT

2001-06-01T23:59:59.000Z

500

1st ACM international workshop on interactive multimedia for consumer electronics (IMCE'09)  

Science Journals Connector (OSTI)

The ACM International workshop on Interactive Multimedia for Consumer Electronics (IMCE) aims to bring together researchers from both academia and industry in domains including computer vision, machine learning, audio and speech processing, communications, ... Keywords: computer vision, consumer electronics, context-awareness, human-computer interaction, multimedia

Ling Shao; Caifeng Shan; Jiebo Luo; Minoru Etoh

2009-10-01T23:59:59.000Z