Sample records for interactive computer games

  1. Guest Editorial: Brain/Neuronal-Computer Game Interfaces and Interaction 1. Brain-Computer Games Interaction

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    Guest Editorial: Brain/Neuronal-Computer Game Interfaces and Interaction 1. Brain-Computer Games are controlled through brain-computer interface (BCI) technology which requires sophisticated signal processing is a challenge being addressed by many researchers. Producing paradigms for training users to produce brain

  2. AI in Computer Games: Generating Interesting Interactive Opponents by the use of Evolutionary Computation 

    E-Print Network [OSTI]

    Yannakakis, Georgios N.

    Which features of a computer game contribute to the player’s enjoyment of it? How can we automatically generate interesting and satisfying playing experiences for a given game? These are the two key questions addressed ...

  3. Advertising in computer games

    E-Print Network [OSTI]

    Vedrashko, Ilya

    2006-01-01T23:59:59.000Z

    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 ...

  4. Arm-Hand-Finger Video Game Interaction

    E-Print Network [OSTI]

    Logsdon, Drew Anthony

    2012-02-14T23:59:59.000Z

    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...

  5. COMPUTERS AND GAMES CONFERENCE Bruno Bouzy 1

    E-Print Network [OSTI]

    Bouzy, Bruno

    other events: the 12th World Computer Chess Championship, and the 9th Computer Olympiad. The conference the organisation for this successful conference. The proceedings of the conference will be published by SpringerTHE 4TH COMPUTERS AND GAMES CONFERENCE Bruno Bouzy 1 Paris, France The 4th Computers and Games

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

    E-Print Network [OSTI]

    Mahmood, Naureen

    2012-02-14T23:59:59.000Z

    using computer-based or computer-assisted therapy have been explored to help individuals with autism in their everyday lives. This paper proposes a set of special guidelines for developing computer-based interactive applications and games to assist...

  7. Enhancing Game-Server AI with Distributed Client Computation

    E-Print Network [OSTI]

    Enhancing Game-Server AI with Distributed Client Computation John R. Douceur Microsoft Research offloading AI computation from game servers to game clients. In this way, the aggregate resources expensive on a central server. Because offloading can add significant latency to a computation normally

  8. Computer games in educational contexts didactic challenges Associate Professor Vigdis Vangsnes

    E-Print Network [OSTI]

    Loudon, Catherine

    1 Computer games in educational contexts ­ didactic challenges Associate Professor Vigdis Vangsnes have looked specifically at the challenges that the educator faces in the didactic interaction when implementation in kindergartens. Because we consider the game itself and the didactic situation as a staging

  9. Roadmap: Computer Science Game Programming -Bachelor of Science

    E-Print Network [OSTI]

    Sheridan, Scott

    Roadmap: Computer Science ­ Game Programming -Bachelor of Science [AS-BS-CS-GMPR] College of Arts This roadmap is a recommended semester-by-semester plan of study for this major. However, courses Requirement 3 #12;Roadmap: Computer Science ­ Game Programming -Bachelor of Science [AS-BS-CS-GMPR] College

  10. Business Simulation: Can We Replay the Beer Game on the Computer?

    E-Print Network [OSTI]

    Ford, Andrew

    1 Business Simulation: Can We Replay the Beer Game on the Computer? Introduction The Beer Game1 as the Beer Game. The game provides a fun way to learn about systems modeling and systems thinking. (The Beer.11 in the book: Initial conditions of the Beer Game. The game has been played by teams of undergraduate students

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

    E-Print Network [OSTI]

    Way, Thomas

    is an enormously successful industry, responsible for pushing innovation in computing and providing careers for many computer science graduates. Responding to the demand, the inclusion of computer game programming that such courses boost student enrollment and retention in computer science programs [8]. When computer game

  12. For ACM Computers and Society Playing the Game

    E-Print Network [OSTI]

    Stepney, Susan

    For ACM Computers and Society Playing the Game: Cheating, Loopholes, and Virtual Identity Phillip J worlds; these include examples such as multiplayer games, and even operating systems. They enable the formation and maintenance of virtual societies, which must be healthy in order to be prosperous and useful

  13. Non-Local Correlations and Interactive Games

    E-Print Network [OSTI]

    Preda, Daniel Ciprian

    2011-01-01T23:59:59.000Z

    and multi-prover interactive proof systems . . . . . . . .correspondence to multi-prover interactive proof systems. AWigderson. Multi-prover interactive proofs: How to remove

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

    E-Print Network [OSTI]

    Lee, Kyung-Sook

    2009-05-15T23:59:59.000Z

    Economic Status) affected children?s creativity scores and computer game usage. Children using computer games heavily showed significantly higher scores on the scale of Figural Originality than those with moderate usage. Highly structured activity students...

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

    E-Print Network [OSTI]

    Iosup, Alexandru

    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

  16. MagnoFly: Game Based Screening for Dyslexia computer game to test magnocellular motion sensitivity in children

    E-Print Network [OSTI]

    Ferwerda, James A.

    MagnoFly: Game Based Screening for Dyslexia MagnoFly: · computer game to test magnocellular motion the player's motion coherence threshold impact: · new tool to screen children for risk of dyslexia: Dyslexia is a reading disorder that affects approximately five percent of the population. Recent research

  17. Master of Science and Engineering inMaster of Science and Engineering in Computer Graphics and GameComputer Graphics and Game

    E-Print Network [OSTI]

    Plotkin, Joshua B.

    Master of Science and Engineering inMaster of Science and Engineering in Computer Graphics and GameComputer Graphics and Game Technology (CGGT)Technology (CGGT) Stephen H. Lane, DirectorStephen H. Lane, Director #12Science or Engineering ­­ Passion for graphics and animation fromPassion for graphics and animation from both a creative

  18. 2007-2008 Special Projects Turner: Water Ripples Interactive Youth Games

    E-Print Network [OSTI]

    2007-2008 Special Projects Turner: Water Ripples Interactive Youth Games The Water Ripples project proposes to develop youth water education materials designed for interactive `fun-time' learning. These materials will include interactive educational games for age groups ranging 4th to 6th grade. Materials

  19. LATTICE: AN INTERACTIVE LATTICE COMPUTER CODE

    E-Print Network [OSTI]

    Staples, John

    2010-01-01T23:59:59.000Z

    4500-R65 I LATTICE AN INTERACTIVE LATTICE COMPUTER CODE Johnr LBL-4843 LATTICE An interactive lattice computer code Johncode which enables an interactive user to calculate the

  20. Computing Equilibria in Multiplayer Stochastic Games of Imperfect Information Sam Ganzfried

    E-Print Network [OSTI]

    Computing Equilibria in Multiplayer Stochastic Games of Imperfect Information Sam Ganzfried in multiplayer stochastic games is a notoriously difficult prob- lem. Prior algorithms have been proven-player no- limit Texas hold'em tournament--a very large real- world stochastic game of imperfect information

  1. Adaptive Game Level Creation through Rank-based Interactive Evolution

    E-Print Network [OSTI]

    Togelius, Julian

    ´inez Institute of Digital Games University of Malta Msida, Malta Email: hector.p.martinez @um.edu.mt Julian@itu.dk Georgios N. Yannakakis Institute of Digital Games University of Malta Msida, Malta Email: georgios

  2. Merit of Computer Game in Tacit Knowledge Acquisition and Retention for Safety Training in the Construction Industry

    E-Print Network [OSTI]

    Jain, Nidhi Mahavirprasad

    2012-02-14T23:59:59.000Z

    grown up in an era of computer games. Research in education reports that visual presentation facilitates the human's cognitive process. Would visual representation of tacit knowledge in a computer game help construction professionals acquire tacit...

  3. Convergence to Equilibrium in Local Interaction Games Andrea Montanari

    E-Print Network [OSTI]

    Saberi, Amin

    @stanford.edu Amin Saberi Stanford University saberi@stanford.edu Abstract-- We study a simple game theoretic model

  4. Rendering Adaptation to Address Communication and Computation Constraints in Cloud Mobile Gaming

    E-Print Network [OSTI]

    California at San Diego, University of

    Rendering Adaptation to Address Communication and Computation Constraints in Cloud Mobile Gaming the responsibility of executing the gaming engines, including the most compute intensive tasks of graphic rendering imposed by the cost and availability of cloud servers. In this paper, we propose a rendering adaptation

  5. INTERACTIVE COMPUTER GRAPHICS DISPLAYS FOR HIERARCHICAL DATA STRUCTURES

    E-Print Network [OSTI]

    Cahn, D.F.

    2010-01-01T23:59:59.000Z

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

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

    E-Print Network [OSTI]

    Stuart, Josh

    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

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

    E-Print Network [OSTI]

    Stuart, Josh

    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

  8. INTERACTIVE COMPUTER GRAPHICS DISPLAYS FOR HIERARCHICAL DATA STRUCTURES

    E-Print Network [OSTI]

    Cahn, D.F.

    2010-01-01T23:59:59.000Z

    Pittsburgh, 1980 LBL-10247 INTERACTIVE COMPUTER GRAPHICSOF THIS DKiir.KHT IS UMLIMITEO INTERACTIVE COMPUTER GRAPHICSBerkeley, CA 94720 An interactive computer graphical display

  9. Theoretical and Experimental Application of Grid in Computer Games

    E-Print Network [OSTI]

    primære fokus er på server design til et Mass Multiplayer Online Game (MMOG). En MMOG kræver for mange ..............................................................................................................13 Grid compared to electric power

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

    E-Print Network [OSTI]

    Loudon, Catherine

    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

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

    E-Print Network [OSTI]

    2014-11-24T23:59:59.000Z

    it takes to find a Nash equilibrium can be highly variable. ..... in the study are generated using GAMUT, a suite of game generators (see http://gamut.stanford. edu). ... CPLEX MIP emphasize, which “controls trade-offs between speed, feasibility, optimality, and ...... Mathematical Methods of Operations Research, 52(

  12. Services in Game Worlds: A Semantic Approach to Improve Object Interaction

    E-Print Network [OSTI]

    Bidarra, Rafael

    Tutenel, and Rafael Bidarra Computer Graphics Group Delft University of Technology, The Netherlands Jassin in games are still useless, being there for decoration purposes only. Only few objects, which are crucial], several objects, which look useless at first sight, can be combined to create a functional object: a full

  13. Module name: Interactive computer graphics Abbreviation: ICG

    E-Print Network [OSTI]

    Ahlers, Volker - Fakultät IV

    Module name: Interactive computer graphics Abbreviation: ICG Study semester: 2 nd semester (SS majoring in "Graphics and Visualization" Teaching methods/SWS: 2 SWS lecture with approx. 15 students 2 SWS: Computer Vision, cryptography and algorithms, computer graphics lecture in Bachelor study program Learning

  14. Lesson Summary Students create a planet using a computer game and

    E-Print Network [OSTI]

    Mojzsis, Stephen J.

    Benchmarks The Physical Setting The Earth Energy Transformations Common Themes Models NSES Science Standards Students create a planet using a computer game and change features of the planet to increase or decrease the planet's temperature. Students will explore some of the same principles scientists use to determine how

  15. Teaching canal hydraulics and control using a computer game or a scale model canal

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    systems with automatic control algorithms. Modernization can also improve the quality of service to water irrigation canals are now designed and built using modern technologies allowing advanced control proceduresTeaching canal hydraulics and control using a computer game or a scale model canal Pierre

  16. CenterforHumanComputerInteraction Sustainable

    E-Print Network [OSTI]

    Beex, A. A. "Louis"

    CHCI CenterforHumanComputerInteraction Nanoscale Science Nano-Bio Interface Sustainable Energy Renewable Materials Sustainable Water Cognition and Communication National Security Emerging Technologies, database management, data mining, digital libraries, information storage and retrieval, and other

  17. Game AI: The shrinking gap between computer games and AI systems

    E-Print Network [OSTI]

    Nebel, Bernhard

    ) research. Alan Turing was one of the first to mention that a computer can be considered as intelligent has a long tradition in AI (Artificial Intelligence) research. Alan Turing was one of the first

  18. IEEE TRANSACTIONS ON CLOUD COMPUTING, VOL. XX, NO. X, XXXX 1 Cloud Federations in the Sky: Formation Game

    E-Print Network [OSTI]

    Grosu, Daniel

    IEEE TRANSACTIONS ON CLOUD COMPUTING, VOL. XX, NO. X, XXXX 1 Cloud Federations in the Sky federation, virtual machine, game theory. 1 INTRODUCTION CLOUDS are large-scale distributed computing sys (VM) instances. Cloud computing systems' ability to provide on de- mand access to always-on computing

  19. Learning by Game-Building in Theoretical Computer Science Education 

    E-Print Network [OSTI]

    Hutchins-Korte, Laura

    2008-01-01T23:59:59.000Z

    It has been suggested that theoretical computer science (TCS) suffers more than average from a lack of intrinsic motivation. The reasons provided in the literature include the difficulty of the subject, lack of relevance ...

  20. 6. Models of interactive computing David Keil Theory of Computing 2/14 6. Models of

    E-Print Network [OSTI]

    Keil, David M.

    6. Models of interactive computing David Keil Theory of Computing 2/14 1 6. Models of interactive computing 1. Sequential interaction 2. Basic models of interaction 3. Persistent TMs and equivalent models 4 of computing 6. Models of interaction 2/14 Inquiry · What's a paradigm shift? · Is interaction more powerful

  1. Computational Intelligence in Strategy Games V Rao Vemuri

    E-Print Network [OSTI]

    Vemuri, Rao

    combat using computer viruses, electronic warfare, and media manipulation. · "Economic Level" is where successful in handling these problems [1] [2] [3]. Simulations of warfare, hereafter referred to as conflict warfare occurs simultaneously on four primary levels of conflict: · "Battle Level" is where conventional

  2. CS 4317 Human-Computer Interaction Course Number: CS4317

    E-Print Network [OSTI]

    Ward, Karen

    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

  3. Interactive Computing 1 Input/Output and Complex Arithmetic

    E-Print Network [OSTI]

    Verschelde, Jan

    Interactive Computing 1 Input/Output and Complex Arithmetic interactive Python scripts complex Software (MCS 507 L-3) Interactive Computing 30 August 2013 1 / 33 #12;Interactive Computing 1 Input/Output and Complex Arithmetic interactive Python scripts complex arithmetic 2 Python Coding Style and pylint coding

  4. Pseudo-interactive monitoring in distributed computing

    SciTech Connect (OSTI)

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

    2009-05-01T23:59:59.000Z

    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.

  5. Universal Quantum Computation with the Exchange Interaction

    E-Print Network [OSTI]

    D. P. DiVincenzo; D. Bacon; J. Kempe; G. Burkard; K. B. Whaley

    2002-05-23T23:59:59.000Z

    Experimental implementations of quantum computer architectures are now being investigated in many different physical settings. The full set of requirements that must be met to make quantum computing a reality in the laboratory [1] is daunting, involving capabilities well beyond the present state of the art. In this report we develop a significant simplification of these requirements that can be applied in many recent solid-state approaches, using quantum dots [2], and using donor-atom nuclear spins [3] or electron spins [4]. In these approaches, the basic two-qubit quantum gate is generated by a tunable Heisenberg interaction (the Hamiltonian is $H_{ij}=J(t){\\vec S}_i\\cdot{\\vec S}_j$ between spins $i$ and $j$), while the one-qubit gates require the control of a local Zeeman field. Compared to the Heisenberg operation, the one-qubit operations are significantly slower and require substantially greater materials and device complexity, which may also contribute to increasing the decoherence rate. Here we introduce an explicit scheme in which the Heisenberg interaction alone suffices to exactly implement any quantum computer circuit, at a price of a factor of three in additional qubits and about a factor of ten in additional two-qubit operations. Even at this cost, the ability to eliminate the complexity of one-qubit operations should accelerate progress towards these solid-state implementations of quantum computation.

  6. MSc Human-Computer Interaction with Ergonomics MSc Project

    E-Print Network [OSTI]

    Blandford, Ann

    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

  7. An Interactive Computer Model of Two-Country Trade

    E-Print Network [OSTI]

    Hamlen, Kevin W.

    91 An Interactive Computer Model of Two-Country Trade Bill Hamlen and Kevin Hamlen Abstract We introduce an interactive computer model of two-country trade that allows students to investigate is to present an interactive computer model of two-country international trade that allows students

  8. Computer-game construction: A gender-neutral attractor to Computing Science Mike Carbonaro a

    E-Print Network [OSTI]

    Schaeffer, Jonathan

    projected for the 2002­2012 decade. Unfortunately, since the dot.com bubble burst in 2000­2001, Computing

  9. WILD for learning: Interacting through new computing devices anytime, anywhere

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    WILD for learning: Interacting through new computing devices anytime, anywhere Roy D. Pea and Heidy WILD for learning: Interacting through new computing devices anytime, anywhere Roy D. Pea and Heidy Maldonado Introduction We use the acronym WILD to refer to Wireless Interactive Learning Devices1 . WILD

  10. Computational design of proteinprotein interactions Tanja Kortemme1,2

    E-Print Network [OSTI]

    Baker, David

    Computational design of protein­protein interactions Tanja Kortemme1,2 and David Baker1,Ã protein­protein interaction networks in living cells. Addresses 1 Howard Hughes Medical Institute

  11. UBIQUITOUS COMPUTING AND INTERACTION Kaj Grnbk, Professor,

    E-Print Network [OSTI]

    Equipment (Kinesthetic Interaction) > PosLogistics (Positioning and Logistics) > VPP4SGR ­ SmartGrid project

  12. Three Environmental Discourses in Human-Computer Interaction

    E-Print Network [OSTI]

    O'Brien, James F.

    Three Environmental Discourses in Human-Computer Interaction Abstract A review of the past decade of human-computer interaction relating to environmental issues identifies three discourses whose, environmentalism, nature, design, discourse analysis ACM Classification Keywords H5.m. Information interfaces

  13. Real-Time Character Animation for Computer Games Eike F Anderson

    E-Print Network [OSTI]

    Davies, Christopher

    three-dimensional game characters which are real-time animated inside the virtual environment-time character animation. 2 RELATED WORK Both, memory and processing power, are expensive. More realism in games, by recursively traversing the hierarchic data structure starting from the root, passing down the transformation

  14. Module name: Computer Graphics and Interaction Abbreviation: MIN-CGI

    E-Print Network [OSTI]

    Ahlers, Volker - Fakultät IV

    Module name: Computer Graphics and Interaction Abbreviation: MIN-CGI Study Semester: 1 st Semester, module in specialization Computer Graphics Teaching methods/SWS: 2 SWS lecture, 2 SWS exercise Work acc. to exam regulations: None Recommended prerequisites: Introductory computer graphics lecture

  15. Sensor Based Synthetic Actors in a Tennis Game Simulation Hansrudi NOSER

    E-Print Network [OSTI]

    Pratt, Vaughan

    Sensor Based Synthetic Actors in a Tennis Game Simulation Hansrudi NOSER Daniel THALMANN Computer@lig.di.epfl.ch; thalmann@lig.di.epfl.ch) Abstract In this article we propose a model of a tennis game simulation and audition. Physical modeling of the ball dynamic and sound rendering enhance realism. An interactive user

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

    E-Print Network [OSTI]

    Lee, Kyung-Sook

    2009-05-15T23:59:59.000Z

    ). Similar aggressive children?s violent crimes affected by video games were also reported in Japan (Sakamoto, 2000). Individuals accused of recent school shootings in United States (i.e., Paducah, Kentucky, Jonesboro, Arkansas, and Littleton, Colorado...

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

    E-Print Network [OSTI]

    Rajamani, Sriram K.

    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

  18. LASER POINTERS AS INTERACTION DEVICES FOR COLLABORATIVE PERVASIVE COMPUTING

    E-Print Network [OSTI]

    Stürzlinger, Wolfgang

    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

  19. Inverse Modelling in Geology by Interactive Evolutionary Computation

    E-Print Network [OSTI]

    Boschetti, Fabio

    Inverse Modelling in Geology by Interactive Evolutionary Computation Chris Wijns a,b,, Fabio of geological processes, in the absence of established numerical criteria to act as inversion targets, requires evolutionary computation provides for the inclusion of qualitative geological expertise within a rigorous

  20. Fault-Tolerant Quantum Computation via Exchange interactions

    E-Print Network [OSTI]

    M. Mohseni; D. A. Lidar

    2004-06-25T23:59:59.000Z

    Quantum computation can be performed by encoding logical qubits into the states of two or more physical qubits, and controlling a single effective exchange interaction and possibly a global magnetic field. This "encoded universality" paradigm offers potential simplifications in quantum computer design since it does away with the need to perform single-qubit rotations. Here we show that encoded universality schemes can be combined with quantum error correction. In particular, we show explicitly how to perform fault-tolerant leakage correction, thus overcoming the main obstacle to fault-tolerant encoded universality.

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

    E-Print Network [OSTI]

    Lin, C.-Y. Cynthia

    interactions take place on U.S. federal lands in the Gulf of Mexico. In particular, it analyzes whether a firm, Ariel Pakes, Jack Porter, Juan Robalino, Stephen Ryan, M ichael Springborn, Jam es Stock, Stephen Weinb

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

    E-Print Network [OSTI]

    Stokes, Leah C.

    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 ...

  3. Snarry Games

    E-Print Network [OSTI]

    Multiple Contributors

    2006-01-01T23:59:59.000Z

    for something, Snape could tell. "I'm, er, I'm about to do something. I'm gonna do it without saying anything or using anything, because I've got pretty good at doing it now." What on earth was the idiot up to? Tony met Snape's dark gaze and held it as he... translate well to paper. This collection was created because I wanted a consistently-formatted set of the Games to read. Since I wanted to format them all, why not print a set for reading away from my computer. (I've got very little experience reading...

  4. Human-computer interface including haptically controlled interactions

    DOE Patents [OSTI]

    Anderson, Thomas G.

    2005-10-11T23:59:59.000Z

    The present invention provides a method of human-computer interfacing that provides haptic feedback to control interface interactions such as scrolling or zooming within an application. Haptic feedback in the present method allows the user more intuitive control of the interface interactions, and allows the user's visual focus to remain on the application. The method comprises providing a control domain within which the user can control interactions. For example, a haptic boundary can be provided corresponding to scrollable or scalable portions of the application domain. The user can position a cursor near such a boundary, feeling its presence haptically (reducing the requirement for visual attention for control of scrolling of the display). The user can then apply force relative to the boundary, causing the interface to scroll the domain. The rate of scrolling can be related to the magnitude of applied force, providing the user with additional intuitive, non-visual control of scrolling.

  5. Research Agenda 1/12 A Research Agenda for Interactive Computing

    E-Print Network [OSTI]

    Wegner, Peter

    Research Agenda 1/12 A Research Agenda for Interactive Computing Peter Wegner, Extended Abstract, January 11 1998 Abstract: This paper presents evidence for the claim that interactive behavior cannot of computation, and proposes an agenda of research goals on interactive computing (G1­G65). We start from

  6. Semantic Interaction for Visual Analytics: Toward Coupling Cognition and Computation

    SciTech Connect (OSTI)

    Endert, Alexander

    2014-07-01T23:59:59.000Z

    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?

  7. University Prosperity Game. Final report

    SciTech Connect (OSTI)

    Boyack, K.W.; Berman, M.

    1996-03-01T23:59:59.000Z

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

  8. Using Interactive Evolutionary Computation (IEC) with Validated Surrogate Fitness Functions for Redistricting

    E-Print Network [OSTI]

    Kimbrough, Steven Orla

    Using Interactive Evolutionary Computation (IEC) with Validated Surrogate Fitness Functions Evolu- tionary Computation (IEC) is a natural approach here, if practicable. The paper proposes development of Validated Surrogate Fitness (VSF) functions as a workable and gener- alizable form of IEC

  9. Looking Beyond the Cockpit: Human Computer Interaction in the Causal Complex of Aviation Accidents

    E-Print Network [OSTI]

    Johnson, C.W.

    Johnson,C.W. In A. Pritchett and A. Jackson (eds), Human-Computer Interaction in Aerospace, EURISCO, Toulouse. pp 17-24

  10. Interactive learning and prediction algorithms for computer vision applications

    E-Print Network [OSTI]

    Branson, Steven

    2012-01-01T23:59:59.000Z

    Structured Learning 1.2.3 Interactive Labeling 1.2.4 Active3.2.3 Creating an Interactive User Interface vxx Chapter 4 Interactive Learning Algorithms 4.1

  11. Feedback in Human-Computer Interaction - Characteristics and Recommendations

    E-Print Network [OSTI]

    Renaud, K.V.

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

  12. Computation of multi-material interactions using point method

    SciTech Connect (OSTI)

    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

    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.

  13. Testing theoretical game theory results on a large scale : prisoner's dilemma on Facebook

    E-Print Network [OSTI]

    Long, Sunny (Sunny X.)

    2013-01-01T23:59:59.000Z

    In my research, I designed and implemented an online game accessable to a large diverse audience via the Facebook social network to test out game theoretic results and study social interactions. In this game, we designed ...

  14. Environmental Prosperity Game. Final report

    SciTech Connect (OSTI)

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

    1995-12-01T23:59:59.000Z

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

  15. Author's personal copy Brian Shackel's contribution to the written history of Human--Computer Interaction

    E-Print Network [OSTI]

    Chaudhuri, Surajit

    Author's personal copy Brian Shackel's contribution to the written history of Human s t r a c t In 1997, Brian Shackel published the article ``Human--Computer Interaction -- Whence--Computer Interaction -- Whence and Whither?'' was published in 1997. Brian Shackel presumably wrote it in 1996: the 141

  16. Computational approaches for identifying inhibitors of protein interactions 

    E-Print Network [OSTI]

    Mehio, Wissam

    2011-06-27T23:59:59.000Z

    Inter-molecular interaction is at the heart of biological function. Proteins can interact with ligands, peptides, small molecules, and other proteins to serve their structural or functional purpose. With advances in ...

  17. Computational Model of Film Editing for Interactive Storytelling

    E-Print Network [OSTI]

    Boyer, Edmond

    . Generating interactive narratives as movies requires knowl- edge in cinematography (camera placement, framing. Keywords: Camera planning, Virtual Cinematography 1 Introduction In interactive storytelling, it is useful with the rules of cinematography and editing, including shot composition, continuity editing and pacing

  18. Thermal States as Universal Resources for Quantum Computation with Always-on Interactions

    E-Print Network [OSTI]

    Ying Li; Daniel E. Browne; Leong Chuan Kwek; Robert Raussendorf; Tzu-Chieh Wei

    2011-08-05T23:59:59.000Z

    Measurement-based quantum computation utilizes an initial entangled resource state and proceeds with subsequent single-qubit measurements. It is implicitly assumed that the interactions between qubits can be switched off so that the dynamics of the measured qubits do not affect the computation. By proposing a model spin Hamiltonian, we demonstrate that measurement-based quantum computation can be achieved on a thermal state with always-on interactions. Moreover, computational errors induced by thermal fluctuations can be corrected and thus the computation can be executed fault-tolerantly if the temperature is below a threshold value.

  19. Thermal States as Universal Resources for Quantum Computation with Always-on Interactions

    E-Print Network [OSTI]

    Li, Ying; Kwek, Leong Chuan; Raussendorf, Robert; Wei, Tzu-Chieh

    2011-01-01T23:59:59.000Z

    Measurement-based quantum computation utilizes an initial entangled resource state and proceeds with subsequent single-qubit measurements. It is implicitly assumed that the interactions between qubits can be switched off so that the dynamics of the measured qubits do not affect the computation. By proposing a model spin Hamiltonian, we demonstrate that measurement-based quantum computation can be achieved on a thermal state with always-on interactions. Moreover, computational errors induced by thermal fluctuations can be corrected and thus the computation can be executed fault-tolerantly if the temperature is below a threshold value.

  20. Interactive Exploration of Multigranularity Spatial and Temporal Datacubes: Providing ComputerAssisted Geovisualization Support

    E-Print Network [OSTI]

    Interactive Exploration of Multigranularity Spatial and Temporal Datacubes: Providing Computer://sirs.scg.ulaval.ca/yvanbedard This paper addresses issues of geovisualization regarding the process of interactive multi granularity spatial and temporal knowledge discovery for decisionmaking. In such an interactive context

  1. The Use of Eye Movements in Human-Computer Interaction Techniques

    E-Print Network [OSTI]

    Jacob, Robert J.K.

    The Use of Eye Movements in Human-Computer Interaction Techniques: What You Look At is What You Get and computers can comrnumcate, we investigate the usefulness of eye movements as a fast and convenient auxiliary user-to-computer communication mode. The barrier to exploiting this medium has not been eye

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

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    to How Cells Interact With Surroundings Berkeley Lab research has implications for cancer, atherosclerosis research March 21, 2013 | Tags: Biological and Environmental Research...

  3. DEVELOPMENT OF AN INTERACTIVE COMPUTER SIMULATION MODEL FOR DESIGNING

    E-Print Network [OSTI]

    processes and high product quality standards required. In particular, computer simulation of industrial equilibrium and transient warp analysis, and displaying the results graphically. Four example panels were

  4. Three and Four-Body Interactions in Spin-Based Quantum Computers

    E-Print Network [OSTI]

    Ari Mizel; Daniel A. Lidar

    2004-01-14T23:59:59.000Z

    In the effort to design and to construct a quantum computer, several leading proposals make use of spin-based qubits. These designs generally assume that spins undergo pairwise interactions. We point out that, when several spins are engaged mutually in pairwise interactions, the quantitative strengths of the interactions can change and qualitatively new terms can arise in the Hamiltonian, including four-body interactions. In parameter regimes of experimental interest, these coherent effects are large enough to interfere with computation, and may require new error correction or avoidance techniques.

  5. Pre-computation for controlling character behavior in interactive physical simulations

    E-Print Network [OSTI]

    Silva, Marco Jorge Tome da

    2010-01-01T23:59:59.000Z

    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, ...

  6. Human-computer interaction task learning: an empirical investigation of interface quality

    E-Print Network [OSTI]

    Packebush, Sherrill Janine

    1993-01-01T23:59:59.000Z

    This research examines learnability measures derived from the all-or-none stochastic learning model. The all-or-none model represents the paired-associate learning that occurs during the initial learning of human-computer interaction (HCI) tasks...

  7. An Introduction to Interactive Music for Percussion and Computers

    E-Print Network [OSTI]

    Hansen, Von Elton

    2014-08-31T23:59:59.000Z

    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...

  8. OPserver: interactive online-computations of opacities and radiative accelerations

    E-Print Network [OSTI]

    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

    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.

  9. OPTI-583: Computational Optics I: Ultrafast pulses and strong-field light-matter interactions.

    E-Print Network [OSTI]

    Arizona, University of

    OPTI-583: Computational Optics I: Ultrafast pulses and strong-field light-matter interactions. Time-power femtosecond pulses. Prerequisites: Knowledge of basic electromagnetic theory (e.g. Phys-241). While previous that govern the interaction of ultrashort pulses with var- ious media, and the Numerical methods track

  10. Interactive Off-Line Computer Modeling for Powerhouse Operations

    E-Print Network [OSTI]

    Delk, S. R.; Jones, W. G.

    1982-01-01T23:59:59.000Z

    OIL?R 1-5 FUEL 501L?R 6& 7 FUEL GAS TURI ItIE FUEL TURBI~E GENERATOR NO.1 TUUINI: CENERATOR NO.2 TUUIN! GENEIl..ATOR NO.3 GAS TURIl"E CEM. NO.4 PURCKAS!D EucntC ITY Figure 3: Computer Input Data 420 ESL-IE-82-04-84 Proceedings from the Fourth...

  11. Exchange Interaction Between Three and Four Coupled Quantum Dots: Theory and Applications to Quantum Computing

    E-Print Network [OSTI]

    Ari Mizel; Daniel A. Lidar

    2004-01-22T23:59:59.000Z

    Several prominent proposals have suggested that spins of localized electrons could serve as quantum computer qubits. The exchange interaction has been invoked as a means of implementing two qubit gates. In this paper, we analyze the strength and form of the exchange interaction under relevant conditions. We find that, when several spins are engaged in mutual interactions, the quantitative strengths or even qualitative forms of the interactions can change. It is shown that the changes can be dramatic within a Heitler-London model. Hund-Mulliken calculations are also presented, and support the qualititative conclusions from the Heitler-London model. The effects need to be considered in spin-based quantum computer designs, either as a source of gate error to be overcome or a new interaction to be exploited.

  12. Energy Parity Games Krishnendu Chatterjee1

    E-Print Network [OSTI]

    Doyen, Laurent

    and Technology Austria) 2 LSV, ENS Cachan & CNRS, France Abstract. Energy parity games are infinite two algorithmic question about such energy parity games is to decide if there exists an initial credit (or initial satisfying the parity condition, and if the answer is yes, to compute the minimum such initial credit. Energy

  13. Computer Simulations Yield Clues to How Cells Interact With Surroundings

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative1 First Use of Energy for All Purposes (Fuel and Nonfuel), 2002; Level: National5Sales for4,645 3,625govInstrumentstdmadapInactiveVisiting theCommercialization andComputer Simulations Indicate Calcium Carbonate Has

  14. Industrial Partnership Prosperity Game{trademark}

    SciTech Connect (OSTI)

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

    1998-02-01T23:59:59.000Z

    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.

  15. Designing for Learning: Multiplayer Digital Game Learning Environments

    E-Print Network [OSTI]

    Kim, Chung

    2010-01-01T23:59:59.000Z

    supercharged! : learning physics with digital simulationsimulations, computer games, and pedagogy in e-learning andlearning environment based on the blending microworlds, simulations,

  16. Computation Environments, An Interactive Semantics for Turing Machines (which P is not equal to NP considering it)

    E-Print Network [OSTI]

    Ramezanian, Rasoul

    2012-01-01T23:59:59.000Z

    To scrutinize notions of computation and time complexity, we introduce and formally define an interactive model for computation that we call it the \\emph{computation environment}. A computation environment consists of two main parts: i) a universal processor and ii) a computist who uses the computability power of the universal processor to perform effective procedures. The notion of computation finds it meaning, for the computist, through his \\underline{interaction} with the universal processor. We are interested in those computation environments which can be considered as alternative for the real computation environment that the human being is its computist. These computation environments must have two properties: 1- being physically plausible, and 2- being enough powerful. Based on Copeland' criteria for effective procedures, we define what a \\emph{physically plausible} computation environment is. We construct two \\emph{physically plausible} and \\emph{enough powerful} computation environments: 1- the Turing...

  17. Review of the Use of Electroencephalography as an Evaluation Method for Human-Computer Interaction

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    to consumers. These issues could be resolved by using physio- logical sensors in HCI evaluation. WhileReview of the Use of Electroencephalography as an Evaluation Method for Human-Computer Interaction: HCI EVALUATION, EEG, ERRP, WORKLOAD, ATTENTION, EMOTIONS Abstract: Evaluating human

  18. Advanced methods for the computation of particle beam transport and the computation of electromagnetic fields and beam-cavity interactions

    SciTech Connect (OSTI)

    Dragt, A.J.; Gluckstern, R.L.

    1990-11-01T23:59:59.000Z

    The University of Maryland Dynamical Systems and Accelerator Theory Group carries out research in two broad areas: the computation of charged particle beam transport using Lie algebraic methods and advanced methods for the computation of electromagnetic fields and beam-cavity interactions. Important improvements in the state of the art are believed to be possible in both of these areas. In addition, applications of these methods are made to problems of current interest in accelerator physics including the theoretical performance of present and proposed high energy machines. The Lie algebraic method of computing and analyzing beam transport handles both linear and nonlinear beam elements. Tests show this method to be superior to the earlier matrix or numerical integration methods. It has wide application to many areas including accelerator physics, intense particle beams, ion microprobes, high resolution electron microscopy, and light optics. With regard to the area of electromagnetic fields and beam cavity interactions, work is carried out on the theory of beam breakup in single pulses. Work is also done on the analysis of the high behavior of longitudinal and transverse coupling impendances, including the examination of methods which may be used to measure these impedances. Finally, work is performed on the electromagnetic analysis of coupled cavities and on the coupling of cavities to waveguides.

  19. On the system CL12 of computability logic

    E-Print Network [OSTI]

    Japaridze, Giorgi

    2012-01-01T23:59:59.000Z

    Computability logic (see http://www.cis.upenn.edu/~giorgi/cl.html) is a long-term project for redeveloping logic on the basis of a constructive game semantics, with games seen as abstract models of interactive computational problems. Among the fragments of this logic successfully axiomatized so far is CL12 --- a conservative extension of classical first-order logic, whose language augments that of classical logic with the so called choice sorts of quantifiers and connectives. This system has already found fruitful applications as a logical basis for constructive and complexity-oriented versions of Peano arithmetic, such as arithmetics for polynomial time computability, polynomial space computability, and beyond. The present paper introduces a third, indispensable complexity measure for interactive computations termed amplitude complexity, and establishes the adequacy of CL12 with respect to A-amplitude, S-space and T-time computability under certain minimal conditions on the triples (A,S,T) of function classe...

  20. Finite temperature Casimir interaction between spheres in $(D+1)$-dimensional spacetime: Exact computations and asymptotic expansions

    E-Print Network [OSTI]

    L. P. Teo

    2014-06-05T23:59:59.000Z

    We consider the finite temperature Casimir interaction between two Dirichlet spheres in $(D+1)$-dimensional Minkowski spacetime. The Casimir interaction free energy is derived from the zero temperature Casimir interaction energy via the Matsubara formalism. In the high temperature region, the Casimir interaction is dominated by the term with zero Matsubara frequency, and it is known as the classical term since this term is independent of the Planck constant $\\hbar$. Explicit expression of the classical term is derived and it is computed exactly using appropriate similarity transforms of matrices. We then compute the small separation asymptotic expansion of this classical term up to the next-to-leading order term. For the remaining part of the finite temperature Casimir interaction with nonzero Matsubara frequencies, we obtain its small separation asymptotic behavior by applying certain prescriptions to the corresponding asymptotic expansion at zero temperature. This gives us a leading term that is shown to agree precisely with the proximity force approximation at any temperature. The next-to-leading order term at any temperature is also derived and it is expressed as an infinite sum over integrals. To obtain the asymptotic expansion at the low and medium temperature regions, we apply the inverse Mellin transform techniques. In the low temperature region, we obtain results that agree with our previous work on the zero temperature Casimir interaction.

  1. Toward Procedural Decorative Ornamentation in Games Jim Whitehead

    E-Print Network [OSTI]

    Whitehead, James

    and on the inside. Orna- mentation serves as an impressive marker of wealth and power, Permission to make digital, computer games. 1. INTRODUCTION Computer games frequently take place inside elaborate built envi- ronments walls, transforming the ordinary into the sublime. Ornamentation often carries religious and political

  2. Wicked Games

    E-Print Network [OSTI]

    Flamingo

    1993-01-01T23:59:59.000Z

    . Wicked Games covers all the bases. Here we have the ever-volatile Sonny Crockett. While dealing with his other half, the dark and manipulative Burnett, Crockett must work undercover to bust a porn ring run by Ram?n, a perverted but gorgeous manbeast who.... But crime. . .'specially a crime like murder. . .there's no way to justify cold-blooded killing. I wondered what Crockett was going through and recalled his parting words. "I'll see you tonight," he'd said in the strategy room while he was gettin' wired...

  3. Modeling player self-representation in multiplayer online games using social network data

    E-Print Network [OSTI]

    Lim, Chong-U

    2013-01-01T23:59:59.000Z

    Game players express values related to self-expression through various means such as avatar customization, gameplay style, and interactions with other players. Multiplayer online games are now often integrated with social ...

  4. Competition among Online-Gaming Service Providers1

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    (storage, computing power, energy). The pricing schemes ­essentially flat-rate­ implemented by providers Computing Providers (CPs) to propose services to end-users and negotiate with Game Editors to host

  5. The Boom and Bust and Boom of Educational Games

    E-Print Network [OSTI]

    Klopfer, Eric

    2013-01-01T23:59:59.000Z

    The history of computer-based learning games has a story arc that rises dramatically, and then plummets steeply. In the early days of personal computers, creative minds drawn to the new medium explored a variety of approaches ...

  6. Combining Modeling and Gaming for Predictive Analytics

    SciTech Connect (OSTI)

    Riensche, Roderick M.; Whitney, Paul D.

    2012-08-22T23:59:59.000Z

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

  7. ACHI 2012, The Fifth International Conference on Advances in Computer-Human Interactions, January 30 -February 4, 2012 -Valencia, Spain User Experience: Buzzword or New Paradigm?

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    the early days of ergonomics and HCI (Human- Computer Interaction), user experience really meant userACHI 2012, The Fifth International Conference on Advances in Computer-Human Interactions, January 30 - February 4, 2012 - Valencia, Spain User Experience: Buzzword

  8. Entangled games are hard to approximate

    E-Print Network [OSTI]

    Julia Kempe; Hirotada Kobayashi; Keiji Matsumoto; Ben Toner; Thomas Vidick

    2007-11-21T23:59:59.000Z

    We establish the first hardness results for the problem of computing the value of one-round games played by a verifier and a team of provers who can share quantum entanglement. In particular, we show that it is NP-hard to approximate within an inverse polynomial the value of a one-round game with (i) quantum verifier and two entangled provers or (ii) classical verifier and three entangled provers. Previously it was not even known if computing the value exactly is NP-hard. We also describe a mathematical conjecture, which, if true, would imply hardness of approximation to within a constant. We start our proof by describing two ways to modify classical multi-prover games to make them resistant to entangled provers. We then show that a strategy for the modified game that uses entanglement can be ``rounded'' to one that does not. The results then follow from classical inapproximability bounds. Our work implies that, unless P=NP, the values of entangled-prover games cannot be computed by semidefinite programs that are polynomial in the size of the verifier's system, a method that has been successful for more restricted quantum games.

  9. 20 March/April 2009 Published by the IEEE Computer Society 0272-1716/09/$25.00 2009 IEEE Serious Games

    E-Print Network [OSTI]

    Bey, Isabelle

    agents. The goal is to create a virtual character that has a human-like personality and that can between the virtual charac- ter and users. We combine this model with state- of-the-art animation blending Games Making Them Remember-- Emotional Virtual Characters with Memory Zerrin Kasap, Maher Ben Moussa

  10. Mechanizing Exploratory Game Design

    E-Print Network [OSTI]

    Smith, Adam Marshall

    2012-01-01T23:59:59.000Z

    describe a flexible approach to game ruleset generation thatgeneration, producing a large space of playable mini-games. The flexibleflexible use as a gameplay trace inference system transformed into RoleModel’s multiple uses in story generation: “(

  11. Parallel Repetition of Entangled Games

    E-Print Network [OSTI]

    Julia Kempe; Thomas Vidick

    2011-05-11T23:59:59.000Z

    We consider one-round games between a classical referee and two players. One of the main questions in this area is the parallel repetition question: Is there a way to decrease the maximum winning probability of a game without increasing the number of rounds or the number of players? Classically, efforts to resolve this question, open for many years, have culminated in Raz's celebrated parallel repetition theorem on one hand, and in efficient product testers for PCPs on the other. In the case where players share entanglement, the only previously known results are for special cases of games, and are based on techniques that seem inherently limited. Here we show for the first time that the maximum success probability of entangled games can be reduced through parallel repetition, provided it was not initially 1. Our proof is inspired by a seminal result of Feige and Kilian in the context of classical two-prover one-round interactive proofs. One of the main components in our proof is an orthogonalization lemma for operators, which might be of independent interest.

  12. Event heap: a coordination infrastructure for dynamic heterogeneous application interactions in ubiquitous computing environments

    DOE Patents [OSTI]

    Johanson, Bradley E.; Fox, Armando; Winograd, Terry A.; Hanrahan, Patrick M.

    2010-04-20T23:59:59.000Z

    An efficient and adaptive middleware infrastructure called the Event Heap system dynamically coordinates application interactions and communications in a ubiquitous computing environment, e.g., an interactive workspace, having heterogeneous software applications running on various machines and devices across different platforms. Applications exchange events via the Event Heap. Each event is characterized by a set of unordered, named fields. Events are routed by matching certain attributes in the fields. The source and target versions of each field are automatically set when an event is posted or used as a template. The Event Heap system implements a unique combination of features, both intrinsic to tuplespaces and specific to the Event Heap, including content based addressing, support for routing patterns, standard routing fields, limited data persistence, query persistence/registration, transparent communication, self-description, flexible typing, logical/physical centralization, portable client API, at most once per source first-in-first-out ordering, and modular restartability.

  13. Recycling Parrondo games

    E-Print Network [OSTI]

    Roberto Artuso; Lucia Cavallasca; Giampaolo Cristadoro

    2005-10-24T23:59:59.000Z

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

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

    DOE Patents [OSTI]

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

    2012-06-12T23:59:59.000Z

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

  15. Quantum computing with nearest neighbor interactions and error rates over 1%

    E-Print Network [OSTI]

    David S. Wang; Austin G. Fowler; Lloyd C. L. Hollenberg

    2010-09-20T23:59:59.000Z

    Large-scale quantum computation will only be achieved if experimentally implementable quantum error correction procedures are devised that can tolerate experimentally achievable error rates. We describe a quantum error correction procedure that requires only a 2-D square lattice of qubits that can interact with their nearest neighbors, yet can tolerate quantum gate error rates over 1%. The precise maximum tolerable error rate depends on the error model, and we calculate values in the range 1.1--1.4% for various physically reasonable models. Even the lowest value represents the highest threshold error rate calculated to date in a geometrically constrained setting, and a 50% improvement over the previous record.

  16. PRODUCER -SCROUNGER GAME n-Person Game

    E-Print Network [OSTI]

    Caraco, Thomas

    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

  17. Lower Bounds for Bounded Depth Frege Proofs via Pudlak-Buss Games

    E-Print Network [OSTI]

    Harsha, Prahladh

    19 Lower Bounds for Bounded Depth Frege Proofs via Pudl´ak-Buss Games ELI BEN-SASSON Technion. Our method uses the interpretation of proofs as two player games given by Pudl´ak and Buss. Our lower. 2010. Lower bounds for bounded depth Frege proofs via Pudl´ak- Buss games. ACM Trans. Comput. Logic, 11

  18. Energy Parity Games Krishnendu Chatterjee 1 and Laurent Doyen 2

    E-Print Network [OSTI]

    Doyen, Laurent

    and Technology Austria) 2 LSV, ENS Cachan & CNRS, France Abstract. Energy parity games are infinite two algorithmic question about such energy parity games is to decide if there exists an initial credit (or initial satisfying the parity condition, and if the answer is yes, to compute the minimum such initial credit. Energy

  19. On Manipulating Nonverbal Interaction Style to Increase Anthropomorphic Computer Character Credibility

    SciTech Connect (OSTI)

    Cowell, Andrew J.; Stanney, Kay M.

    2003-09-01T23:59:59.000Z

    This study examined the effectiveness of enhancing humanagentinteraction through the use of nonverbal behaviors. Ataxonomy is described, which organizes nonverbal behaviorsinto functional categories and the manner in which they can beembodied (i.e. through gesture, posture, paralanguage, eyecontact and facial expression). Prototype computer characterswere created according to guidelines extracted from thetaxonomy and their efficacy was empirical evaluated. Theresults indicate that by including trusting nonverbal behaviors,the perceived credibility of a computer character was enhanced,although addition of trusting bodily nonverbal behaviorprovided little in addition to trusting facial nonverbal behavior.Perhaps more importantly, a character expressing non-trustingnonverbal behaviors was perceived to be the least credible of allcharacters examined (including a character that expressed nononverbal behavior). Participants that interacted with thispersona perceived the task to be more demanding, madesignificantly more errors, and rated their interaction lesspositively and more monotonous than those using trustingpersonas. They also rated this character to be less likable,accurate, and intelligent. Taken together, the results from thisstudy suggest that there may indeed be benefit to endowingcomputer characters with nonverbal trusting behaviors, as longas those behaviors are accurately and appropriately portrayed.Such behaviors may lead to a more trusting environment andpositive experience for users. Negative character behavior,however, such as non-trusting behavior, may squander theadvantages that embodiment brings.

  20. FACEBOOK GAMES: THE POINT WHERE TRIBES AND CASUAL GAMES MEET

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    FACEBOOK GAMES: THE POINT WHERE TRIBES AND CASUAL GAMES MEET Di Loreto Ines Università degli Studi in Facebook. Our assumption is that the success of games in the Facebook context is linked to the blending and will then describe some practical examples from the Facebook context. KEYWORDS Social games, casual games, tribes

  1. Interactive computer vision algorithms: Putting humans into the loop Adarsh Kowdle1, Dhruv Batra2, Yao-Jen Chang1, Wen-Chao Chen3,

    E-Print Network [OSTI]

    Chen, Tsuhan

    Interactive computer vision algorithms: Putting humans into the loop Adarsh Kowdle1, Dhruv Batra2Cornell University 2Carnegie Mellon 3ITRI 4TTI-Chicago 5Eastman Kodak Company Interactive co-segmentation Interactive object modeling Interactive segmentation Topically related images: Interactive co-segmentation Why

  2. Open the computer interactive "Planet Designer: Kelvin Climb." Explore your featureless planet with the given controls on the "Distance" section of the interactive. Keep a record of the attributes of

    E-Print Network [OSTI]

    Mojzsis, Stephen J.

    Name: Part 1 Open the computer interactive "Planet Designer: Kelvin Climb." Explore your featureless planet with the given controls on the "Distance" section of the interactive. Keep a record is called albedo. Set a planetary mass, density, and distance in the computer interactive, and then click

  3. SANCTUARY : asymmetric interfaces for game-based tablet learning

    E-Print Network [OSTI]

    Haas, Jason M. (Jason Matthew)

    2013-01-01T23:59:59.000Z

    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 ...

  4. Scripting Game AI: An Alternative Approach using Embedded Languages

    E-Print Network [OSTI]

    Pace, Gordon J.

    Department University of Malta Msida, Malta acal010@um.edu.mt Gordon Pace Computer Science Department University of Malta Msida, Malta gordon.pace@um.edu.mt ABSTRACT Scripting is often used in games to enable

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

    SciTech Connect (OSTI)

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

    1982-05-20T23:59:59.000Z

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

  6. Evolutionary Game Theory and Population Dynamics

    E-Print Network [OSTI]

    Miekisz, Jacek

    , Poland miekisz@mimuw.edu.pl 1 Short overview We begin these lecture notes by a crash course in game maximizing their individual payoffs and particles in lattice-gas models minimizing their interaction energy by the minimum of some global quantity, the total energy or free energy of the system. Population dynamics lacks

  7. Future{at}Labs.Prosperity Game{trademark}

    SciTech Connect (OSTI)

    Beck, D.F.; Boyack, K.W.; Berman, M. [Sandia National Labs., Albuquerque, NM (United States). Innovative Alliances Dept.] [Sandia National Labs., Albuquerque, NM (United States). Innovative Alliances Dept.

    1996-10-01T23:59:59.000Z

    Prosperity Games{trademark} are an outgrowth and adaptation of move/countermove and seminar War Games, Prosperity Games{trademark} 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 global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions specific industries. All Prosperity Games{trademark} are unique in that both the game format and the player contributions vary from game to game. This report documents the Future{at}Labs.Prosperity Game{trademark} conducted under the sponsorship of the Industry Advisory Boards of the national labs, the national labs, Lockheed Martin Corporation, and the University of California. Players were drawn from all stakeholders involved including government, industry, labs, and academia. The primary objectives of this game were to: (1) explore ways to optimize the role of the multidisciplinary labs in serving national missions and needs; (2) explore ways to increase collaboration and partnerships among government, laboratories, universities, and industry; and (3) create a network of partnership champions to promote findings and policy options. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning the future of the labs.

  8. Network Security Validation Using Game Theory

    E-Print Network [OSTI]

    Mavronicolas, Marios

    1 Network Security Validation Using Game Theory Vicky Papadopoulou and Andreas Gregoriades Computer.papadopoulou,a.gregoriades}@euc.ac.cy Abstract: Non-functional requirements (NFR) such as network security recently gained widespread attention the immunity property of the distributed systems that depended on these networks. Security requirements

  9. Toggling operators in computability logic

    E-Print Network [OSTI]

    Japaridze, Giorgi

    2009-01-01T23:59:59.000Z

    Computability logic (CL) (see http://www.cis.upenn.edu/~giorgi/cl.html) is a research program for redeveloping logic as a formal theory of computability, as opposed to the formal theory of truth which it has more traditionally been. Formulas in CL stand for interactive computational problems, seen as games between a machine and its environment; logical operators represent operations on such entities; and "truth" is understood as existence of an effective solution. The formalism of CL is open-ended, and may undergo series of extensions as the studies of the subject advance. So far three -- parallel, sequential and choice -- sorts of conjunction and disjunction have been studied. The present paper adds one more natural kind to this collection, termed toggling. The toggling operations can be characterized as lenient versions of choice operations where choices are retractable, being allowed to be reconsidered any finite number of times. This way, they model trial-and-error style decision steps in interactive comp...

  10. On the Impact of Information Technologies on Society: an Historical Perspective through the Game of Chess

    E-Print Network [OSTI]

    Prost, Frederic

    2012-01-01T23:59:59.000Z

    The game of chess as always been viewed as an iconic representation of intellectual prowess. Since the very beginning of computer science, the challenge of being able to program a computer capable of playing chess and beating humans has been alive and used both as a mark to measure hardware/software progresses and as an ongoing programming challenge leading to numerous discoveries. In the early days of computer science it was a topic for specialists. But as computers were democratized, and the strength of chess engines began to increase, chess players started to appropriate to themselves these new tools. We show how these interactions between the world of chess and information technologies have been herald of broader social impacts of information technologies. The game of chess, and more broadly the world of chess (chess players, literature, computer softwares and websites dedicated to chess, etc.), turns out to be a surprisingly and particularly sharp indicator of the changes induced in our everyday life by ...

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

    E-Print Network [OSTI]

    Lee, Jinha

    2011-01-01T23:59:59.000Z

    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 ...

  12. 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]

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

    2010-01-01T23:59:59.000Z

    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.

  13. American Institute of Aeronautics and Astronautics Paper 2009-4192 Computational Study of Wing-Wake Interactions between

    E-Print Network [OSTI]

    and aerodynamic performance due to wing-wing and wing-wake interactions of dragonfly ipsilateral wings. Current1 American Institute of Aeronautics and Astronautics Paper 2009-4192 Computational Study of Wing-Wake of Mechanical & Materials Engineering, Wright State University, Dayton, OH 45435 Bilateral and ipsilateral wing-wing

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

    SciTech Connect (OSTI)

    Smith, D.A.

    1994-04-22T23:59:59.000Z

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

  15. Game Theoretic Methods for the Smart Grid

    E-Print Network [OSTI]

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

    2012-01-01T23:59:59.000Z

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

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

    SciTech Connect (OSTI)

    Schatz, George; Ratner, Mark

    2014-02-27T23:59:59.000Z

    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.

  17. Taking ASCI supercomputing to the end game.

    SciTech Connect (OSTI)

    DeBenedictis, Erik P.

    2004-03-01T23:59:59.000Z

    The ASCI supercomputing program is broadly defined as running physics simulations on progressively more powerful digital computers. What happens if we extrapolate the computer technology to its end? We have developed a model for key ASCI computations running on a hypothetical computer whose technology is parameterized in ways that account for advancing technology. This model includes technology information such as Moore's Law for transistor scaling and developments in cooling technology. The model also includes limits imposed by laws of physics, such as thermodynamic limits on power dissipation, limits on cooling, and the limitation of signal propagation velocity to the speed of light. We apply this model and show that ASCI computations will advance smoothly for another 10-20 years to an 'end game' defined by thermodynamic limits and the speed of light. Performance levels at the end game will vary greatly by specific problem, but will be in the Exaflops to Zetaflops range for currently anticipated problems. We have also found an architecture that would be within a constant factor of giving optimal performance at the end game. This architecture is an evolutionary derivative of the mesh-connected microprocessor (such as ASCI Red Storm or IBM Blue Gene/L). We provide designs for the necessary enhancement to microprocessor functionality and the power-efficiency of both the processor and memory system. The technology we develop in the foregoing provides a 'perfect' computer model with which we can rate the quality of realizable computer designs, both in this writing and as a way of designing future computers. This report focuses on classical computers based on irreversible digital logic, and more specifically on algorithms that simulate space computing, irreversible logic, analog computers, and other ways to address stockpile stewardship that are outside the scope of this report.

  18. Digital Games and Biodiversity Conservation

    E-Print Network [OSTI]

    Sandbrook, Chris; Adams, William M.; Monteferri, Bruno

    2014-06-16T23:59:59.000Z

    for mobile devices such as Endomondo), or the virtual world (e.g. the ability to „like? material on Facebook, creating a competitive dynamic and encouraging further engagement). 3. Digital games and the conservation of biodiversity This article... ConservationPark, a Facebook game, claims to support conservation, but gives no details of what proportion of in-game purchases are donated, or to which organisations. 3.2.3 Games for Conservation Research, Monitoring and Planning The use of games...

  19. A computer music instrumentarium

    E-Print Network [OSTI]

    Oliver La Rosa, Jaime Eduardo

    2011-01-01T23:59:59.000Z

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

  20. Small Game -- Cooking Care.

    E-Print Network [OSTI]

    Sweeten, Mary K.

    1981-01-01T23:59:59.000Z

    or place under cold running water. How Small Game Fits into Basic Four Food Groups Small game provides variety to meals of families of Texas sportsmen and contributes needed high quality nutrients. Utilization of this wild game means conservation of a... Preserves X Coffee/Milk X Lunch Rabbit Oriental X Rice X Spinach X Fruit Cup X Brownies X Coffee/Milk X Supper Roast Raccoon X Dressing X Mixed Vegetables X Cranberry Juice X Rolls X Sugar Cookies X Coffee/Milk X 7 Preparation and Recipes...

  1. Cheaters in the Steam Community Gaming Social Network

    E-Print Network [OSTI]

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

    2011-01-01T23:59:59.000Z

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

  2. Until now, we've interacted with comput-ers mostly by using wire-based devices.

    E-Print Network [OSTI]

    Starner, Thad E.

    simple handheld devices with buttons.1 Pinch gloves carry assumptions about the position of the user and can quickly pinch fingers, for example, without looking at them. Finally, physical objects are often Singletary, and Larry Hodges Georgia Institute of Technology Toward Spontaneous Interaction

  3. A Comparison of Interactive Color Specification Systems for Human-Computer Interfaces

    E-Print Network [OSTI]

    Wells, Evelyn Frances

    Color specification is a time-consuming and challenging task in computer graphics applications. The purpose of this research is to examine the color specification process in the context of current human-computer interface technology...

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

    SciTech Connect (OSTI)

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

    1993-10-01T23:59:59.000Z

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

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

    SciTech Connect (OSTI)

    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

    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).

  6. Interactive Narrative 30 May/June 2006 Published by the IEEE Computer Society 0272-1716/06/$20.00 2006 IEEE

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    Interactive Narrative 30 May/June 2006 Published by the IEEE Computer Society 0272 dramas, story-based experiences where a player interacts with and influences a story. Many modern story branching and merging, and numerous subplots. Figure 1 shows an example of an interactive drama

  7. Computing

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

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

  8. Developing game worlds : gaming, technology, and innovation in Peru

    E-Print Network [OSTI]

    Marisca Alvarez, Eduardo

    2014-01-01T23:59:59.000Z

    In this work, I've documented the origins, growth and structure of the Peruvian video game industry. Because of its underground origins, the Peruvian game industry provides an alternative, more organic gateway to developing ...

  9. Interpreting abstract games : the metaphorical potential of formal game elements

    E-Print Network [OSTI]

    Begy, Jason Scott

    2010-01-01T23:59:59.000Z

    As cultural artifacts, abstract games offer unique challenges to critical interpretation. This is largely due to the fact that such games lack a fictional element: there are no characters, no settings, and no narratives ...

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

    E-Print Network [OSTI]

    Zyto, Aurore

    2008-01-01T23:59:59.000Z

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

  11. Development of mathematical models and mathematical, computational framework for multi-media interaction processes

    E-Print Network [OSTI]

    Ma, Yongting

    2011-01-11T23:59:59.000Z

    , stress ?xx and stress ?xy for pure fluid part . . . 190 7.9 Evolutions of velocity u, stress ?xx and stress ?xy for interaction part . . 191 7.10 Evolutions of velocity v, stress ?yy and pressure p for interaction part . . 192 7.11 Flow between parallel...

  12. Eye on the Prize: Using Overt Visual Attention to Drive Fitness for Interactive Evolutionary Computation

    E-Print Network [OSTI]

    Zanker, Johannes M.

    Evolutionary Computation (IEC) has been applied to art and design problems where the fitness of an individual and their consequences for future IEC applications are discussed. Categories and Subject Descriptors J.4 Social Computation (IEC) [6]. IEC thus allows for true phenotypic fitness assessment, where the overall fitness

  13. Human-Computer Interaction in Map Revision Systems Jun Zhou and Walter F. Bischof

    E-Print Network [OSTI]

    Zhou, Jun

    as an apprentice and, later, as an assistant. The apprentice learns simple tasks from the human operator learns by itself during the tracking process. Eventually, the apprentice can take over these tasks from with the computer acting as an apprentice and, after training, as an assistant. The computer tracks, parses

  14. An Introduction to Game Trees Ross Casebolt --Graph Theory

    E-Print Network [OSTI]

    Laison, Josh

    Ross Casebolt -- Graph Theory Lobsters vs Caterpillars! #12;What is a game? Definition (Game) A game G Theory Lobsters vs Caterpillars! #12;What is a game? Definition (Game) A game G must satisfy Ross Casebolt -- Graph Theory Lobsters vs Caterpillars! #12;What is a game? Definition (Game) A game G

  15. Editorial, Workshop on New Directions for Advanced Computer Simulations and Experiments in Fusion-Related Plasma-Surface Interactions

    SciTech Connect (OSTI)

    Hogan, John T [ORNL; Krstic, Predrag S [ORNL; Meyer, Fred W [ORNL

    2006-01-01T23:59:59.000Z

    Because plasma-boundary physics encompasses some of the most important unresolved issues for both the International Thermonuclear Experimental Reactor (ITER) project and future fusion power reactors, there is a strong interest in the fusion community for better understanding and characterization of plasma-wall interactions. Chemical and physical sputtering cause the erosion of the limiters/divertor plates and vacuum vessel walls (made of C, Be and W, for example) and degrade fusion performance by diluting the fusion fuel and excessively cooling the core, while carbon redeposition could produce long-term in-vessel tritium retention, degrading the superior thermo-mechanical properties of the carbon materials. Mixed plasma-facing materials are proposed, requiring optimization for different power and particle flux characteristics. Knowledge of material properties as well as characteristics of the plasma-material interaction are prerequisites for such optimizations. Computational power will soon reach hundreds of teraflops, so that theoretical and plasma science expertise can be matched with new experimental capabilities in order to mount a strong response to these challenges. To begin to address such questions, a Workshop on New Directions for Advanced Computer Simulations and Experiments in Fusion-Related Plasma-Surface Interactions for Fusion (PSIF) was held at the Oak Ridge National Laboratory from 21 to 23 March, 2005. The purpose of the workshop was to bring together researchers in fusion related plasma-wall interactions in order to address these topics and to identify the most needed and promising directions for study, to exchange opinions on the present depth of knowledge of surface properties for the main fusion-related materials, e.g., C, Be and W, especially for sputtering, reflection, and deuterium (tritium) retention properties. The goal was to suggest the most important next steps needed for such basic computational and experimental work to be facilitated by researchers in fusion, material, and physical sciences. Representatives from many fusion research laboratories attended, and 25 talks were given, the majority of them making up the content of these Workshop proceedings. The presentations of all talks and further information on the Workshop are available at http://www-cfadc.phy.ornl.gov/psif/home.html. The workshop talks dealt with identification of needs from the perspective of integrated fusion simulation and ITER design, recent developments and perspectives on computation of plasma-facing surface properties using the current and expected new generation of computation capability, and with the status of dedicated laboratory experiments which characterize the underlying processes of PSIF. The Workshop summary and conclusions are being published in Nuclear Fusion 45 (2005).

  16. Interaction Interaction

    E-Print Network [OSTI]

    Hehner, Eric C.R.

    Interaction 1/54 #12;Interaction shared variables 2/54 #12;Interaction shared variables can be read and written by any process (most interaction) 3/54 #12;Interaction shared variables can be read and written by any process (most interaction) difficult to implement 4/54 #12;Interaction shared variables can

  17. Experience, Age, and Subject Matter Bias of Secondary Teachers Using the American Association of School Personnel Administrator's Interactive Computer Interview System

    E-Print Network [OSTI]

    Massey, Stephen Phillip

    2010-05-10T23:59:59.000Z

    The objective of this study was to determine whether age, teaching experience, and content area taught influences the score earned by secondary school teachers when using the Interactive Computer Interview System. Results ...

  18. Numerical Computation of Wave-Plasma Interactions in Multi-Dimensional Systems

    SciTech Connect (OSTI)

    D. A. D'Ippolito; J. R. Myra

    2005-02-22T23:59:59.000Z

    This project studied two kinds of nonlinear interactions between ion cyclotron range of frequency waves and fusion plasmas. A wavelet technique was also developed for analyzing the complex wave fields produced by wave propagation codes.

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

    E-Print Network [OSTI]

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

    2007-01-01T23:59:59.000Z

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

  20. AiiDA: Automated Interactive Infrastructure and Database for Computational Science

    E-Print Network [OSTI]

    Pizzi, Giovanni; Sabatini, Riccardo; Marzari, Nicola; Kozinsky, Boris

    2015-01-01T23:59:59.000Z

    Computational science has seen in the last decades a spectacular rise in the scope, breadth, and depth of its efforts. Notwithstanding this prevalence and impact, it is often still performed using the renaissance model of individual artisans gathered in a workshop, under the guidance of an established practitioner. Great benefits could follow instead from adopting concepts and tools coming from computer science to manage, preserve, and share these computational efforts. We illustrate here our paradigm sustaining such vision, based around the four pillars of Automation, Data, Environment, and Sharing, and discuss its implementation in the open-source AiiDA platform (http://www.aiida.net). The platform is tuned first to the demands of computational materials science: coupling remote management with automatic data generation; ensuring provenance, preservation, and searchability of heterogeneous data through a design based on directed acyclic graphs; encoding complex sequences of low-level codes into scientific w...

  1. A method to improve visual similarity of breast masses for an interactive computer-aided diagnosis environment

    SciTech Connect (OSTI)

    Zheng Bin; Lu, Amy; Hardesty, Lara A.; Sumkin, Jules H.; Hakim, Christiane M.; Ganott, Marie A.; Gur, David [Department of Radiology, University of Pittsburgh, Pittsburgh, Pennsylvania 15213 (United States)

    2006-01-15T23:59:59.000Z

    The purpose of this study was to develop and test a method for selecting 'visually similar' regions of interest depicting breast masses from a reference library to be used in an interactive computer-aided diagnosis (CAD) environment. A reference library including 1000 malignant mass regions and 2000 benign and CAD-generated false-positive regions was established. When a suspicious mass region is identified, the scheme segments the region and searches for similar regions from the reference library using a multifeature based k-nearest neighbor (KNN) algorithm. To improve selection of reference images, we added an interactive step. All actual masses in the reference library were subjectively rated on a scale from 1 to 9 as to their 'visual margins speculations'. When an observer identifies a suspected mass region during a case interpretation he/she first rates the margins and the computerized search is then limited only to regions rated as having similar levels of spiculation (within {+-}1 scale difference). In an observer preference study including 85 test regions, two sets of the six 'similar' reference regions selected by the KNN with and without the interactive step were displayed side by side with each test region. Four radiologists and five nonclinician observers selected the more appropriate ('similar') reference set in a two alternative forced choice preference experiment. All four radiologists and five nonclinician observers preferred the sets of regions selected by the interactive method with an average frequency of 76.8% and 74.6%, respectively. The overall preference for the interactive method was highly significant (p<0.001). The study demonstrated that a simple interactive approach that includes subjectively perceived ratings of one feature alone namely, a rating of margin 'spiculation', could substantially improve the selection of 'visually similar' reference images.

  2. UNIVERSITY OF CALIFORNIA, SANTA CRUZ DEPARTMENT OF COMPUTER SCIENCE

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    UNIVERSITY OF CALIFORNIA, SANTA CRUZ DEPARTMENT OF COMPUTER SCIENCE Assistant, Associate, or Full Professor Computer Gaming and Playable Media The Department of Computer Science at the University their research, teaching, and service. The Computer Science Department has a strong group in games and playable

  3. A combined experimental and computational study of the molecular interactions between anionic ibuprofen and water

    SciTech Connect (OSTI)

    Zapata-Escobar, Andy; Manrique-Moreno, Marcela; Guerra, Doris; Hadad, C. Z.; Restrepo, Albeiro, E-mail: albeiro@exactas.udea.edu.co [Instituto de Química, Universidad de Antioquia UdeA, Calle 70 No. 52–21, Medellín (Colombia)] [Instituto de Química, Universidad de Antioquia UdeA, Calle 70 No. 52–21, Medellín (Colombia)

    2014-05-14T23:59:59.000Z

    In this work, we report a detailed study of the microsolvation of anionic ibuprofen, Ibu{sup ?}. Stochastic explorations of the configurational spaces for the interactions of Ibu{sup ?} with up to three water molecules at the DFT level lead to very rich and complex potential energy surfaces. Our results suggest that instead of only one preponderant structure, a collection of isomers with very similar energies would have significant contributions to the properties of the solvated drug. One of these properties is the shift on the vibrational frequencies of the asymmetric stretching band of the carboxylate group in hydrated Ibu{sup ?} with respect to the anhydrous drug, whose experimental values are nicely reproduced using the weighted contribution of the structures. We found at least three types of stabilizing interactions, including conventional CO {sub 2}{sup ?}?H{sub 2}O, H{sub 2}O?H{sub 2}O charge assisted hydrogen bonds (HBs), and less common H{sub 2}O?H–C and H{sub 2}O?? interactions. Biological water molecules, those in direct contact with Ibu{sup ?}, prefer to cluster around the carboxylate oxygen atoms via cyclic or bridged charge assisted hydrogen bonds. Many of those interactions are strongly affected by the formal carboxylate charge, resulting in “enhanced” HBs with increased strengths and degree of covalency. We found striking similarities between this case and the microsolvation of dymethylphosphate, which lead us to hypothesize that since microsolvation of phosphatidylcholine depends mainly on the formal charge of its ionic PO {sub 2}{sup ?} group in the polar head, then microsolvation of anionic ibuprofen and interactions of water molecules with eukaryotic cell membranes are governed by the same types of physical interactions.

  4. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 1 Interactive Level-of-Detail Selection Using

    E-Print Network [OSTI]

    Wang, Chaoli

    . Experimental results on large scientific and medical data sets demonstrate the effectiveness and efficiency, generated as part of the Visible Human Project. Another example is the Richtmyer-Meshkov Insta- bility (RMI are with the Department of Computer Science and Engineering, The Ohio State University, 395 Dreese Laboratories, 2015 Neil

  5. Abstract--We describe two approaches to reducing human fatigue in Interactive Evolutionary Computation (IEC). A

    E-Print Network [OSTI]

    Agogino, Alice M.

    Computation (IEC). A predictor function is used to estimate the human user's score, thus reducing the amount learning classifier algorithms are presented. Their performance in a real-world application, the IEC. This is equivalent to a 51% reduction of human effort compared to using IEC without the predictor. The four machine

  6. Efficiency and formalism of quantum games

    E-Print Network [OSTI]

    Chiu Fan Lee; Neil Johnson

    2008-09-19T23:59:59.000Z

    We pursue a general theory of quantum games. We show that quantum games are more efficient than classical games, and provide a saturated upper bound for this efficiency. We demonstrate that the set of finite classical games is a strict subset of the set of finite quantum games. We also deduce the quantum version of the Minimax Theorem and the Nash Equilibrium Theorem.

  7. Incentive Games and Mechanisms for Risk Management

    E-Print Network [OSTI]

    Alpcan, Tansu

    2010-01-01T23:59:59.000Z

    Incentives play an important role in (security and IT) risk management of a large-scale organization with multiple autonomous divisions. This paper presents an incentive mechanism design framework for risk management based on a game-theoretic approach. The risk manager acts as a mechanism designer providing rules and incentive factors such as assistance or subsidies to divisions or units, which are modeled as selfish players of a strategic (noncooperative) game. Based on this model, incentive mechanisms with various objectives are developed that satisfy efficiency, preference-compatibility, and strategy-proofness criteria. In addition, iterative and distributed algorithms are presented, which can be implemented under information limitations such as the risk manager not knowing the individual units' preferences. An example scenario illustrates the framework and results numerically. The incentive mechanism design approach presented is useful for not only deriving guidelines but also developing computer-assistan...

  8. Making a New Game Currently, there are three types of game choices

    E-Print Network [OSTI]

    Bishop, Gary

    , giving you a blank slate for your new game. To make the State Capital Game, place the cursor in the Name slate for your new game. To make the Downtown Graham game, place the cursor in the Name box. Type a blank slate for your new game. To make the Andrews Elementary School game, place the cursor in the Name

  9. Overcoming Chemical, Biological and Computational Challenges in the Development of Inhibitors Targeting Protein-Protein Interactions

    E-Print Network [OSTI]

    Laraia, Luca; McKenzie, Grahame; Spring, David R.; Venkitaraman, Ashok R.; Huggins, David J.

    2015-06-05T23:59:59.000Z

    over a large surface area but contain hot-spots contributing a large proportion of the binding energy, fragments would appear suitable to identify these sites (Coyne, et al., 2010; Scott, et al., 2013; Valkov, et al., 2012). However the risk... ), and software that accurately predicts ligand binding hotspots, such as SiteMap (Halgren, 2009). The second class of methods use explicit computational alanine scanning, which predict changes in binding free energy upon mutation to alanine. This can...

  10. Computing

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative1 First Use of Energy for All Purposes (Fuel and Nonfuel), 2002; Level: National5Sales for4,645U.S. DOEThe Bonneville Power Administration would like submit theInnovationComputationalEnergy Computers,Computing

  11. Mateas, M. 2005. Procedural Literacy: Educating the New Media Practitioner. On The Horizon. Special Issue. Future of Games, Simulations and Interactive Media in Learning Contexts, v13, n1 2005.

    E-Print Network [OSTI]

    Mateas, Michael

    Mateas, M. 2005. Procedural Literacy: Educating the New Media Practitioner. On The Horizon. Special Literacy: Educating the New Media Practitioner Michael Mateas Abstract For humanities scholars, artists on the theoretical and aesthetic concerns of new media. New media scholars and practitioners, including game

  12. Non-Local Correlations and Interactive Games

    E-Print Network [OSTI]

    Preda, Daniel Ciprian

    2011-01-01T23:59:59.000Z

    228, July 2009. [23] J. Kempe and T. Vidick. On the power ofph/0612063, 2006. [24] Julia Kempe, Hirotada Kobayashi,BIBLIOGRAPHY [25] Julia Kempe, Hirotada Kobayashi, Keiji

  13. Video Games: A Site for Sore Eyes

    E-Print Network [OSTI]

    Mozaffari, Sahar

    2011-01-01T23:59:59.000Z

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

  14. Industrial ecology Prosperity Game{trademark}

    SciTech Connect (OSTI)

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

    1998-03-01T23:59:59.000Z

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

  15. Why Machine Learning and Games? Machine Learning in Video Games

    E-Print Network [OSTI]

    Hunt, Galen

    Controller Car Behaviour AI Driving Drivatar Racing Line Behaviour Model Drivatar Learning System Drivatar AI Driving #12;#12;Two phase process: 1. Pre-generate possible racing lines prior to the race from Conclusions #12;Adaptive avatar for driving Separate game mode Basis of all in-game AI Basis of "dynamic

  16. Modern Computer Games COMP 521, Winter 2014

    E-Print Network [OSTI]

    Verbrugge, Clark

    random wind direction and force to each vertical unit of height. Use 1D Perlin noise to create this vector, and clearly display the wind force and direction within the simulation (eg through a colour your cannonball physics to take into account the current wind force in calculating the projectile

  17. Computational Game Creativity Antonios Liapis1

    E-Print Network [OSTI]

    Togelius, Julian

    , virtual cinematography, aesthetics and environ- ment beautification. The fusion of the numerous and highly

  18. Computing

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative1 First Use of Energy for All Purposes (Fuel and Nonfuel), 2002; Level: National5Sales for4,645 3,625govInstrumentstdmadapInactiveVisiting theCommercialization andComputer Simulations Indicate

  19. Computing

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative1 First Use of Energy for All Purposes (Fuel and Nonfuel), 2002; Level: National5Sales for4,645U.S. DOEThe Bonneville Power Administration would like submit theInnovationComputationalEnergy

  20. Game Center | Jefferson Lab

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative1 First Use of Energy for All Purposes (Fuel and Nonfuel), 2002; Level: National5Sales for4,645U.S. DOEThe Bonneville Power AdministrationField8,Dist.Newof EnergyFunding OpportunityF G FGalactic ScaleGame Center

  1. Locative Life: Geocaching, Mobile Gaming, and Embodiment

    E-Print Network [OSTI]

    Farman, Jason

    2009-01-01T23:59:59.000Z

    Gaming, Geocaching, Mobile Technologies, GPS, Embodiment 1.activity for many mobile technology users. While Manovich

  2. Computer

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative1 First Use of Energy for All Purposes (Fuel and Nonfuel), 2002; Level: National5Sales for4,645U.S. DOEThe Bonneville Power Administration would like submit theInnovationComputational Biology2If yousimulation of

  3. Proposition 13 and The California Fiscal Shell Game

    E-Print Network [OSTI]

    McCubbins, Colin H; McCubbins, Mathew D

    2010-01-01T23:59:59.000Z

    and The California Fiscal Shell Game Notes Others, however,13 and The California Fiscal Shell Game References Abadie,13 and The California Fiscal Shell Game Kogan, Vladimir, and

  4. Computer Graphics Group Leif KobbeltAACHEN

    E-Print Network [OSTI]

    Kobbelt, Leif

    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

  5. Designing game ethics : a pervasive game adaptation of The Count of Monte Cristo

    E-Print Network [OSTI]

    Lee, Michelle Moon

    2010-01-01T23:59:59.000Z

    How does one design a game to make change? How can I design a game that engages players in ethical gameplay? For this project, I used multiple methodologies--research through design, background research, iterative game ...

  6. Game worlds : a study of video game criticism

    E-Print Network [OSTI]

    Gursoy, Ayse

    2013-01-01T23:59:59.000Z

    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 ...

  7. Indian Gaming 2013 Tradeshow & Convention

    Broader source: Energy.gov [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.

  8. Interactive dynamic aircraft scheduling

    E-Print Network [OSTI]

    Deckwitz, Thomas Anthony

    1984-01-01T23:59:59.000Z

    Introducing recent advances in computer technology to improve aircraft scheduling is investigated. Incorporating interactive graphics, modern database manipulation techniques, and decision support algorithms, the computer ...

  9. Smoke and mirrors to modern computers : rethinking the design and implementation of interactive, location-based entertainment experiences

    E-Print Network [OSTI]

    Strickon, Joshua Andrew, 1976-

    2003-01-01T23:59:59.000Z

    We have yet to create the ultimate interactive experience. Why is that so, and how can that change? How can we increase our chances of getting it right? Interactive, location-based experiences are a new genre and need a ...

  10. Sto(ry)chastics : a Bayesian network architecture for combined user modeling, sensor fusion, and computational storytelling for interactive spaces

    E-Print Network [OSTI]

    Sparacino, Flavia, 1965-

    2002-01-01T23:59:59.000Z

    This thesis presents a mathematical framework for real-time sensor-driven stochastic modeling of story and user-story interaction, which I call sto(ry)chastics. Almost all sensor-driven interactive entertainment, art, and ...

  11. Effect of Contrast Agent Charge on Visualization of Articular Cartilage Using Computed Tomography: Exploiting Electrostatic Interactions for Improved

    E-Print Network [OSTI]

    Effect of Contrast Agent Charge on Visualization of Articular Cartilage Using Computed Tomography such as those found in cartilage. Here, we report the synthesis of new iodinated cationic computed tomography

  12. Robotic Video Game Learning Using Self-Detection

    E-Print Network [OSTI]

    Wurtele, Eve Syrkin

    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

  13. Discrete Mathematics and Theoretical Computer Science 7, 2005, 110 Two Pile Move-Size Dynamic Nim

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    Discrete Mathematics and Theoretical Computer Science 7, 2005, 1­10 Two Pile Move-Size Dynamic Nim of this paper is to solve a special class of combinational games consisting of two-pile counter pickup games of the games. Two players alternate moving. Each player in his turn first chooses one of the piles, and his

  14. Effects of Parameters on Nash Games with OSNR Target Department of Electrical and

    E-Print Network [OSTI]

    Pavel, Lacra

    Effects of Parameters on Nash Games with OSNR Target Yan Pan Department of Electrical and Computer of Electrical and Computer Engineering University of Toronto Toronto, ON M5S 3G4, Canada pavel of pric- ing mechanisms on system performance. We also show that OSNR target can be achieved

  15. Leveraging on Easy Java Simulation tool and open source computer simulation library to create interactive digital media for mass customization of high school physics curriculum

    E-Print Network [OSTI]

    Wee, Loo Kang

    2012-01-01T23:59:59.000Z

    This paper highlights the diverse possibilities in the rich community of educators from the Conceptual Learning of Science (CoLoS) and Open Source Physics (OSP) movement to engage, enable and empower educators and students, to create interactive digital media through computer modeling. This concept revolves around a paradigmatic shift towards participatory learning through immersive computer modeling, as opposed to using technology for information transmission. We aim to engage high school educators to professionally develop themselves by creating and customizing simulations possible through Easy Java Simulation (Ejs) and its learning community. Ejs allows educators to be designers of learning environments through modifying source codes of the simulation. Educators can conduct lessons with students' using these interactive digital simulations and rapidly enhance the simulation through changing the source codes personally. Ejs toolkit, its library of simulations and growing community contributed simulation cod...

  16. Game Theory-Based Opponent Modeling in Large Imperfect-Information Games

    E-Print Network [OSTI]

    work has been done on opponent exploitation in significantly smaller games. For example, Hoehn et al

  17. The Computer as Coach: An Athletic Paradigm for Intellectual Education

    E-Print Network [OSTI]

    Goldstein, Ira

    1976-12-01T23:59:59.000Z

    Over the next five years, computer games will find their way into a vast number of American homes, creating a unique educational opportunity: the development of "computer coaches" for the serious intellectual skills ...

  18. Playing games in quantum mechanical settings: A necessary and sufficient condition

    E-Print Network [OSTI]

    Junichi Shimamura; Sahin Kaya Ozdemir; Nobuyuki Imoto

    2005-08-15T23:59:59.000Z

    A number of recent studies have focused on novel features in game theory when the games are played using quantum mechanical toolbox (entanglement, unitary operators, measurement). Researchers have concentrated in two-player-two strategy, 2x2, dilemma containing classical games, and transferred them into quantum realm showing that in quantum pure strategies dilemmas in such games can be resolved if entanglement is distributed between the players armed with quantum operations. Moreover, it became clear that the players receive the highest sum of payoffs available in the game, which are otherwise impossible in classical pure strategies. Encouraged by the observation of rich dynamics of physical systems with many interacting parties and the power of entanglement in quantum versions of 2x2 games, it became generally accepted that quantum versions can be easily extended to N-player situations by simply allowing N-partite entangled states. In this article, however, we show that this is not generally true because the reproducibility of classical tasks in quantum domain imposes limitations on the type of entanglement and quantum operators. We propose a benchmark for the evaluation of quantum and classical versions of games, and derive the necessary and sufficient conditions for a physical realization. We give examples of entangled states that can and cannot be used, and the characteristics of quantum operators used as strategies.

  19. Game Preserves and Closed Areas (Montana)

    Broader source: Energy.gov [DOE]

    Game preserves and closed areas exist within the state of Montana for the protection of all the game animals and birds. Construction and development is limited in these areas. Currently, only three...

  20. Batteries lose in game of thorns | EMSL

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    Batteries lose in game of thorns Batteries lose in game of thorns Released: January 30, 2013 Scientists see how and where disruptive structures form and cause voltage fading Images...

  1. Augmented reality games : improved data layers

    E-Print Network [OSTI]

    Laurendi, Joseph Michael

    2011-01-01T23:59:59.000Z

    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 ...

  2. Online Games, Virtual Worlds, and Social Networks

    E-Print Network [OSTI]

    Hemmers, Oliver

    JOUR 447: Online Games, Virtual Worlds, and Social Networks Virtual Island Making #12;One element in the look and design of the virtual islands. JOUR 447: Online Games, Virtual Worlds, and Social Networks

  3. Energy Parity Games Krishnendu Chatterjee1

    E-Print Network [OSTI]

    Doyen, Laurent

    and Technology Austria) 2 LSV, ENS Cachan & CNRS, France Abstract. Energy parity games are infinite two. The main algorithmic question about energy parity games is to decide if there exists an initial credit (orEnergy Parity Games Krishnendu Chatterjee1 and Laurent Doyen2 1 IST Austria (Institute of Science

  4. Getting Humans to do Quantum Optimization - User Acquisition, Engagement and Early Results from the Citizen Cyberscience Game Quantum Moves

    E-Print Network [OSTI]

    Andreas Lieberoth; Mads Kock Pedersen; Andreea Catalina Marin; Tilo Planke; Jacob Friis Sherson

    2015-06-26T23:59:59.000Z

    The game Quantum Moves was designed to pit human players against computer algorithms, combining their solutions into hybrid optimization to control a scalable quantum computer. In this midstream report, we open our design process and describe the series of constitutive building stages going into a quantum physics citizen science game. We present our approach from designing a core gameplay around quantum simulations, to putting extra game elements in place in order to frame, structure, and motivate players' difficult path from curious visitors to competent science contributors. The player base is extremely diverse - for instance, two top players are a 40 year old female accountant and a male taxi driver. Among statistical predictors for retention and in-game high scores, the data from our first year suggest that people recruited based on real-world physics interest and via real-world events, but only with an intermediate science education, are more likely to become engaged and skilled contributors. Interestingly, female players tended to perform better than male players, even though men played more games per day. To understand this relationship, we explore the profiles of our top players in more depth. We discuss in-world and in-game performance factors departing in psychological theories of intrinsic and extrinsic motivation, and the implications for using real live humans to do hybrid optimization via initially simple, but ultimately very cognitively complex games.

  5. Interactive focus of light fields for 3D displays

    E-Print Network [OSTI]

    Lin, Karen A.

    2007-01-01T23:59:59.000Z

    4.4 Interactive Focus . . . . . . . . . . . . . . . . .on Computer graph- ics and interactive techniques (New York,on Computer graph- ics and interactive techniques (New York,

  6. Getting Humans to do Quantum Optimization - User Acquisition, Engagement and Early Results from the Citizen Cyberscience Game Quantum Moves

    E-Print Network [OSTI]

    Lieberoth, Andreas; Marin, Andreea Catalina; Planke, Tilo; Sherson, Jacob Friis

    2015-01-01T23:59:59.000Z

    The game Quantum Moves was designed to pit human players against computer algorithms, combining their solutions into hybrid optimization to control a scalable quantum computer. In this midstream report, we open our design process and describe the series of constitutive building stages going into a quantum physics citizen science game. We present our approach from designing a core gameplay around quantum simulations, to putting extra game elements in place in order to frame, structure, and motivate players' difficult path from curious visitors to competent science contributors. The player base is extremely diverse - for instance, two top players are a 40 year old female accountant and a male taxi driver. Among statistical predictors for retention and in-game high scores, the data from our first year suggest that people recruited based on real-world physics interest and via real-world events, but only with an intermediate science education, are more likely to become engaged and skilled contributors. Interesting...

  7. Patient-Specific Interactive Ultrasound Image Simulation with Soft-Tissue Deformation

    E-Print Network [OSTI]

    Petrinec, Kresimir

    2013-01-01T23:59:59.000Z

    on Computer graphics and interactive techniques, SIGGRAPH ’on Computer graphics and interactive techniques in Australiaon Computer graphics and interactive techniques, SIGGRAPH ’

  8. A necessary and sufficient condition to play games in quantum mechanical settings

    E-Print Network [OSTI]

    Sahin Kaya Ozdemir; Junichi Shimamura; Nobuyuki Imoto

    2007-03-01T23:59:59.000Z

    Quantum game theory is a multidisciplinary field which combines quantum mechanics with game theory by introducing non-classical resources such as entanglement, quantum operations and quantum measurement. By transferring two-player-two strategy (2x2) dilemma containing classical games into quantum realm, dilemmas can be resolved in quantum pure strategies if entanglement is distributed between the players who use quantum operations. Moreover, players receive the highest sum of payoffs available in the game, which are otherwise impossible in classical pure strategies. Encouraged by the observation of rich dynamics of physical systems with many interacting parties and the power of entanglement in quantum versions of 2x2 games, it became generally accepted that quantum versions can be easily extended to N-player situations by simply allowing N-partite entangled states. In this article, however, we show that this is not generally true because the reproducibility of classical tasks in quantum domain imposes limitations on the type of entanglement and quantum operators. We propose a benchmark for the evaluation of quantum and classical versions of games, and derive the necessary and sufficient conditions for a physical realization. We give examples of entangled states that can and cannot be used, and the characteristics of quantum operators used as strategies.

  9. A hybrid architecture for interactive verifiable computation Victor Vu, Srinath Setty, Andrew J. Blumberg, and Michael Walfish

    E-Print Network [OSTI]

    Walfish, Michael

    expensive, and (c) incorporates this core into a built system that includes a compiler for a high-level? This problem has re- ceived renewed attention lately due to the rise of cloud com- puting and other third about the integrity of data and computations. The systems community has a long tradition of work

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

    E-Print Network [OSTI]

    Ross, Jacob

    2013-08-30T23:59:59.000Z

    of Assassin’s Creed: Project Legacy .................................... 35 Figure 12 Screenshot of Avengers Initiative ............................................................ 36 Figure 13 Screenshot of Marvel... the games Assassin’s Creed: Brotherhood and Assassin’s Creed: Project Legacy. Both games are a part of the company’s immensely successful franchise, Assassin’s Creed, but both games were not developed for the same platform. A video game platform is any...

  11. LETTER TO THE EDITOR Broken ergodicity and memory in the minority game

    E-Print Network [OSTI]

    Heimel, Jan-Alexander

    a market of speculators interacting through a simple supply-and-demand mechanism [1]. One of the key that at every stage of the game each of them only perceives the aggregate action of all agents, i.e. the total-translation invariance, #12;nite integrated response and weak long-term memory [6] we obtain exact results

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

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    1 Electrical Vehicles in the Smart Grid: A Mean Field Game Analysis Romain Couillet, Samir M interaction between electrical vehicles or hybrid oil- electricity vehicles in a Cournot market consisting electricity peak demand. I. INTRODUCTION Electrical vehicles (EV) and plug-in hybrid electrical vehicles (PHEV

  13. Do Games Attract or Sustain Engagement in Citizen Science? A Study of Volunteer Motivations

    E-Print Network [OSTI]

    Subramanian, Sriram

    Do Games Attract or Sustain Engagement in Citizen Science? A Study of Volunteer Motivations Ioanna incorporated in online citizen science (CS) projects as a way of crowdsourcing data. While there has been CS in science · Pro-citizen science Forum/chat motivations · Project support · Social interaction · Sense

  14. Using or Hiding Private Information? An Experimental Study of Zero-Sum Repeated Games with

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    Using or Hiding Private Information? An Experimental Study of Zero-Sum Repeated Games the value of private information in strictly competitive interactions in which there is a trade-off between, the empirical use of private information is almost complete when it should be, and decreases in longer

  15. Stochastic linear programming games with concave preferences

    E-Print Network [OSTI]

    2014-12-04T23:59:59.000Z

    We study stochastic linear programming games: a class of stochastic ... which include minimum cost spanning trees (Granot and Huberman 1981) as a special

  16. INTEGRATION OF VIABILITY MODELS IN A SERIOUS GAME FOR THE MANAGEMENT OF PROTECTED AREAS

    E-Print Network [OSTI]

    In proceedings of the 9th International Conference on Computer Games (CGAMES06), Dublin, Ireland. Culture IADIS International Conference Intelligent Systems and Agents 2012 and 55 IADIS European Conference Data Conference Intelligent Systems and Agents 2012 and IADIS European Conference Data Mining 2012, MCCSIS 2012

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

    E-Print Network [OSTI]

    Jose, Joemon M.

    .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

  18. Distributed Game-Tree Search Using Transposition Table Driven Work Akihiro Kishimoto and Jonathan Schaeffer

    E-Print Network [OSTI]

    Schaeffer, Jonathan

    -time responses. Clearly faster hardware en- ables more computations to be performed in a fixed amount of time- cessors are ubiquitous and are the de facto research com- puting platforms used today. Single-agent domains (puzzles) and two-player games have been popular test-beds for experimenting with new ideas

  19. Motivation and data quality in a citizen science game: A design science evaluation

    E-Print Network [OSTI]

    Crowston, Kevin

    Motivation and data quality in a citizen science game: A design science evaluation Kevin Crowston@syr.edu Abstract Citizen science is a form of social computation where members of the public are recruited to contrib- ute to scientific investigations. Citizen-science projects often use web-based systems to support

  20. A Sequential Game Perspective and Optimization of the Smart Grid with Distributed Data Centers

    E-Print Network [OSTI]

    Pedram, Massoud

    by significantly increasing the load at locations where they are built. Dynamic energy pricing policies in the sequential games are the smart grid controller that sets the energy price signal and the cloud computing established a trend towards building massive, energy-hungry, and geographically distributed data centers. Due

  1. Oregon: DOE Advances Game-Changing EGS Geothermal Technology...

    Office of Environmental Management (EM)

    DOE Advances Game-Changing EGS Geothermal Technology at the Newberry Volcano Oregon: DOE Advances Game-Changing EGS Geothermal Technology at the Newberry Volcano April 9, 2013 -...

  2. Film Editing for Third Person Games and Machinima Marc Christie

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    person games and machinima requires knowledge in cinematography (camera placement, framing, lighting complex animation and editing tools. Game engines provide little support for cinematography and film

  3. Interactive motion planning with motion capture data

    E-Print Network [OSTI]

    Lo, Wan-Yen

    2012-01-01T23:59:59.000Z

    Abe, and Jovan Popovi´c. Interactive simulation of stylizedc. Motion fields for interactive character locomotion. ACMon Computer graphics and interactive techniques, SIGGRAPH ’

  4. School of Electronic, Electrical and Computer Engineering Smart electronics, smart devices,

    E-Print Network [OSTI]

    Miall, Chris

    School of Electronic, Electrical and Computer Engineering Smart electronics, smart devices, smart applications of video game engines and mobile devices. Electronic, Electrical and Computer Engineering networks... smart people. Tim Collins, Head of Learning and Teaching School of Electronic, Electrical

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

    E-Print Network [OSTI]

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

    1980-01-01T23:59:59.000Z

    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...

  6. Methodology in Biological Game Simon M. Huttegger

    E-Print Network [OSTI]

    Zollman, Kevin

    ;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

  7. Game Industry A (Very) Brief History

    E-Print Network [OSTI]

    Stephenson, Ben

    Game Industry #12;A (Very) Brief History · 1961 Spacewar! ­ by Steve Russell ­ on a PDP-1 at MIT ­ Steam ­ PSN Store ­ Xbox Marketplace ­ Apple iTunes #12;The Business of Making Games · Complex at trade shows like E3 · The internet threatens this model ­ Amazon, Steam ­ Opportunity to bypass

  8. Contribution Games in Networks Elliot Anshelevich

    E-Print Network [OSTI]

    Contribution Games in Networks Elliot Anshelevich Martin Hoefer Abstract We consider network contribution games, where each agent in a network has a budget of effort that he can contribute to different collaborative projects or relationships. Depending on the contribution of the involved agents a relationship

  9. Methodologies for Analyzing Equilibria in Wireless Games

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    has become a more and more critical issue, the Federal Communications Commission has released that deepened analyses have been conducted, at a significant scale, to apply game theory to communications of papers adopting a game-theoretic view of communication problems. To cite a few of them we have [1] where

  10. Interactive Holographic Cinema

    E-Print Network [OSTI]

    Portales, Christopher

    2012-07-16T23:59:59.000Z

    computer program performs stereoscopic reconstruction in real-time during presentation. Artists and computer users could then use a hardware device, such as the Microsoft Kinect, to explore the holographic cinematic form interactively....

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

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

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

  12. Introduction to Scientific Computing, Part I C. David Sherrill

    E-Print Network [OSTI]

    Sherrill, David

    programs (Photoshop); Web browsers; games #12;Scientific Computing: · Complex programs (106 lines, perhaps. Instruction: An elementary, low-level command that the CPU understands. Each CPU has an "instruction set

  13. A Repeated Game Formulation of Energy-Efficient Decentralized Power Control

    E-Print Network [OSTI]

    Mael Le Treust; Samson Lasaulce

    2010-07-28T23:59:59.000Z

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

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

    E-Print Network [OSTI]

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

    2006-01-01T23:59:59.000Z

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

  15. Extending the analysis of the FlipIt game

    E-Print Network [OSTI]

    Rossides, Michalis

    2013-01-01T23:59:59.000Z

    In this thesis, we extend the game theoretical analysis of the FlipIt game¹. The game was first articulated and analyzed by Marten van Dijk, Ari Juels, Alina Oprea and Ronald L. Rivest. FlipIt (or otherwise The Game of ...

  16. The Game Development Process Slides: largely based on Mark

    E-Print Network [OSTI]

    of a game, design and documentation ­ Create 2-d animated sprite and select supporting content ­ Implement Evaluation and Testing ­ Evaluate and compare existing games · Project 3: Game-based Learning ­ Show how to have that next razor blade from Gillette!" ­ Games generate · emotional responses - fulfill fantasies

  17. Bar Chart Ball, a Data Game Julian Togelius

    E-Print Network [OSTI]

    Togelius, Julian

    Bar Chart Ball, a Data Game Julian Togelius IT University of Copenhagen Rued Langgaards Vej 7 2300 19 Malmö, Sweden marie.friberger@mah.se ABSTRACT We describe Bar Chart Ball, a game where players to focus on. By making data selection a core game mechanic, in fact the only game mechanic, we advance

  18. Games of Power: Spectacle in the Aztec and Roman Worlds

    E-Print Network [OSTI]

    Mitrovici, Ana

    2010-01-01T23:59:59.000Z

    prosperity and relegated to the space of the amphitheater. Roman captives used in the various “games”

  19. Playing Nature: The Virtual Ecology of Game Environments

    E-Print Network [OSTI]

    Chang, Alenda Y.

    2013-01-01T23:59:59.000Z

    to equating nature cinematography with hazard, expense, andand their staple sweeping cinematography, games with rich

  20. A Gameroom of Our Own: Exploring The Domestic Gaming Environment

    E-Print Network [OSTI]

    Greenberg, Saul

    A Gameroom of Our Own: Exploring The Domestic Gaming Environment A. VOIDA Donald Bren School ________________________________________________________________________ Digital gaming plays out within different environments--from arcades to virtual worlds to the family living room. Each of these gaming environments offer different constraints and affordances for gaming

  1. Prediction Games in Infinitely Rich Worlds [Extended Abstract

    E-Print Network [OSTI]

    Madani, Omid

    Prediction Games in Infinitely Rich Worlds [Extended Abstract] Omid Madani madani prediction games may make this massive learning possible. In this paper, we describe prediction games potential of prediction games is in pointing to ways of achieving powerful large-scale learning without

  2. Steven J. Gortler; Education Statement Three dimensional Computer Graphics is an increasingly important part of the computer science field and a

    E-Print Network [OSTI]

    Gunawardena, Jeremy

    to create images and movies of virtual 3D objects. Computer graphics has made a large impact on a number, specifically special effects in movies, computer generated animation, and computer games. These same techniques. In the area of computer aided training, computer graphics is used to simulate surgeries on humans and simulate

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

    E-Print Network [OSTI]

    Spagnolo, Filippo

    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

  4. Empirical assessment of potential interactions between walleye and smallmouth bass By M. R. Wuellner1

    E-Print Network [OSTI]

    , smallmouth bass were introduced by the South Dakota Department of Game, Fish and Parks (SDGFP) to MissouriEmpirical assessment of potential interactions between walleye and smallmouth bass By M. R Sciences, South Dakota State University, Brookings, SD, USA; 2 South Dakota Department of Game, Fish

  5. Oklahoma Indian Gaming Association Annual Conference

    Broader source: Energy.gov [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...

  6. Essays on dynamic games and mechanism design

    E-Print Network [OSTI]

    Lang, Ruitian

    2014-01-01T23:59:59.000Z

    The dissertation considers three topics in dynamic games and mechanism design. In both problems, asymmetric information causes inefficiency in production and allocation. The first chapter considers the inefficiency from ...

  7. Unique Games with Entangled Provers are Easy

    E-Print Network [OSTI]

    Julia Kempe; Oded Regev; Ben Toner

    2009-10-03T23:59:59.000Z

    We consider one-round games between a classical verifier and two provers who share entanglement. We show that when the constraints enforced by the verifier are `unique' constraints (i.e., permutations), the value of the game can be well approximated by a semidefinite program. Essentially the only algorithm known previously was for the special case of binary answers, as follows from the work of Tsirelson in 1980. Among other things, our result implies that the variant of the unique games conjecture where we allow the provers to share entanglement is false. Our proof is based on a novel `quantum rounding technique', showing how to take a solution to an SDP and transform it to a strategy for entangled provers. Using our approximation by a semidefinite program we also show a parallel repetition theorem for unique entangled games.

  8. Equilibrium Selection in Experimental Games on Networks

    E-Print Network [OSTI]

    Charness, Gary; Feri, Francesco; Meléndez-Jiménez, Miguel A.; Sutter, Matthias

    2012-01-01T23:59:59.000Z

    511-586. Jackson, M. O. and Yariv, L. (2005): “Diffusion onVega-Redondo, F. and Yariv, L. (2010): “Network Games,”Jackson, Vega-Redondo, and Yariv (2010) model. The degree of

  9. Assignment 1: Game theory General remarks

    E-Print Network [OSTI]

    Steels, Luc

    Assignment 1: Game theory General remarks: _ Mail your results person, as long as she is alive, may shoot at any surviving person. First of survival; among outcomes in which her survival probability is the same, she wants

  10. Assignment 1: Game theory General remarks

    E-Print Network [OSTI]

    Steels, Luc

    Assignment 1: Game theory General remarks: _ Deadline 16 bullet. Each person, as long as she is alive, may shoot at any surviving of survival; among outcomes in which her survival probability is the same, she wants

  11. Learning plan networks in conversational video games

    E-Print Network [OSTI]

    Orkin, Jeffrey David

    2007-01-01T23:59:59.000Z

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

  12. Indian Gaming 2012 Tradeshow and Convention

    Broader source: Energy.gov [DOE]

    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...

  13. Serious Games for Solving Protein Sequence Alignments -Combining Citizen Science and

    E-Print Network [OSTI]

    Goesele, Michael

    Serious Games for Solving Protein Sequence Alignments - Combining Citizen Science and Gaming Martin Games, Bioinformatics, Multiple Sequence Align- ments, Protein Sequences, Citizen Science, Game- ing their results is called citizen science [9]. In this concept, research tasks are outsourced

  14. Strategic Planning System for Exotic Game Management

    E-Print Network [OSTI]

    Lubbering, Jeanne Marie Petrofes

    1988-01-01T23:59:59.000Z

    STRATEGIC PLANNING SYSTEM FOR EXOTIC GAME MANAGEMENT A Thesis by JEANNE MARIE PETROFES LUBBERING Submitted to the Office of Graduate Studies of Texas ASM University in partial fulfillment of the requirements for the degree of MASTER... OF SCIENCE December 1988 Major Subject: Range Science STRATEGIC PLANNING FOR EXOTIC GAME MANAGEMENT A Thesis by JEANNE MARIE PETROFES LUBBERING Approved as to style and content by: J ry W. uth (Ch ir of Committee) Steve Archer (Member) Duane C...

  15. Investigating Flow-Structure Interactions in Cerebral Aneurysms...

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    Investigating Flow-Structure Interactions in Cerebral Aneurysms Share Topic Programs Mathematics, computing, & computer science Modeling, simulation, & visualization...

  16. Poker Cash Game: a Thermodynamic Description

    E-Print Network [OSTI]

    Javarone, Marco Alberto

    2015-01-01T23:59:59.000Z

    Poker is one of the most popular card games, whose rational investigation represents also one of the major challenges in several scientific areas, spanning from information theory and artificial intelligence to game theory and statistical physics. In principle, several variants of Poker can be identified, although all of them make use of money to make the challenge meaningful and, moreover, can be played in two different formats: tournament and cash game. An important issue when dealing with Poker is its classification, i.e., as a `skill game' or as gambling. Nowadays, its classification still represents an open question, having a long list of implications (e.g., legal and healthcare) that vary from country to country. In this study, we analyze Poker challenges, considering the cash game format, in terms of thermodynamics systems. Notably, we propose a framework to represent a cash game Poker challenge that, although based on a simplified scenario, allows both to obtain useful information for rounders (i.e., ...

  17. MetaGame: An Animation Tool for Model-Checking Games

    E-Print Network [OSTI]

    Müller-Olm, Markus

    MetaGame: An Animation Tool for Model-Checking Games Markus M¨uller-Olm1 and Haiseung Yoo2 1 Fern-Verlag Berlin Heidelberg 2004 #12;164 Markus M¨uller-Olm and Haiseung Yoo careful investigation of the cause

  18. MetaGame: An Animation Tool for ModelChecking Games

    E-Print Network [OSTI]

    Müller-Olm, Markus

    MetaGame: An Animation Tool for Model­Checking Games Markus MË?uller­Olm 1# and Haiseung Yoo 2 1, pp. 163--167, 2004. c # Springer­Verlag Berlin Heidelberg 2004 #12; 164 Markus MË?uller­Olm

  19. Basins of attraction for species extinction and coexistence in spatial rock-paper-scissors games Hongjing Shi,1,2

    E-Print Network [OSTI]

    Lai, Ying-Cheng

    Basins of attraction for species extinction and coexistence in spatial rock-paper-scissors games on extinction induced by asym- metric interactions among species 15 . In addition, the size effect of population dynamics of mobile species under cyclic competition by breaking the symmetry in the initial populations

  20. Tutorial Proposal: Computational Social Choice School of Engineering and Applied Sciences

    E-Print Network [OSTI]

    Chen, Yiling

    to the 4th century B.C., and prospered since the 18th century. In the past few decades, rapid developments properties for "good" voting rules. (c) Game-theoretic aspects and Gibbard-Satterthewaite theorem. 1 #12;2. Using computational complexity to prevent strategic behavior. (1 hour) (a) Voting games where strategic

  1. Gaming for (Citizen) Science Exploring Motivation and Data Quality in the Context of Crowdsourced Science Through the Design

    E-Print Network [OSTI]

    Crowston, Kevin

    Gaming for (Citizen) Science Exploring Motivation and Data Quality in the Context of Crowdsourced-computational system designed to support a citizen science task, the taxonomic classification of various insect, animal, and plant species. In addition to supporting this natural science objective, the Citizen Sort platform

  2. Interactive Genetic Engineering of Evolved Video Game Content

    E-Print Network [OSTI]

    Stanley, Kenneth O.

    their effects on weapon dy- namics immediately. The effect is a new kind of "genetic en- gineering" experience is still important for the global search, players can effectively guide local searches that optimize weapon evolved content represented by artificial neural networks. In particular, particle system weapons evolved

  3. Interaction Sheaves on Continuous Hans Keiding

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    Interaction Sheaves on Continuous Domains J. Abdou Hans Keiding Revised version March 2009 of game forms obtained in the finite case in Abdou and Keiding (2003). Keywords: Nash equilibrium, strong'H^opital 75647 Paris Cedex 13; email: abdou@univ-paris1.fr University of Copenhagen, Department of Economics

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

    SciTech Connect (OSTI)

    Nancy Moller Weare

    2006-07-25T23:59:59.000Z

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

  5. Mastery and the mobile future of massively multiplayer games

    E-Print Network [OSTI]

    Roy, Daniel, S.M. Massachusetts Institute of Technology

    2007-01-01T23:59:59.000Z

    What game design opportunities do we create when we extend massively multiplayer online games (MMOs) to cell phones? MMOs allow us to create representations of our own increasing mastery, and mobile gives us better access ...

  6. Revolutionizing history education : using augmented reality games to teach histories

    E-Print Network [OSTI]

    Schrier, Karen L

    2005-01-01T23:59:59.000Z

    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 ...

  7. Good Programming in Transactional Memory$ Game Theory Meets Multicore Architecture

    E-Print Network [OSTI]

    Good Programming in Transactional Memory$ Game Theory Meets Multicore Architecture Raphael compatible. Keywords: transactional memory, game theory, multicore architecture, concurrency, contention management, mechanism design, human factors 1. Introduction In traditional single core architecture

  8. Identification and Estimation of a Discrete Game of Complete Information

    E-Print Network [OSTI]

    Bajari, Patrick

    We discuss the identification and estimation of discrete games of complete information. Following Bresnahan and Reiss (1990, 1991), a discrete game is a generalization of a standard discrete choice model where utility ...

  9. A Sensor-Based Interactive Digital Installation System for Virtual Painting Using MAX/MSP/Jitter

    E-Print Network [OSTI]

    Arenas, Anna G.

    2010-01-16T23:59:59.000Z

    Interactive art is rapidly becoming a part of cosmopolitan society through public displays, video games, and art exhibits. It is a means of exploring the connections between our physical bodies and the virtual world. However, a sense...

  10. Secure Peer-to-Peer Trading for Multiplayer Games

    E-Print Network [OSTI]

    GauthierDickey, Chris

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

  11. Cold, dilute spinless particles interacting via a weak, finite-range potential: an application of asymptotic approximation of integrals in computational physics

    SciTech Connect (OSTI)

    Wojdylo, John [School of Physics, University of Western Australia, 35 Stirling Hwy, Crawley 6009 WA (Australia)

    2010-06-15T23:59:59.000Z

    The properties of many-particle quantum systems can change drastically if the particles are attractive overall (e.g. a Fermi gas of atoms can become a Bose gas of dimers). It is therefore important to know if pairing can occur, particularly in the dilute strong coupling limit. We focus on cold helium atoms, which interact weakly via a finite-range potential. This problem can, of course, be approached numerically. However, with the extremely delicate balance of kinetic and potential energy, how do we know we can trust the number (e.g. the binding energy) that the computer produces? We could try several numerical schemes implemented with utmost care, and if they agree, we might feel confident in the answer. However, this does not constitute a proof: each scheme could be making the same mistake. We implement, instead, an analytical approach with guaranteed error bounds, which exploits an accident of Nature; namely, a small parameter in the pair wave function that invites the use of asymptotic theory. Leveraging the true long-range form of the wave function, a variational approach for bounds on the binding energy and dimer size produces integrals of a form that is well-known in the theory of asymptotic approximation of integrals. Despite being 'merely' a variational method, the upper bound obtained for the binding energy of the {sup 4}He{sub 2} dimer in three dimensions is remarkably close to a recent experimental value of 1.7 mK. Moreover, the calculated variational dimer size is also good. We have demonstrated the analytical framework by simulating the search for {sup 3}He{sub 2}, {sup 4}He{sub 2} and {sup 3}He-{sup 4}He dimers in one, two and three dimensions. The details will be published elsewhere.

  12. Artist Camille Utterback's interactive installations and reactive sculptures explore the possibilities of linking computational systems to human movement and gesture in layered and playful ways. Her work

    E-Print Network [OSTI]

    Gilchrist, James F.

    Artist Camille Utterback's interactive installations and reactive sculptures explore of a poem. In the External Measures series (2001­2007) a set of dynamic interactive drawings links past across disciplines. What is the balance between clarity and complexity that makes an interactive system

  13. Video Games and Aggression: the effects of violent game play on self-reported and peer-observed anger 

    E-Print Network [OSTI]

    Nelson, Andrew R

    2009-01-01T23:59:59.000Z

    The continued upsurge in the popularity of video games has lead to persistent debate over the effects of play, particularly the use of violent video games. The present experimental study aimed to replicate the results of numerous research groups who...

  14. Adapting to When Students Game an Intelligent Tutoring System

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    student supplementary exercises focused on exactly the material the student bypassed by gaming, and which typically occurs on the problem steps the student knows least well, and is associated with poor learning gaming, in order to improve gaming students' learning. This tutor incorporates an animated agent, Scooter

  15. Dynamic One and Two Pile Nim Games Using Generalized Bases

    E-Print Network [OSTI]

    Reiter, Harold

    Dynamic One and Two Pile Nim Games Using Generalized Bases Arthur Holshouser 3600 Bullard St with a class of combinatorial games consisting of one-pile and two-pile counter pickup games for which a number of factors including the number of counters removed on the last move, the sizes of the piles

  16. Generator based Modeling CP Game for Gene Regulatory Network

    E-Print Network [OSTI]

    Lescanne, Pierre

    introduces a framework based on game theory that models gene regulation activities. Strategic games which are the basic model in game theory was successfully applied to gene regulation networks and molecular networks be established. One of the main issue when a gene regulation system is analyzed through a model is to decompose

  17. Manipulation of Weighted Voting Games and the Effect of Quota

    E-Print Network [OSTI]

    Allan, Vicki H.

    for measuring voters' power in weighted voting games. We consider two methods of manipulating weighted voting of manipulators to have more power over the outcomes of the games. We evaluate the extent of susceptibility, Weighted voting games, Manipulation, Annexation, Merging, Power indices. 1 Introduction Weighted voting

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

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    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 and power-games in the organizations are not so inefficient for the organization as it first would seem

  19. Energy Parity Games # Krishnendu Chatterjee 1 and Laurent Doyen 2

    E-Print Network [OSTI]

    Doyen, Laurent

    of Science and Technology Austria) 2 LSV, ENS Cachan & CNRS, France Abstract. Energy parity gamesEnergy Parity Games # Krishnendu Chatterjee 1 and Laurent Doyen 2 1 IST Austria (Institute of energy in the game) must re­ main positive. Beside their own interest in the design and synthesis

  20. The Lights Out Game on Subdivided Caterpillars Darren B. Parker

    E-Print Network [OSTI]

    Parker, Darren

    The Lights Out Game on Subdivided Caterpillars Darren B. Parker August 25, 2014 MR Subject Classifications: 05C20, 06B99 Keywords: Abstract We investigate the general Lights Out game on subdivided caterpillars. In the Lights Out game, the vertices of a graph G are labeled with elements of Zk. When a vertex

  1. Photogeist: An Augmented Reality Photography Game University of Calgary

    E-Print Network [OSTI]

    Sharlin, Ehud

    gameplay [5]. At its core, Guitar Hero is not a particularly novel game. It's a straightforward adaptation and to hold the controller as they would a real guitar. Even the movement of players' hands over the buttons a game's control interface and its game mechanics has the potential to transform an otherwise

  2. ALGEBRA SEMINAR TALK Department of Computer Science

    E-Print Network [OSTI]

    Sinnamon, Gordon J.

    ALGEBRA SEMINAR TALK WITH LILA KARI Department of Computer Science The University of Western for Theoretical Computer Science" Abstract: We are now witnessing exciting interactions between computer science absorbing notions, techniques and methodologies intrinsic to computer science and mathematics, theoretical

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

    E-Print Network [OSTI]

    2013-07-31T23:59:59.000Z

    battery powered; hence energy consumption is a key issue to be accounted for. To overcome these potential limitations, it has been suggested to offload code ...

  4. Trading Agent Competition Market Design Game Strategic Trader Game Conclusion and Future Work A Platform for Trading Agent Competition

    E-Print Network [OSTI]

    Zhang, Dongmo

    -2011 TAC Ad Auctions: 2009-2012 Power TAC: 2011-2012 #12;Trading Agent Competition Market Design GameTrading Agent Competition Market Design Game Strategic Trader Game Conclusion and Future Work A Platform for Trading Agent Competition Dongmo Zhang and Chun Gao Intelligent Systems Laboratory University

  5. Adaptive Interaction through WWW Fuyau Lin and Ron Danielson

    E-Print Network [OSTI]

    Danielson, Ronald

    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

  6. Computer Graphics II CSC6870 Computer Graphics II CSC6870 Computer Graphics II

    E-Print Network [OSTI]

    Hua, Jing

    1 Computer Graphics II CSC6870 Computer Graphics II CSC6870 Computer Graphics II Course Information://www.cs.wayne.edu/~jinghua/6870/csc6870.htm) CSC6870 Computer Graphics II Textbooks · REQUIRED TEXTBOOK: Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL (6th Edition) Edward Angel, Dave Shreiner ISBN-10

  7. Pathwise Strategies for Stochastic Differential Games with an Erratum to 'Stochastic Differential Games with Asymmetric Information'

    SciTech Connect (OSTI)

    Cardaliaguet, P., E-mail: cardaliaguet@ceremade.dauphine.fr [Universite Paris-Dauphine, Ceremade (France); Rainer, C., E-mail: Catherine.Rainer@univ-brest.fr [Universite de Bretagne Occidentale (France)

    2013-08-01T23:59:59.000Z

    We introduce a new notion of pathwise strategies for stochastic differential games. This allows us to give a correct meaning to some statement asserted in Cardaliaguet and Rainer (Appl. Math. Optim. 59: 1-36, 2009)

  8. Generalized Tsirelson Inequalities, Commuting-Operator Provers, and Multi-Prover Interactive Proof Systems

    E-Print Network [OSTI]

    Tsuyoshi Ito; Hirotada Kobayashi; Daniel Preda; Xiaoming Sun; Andrew C. -C. Yao

    2008-04-11T23:59:59.000Z

    A central question in quantum information theory and computational complexity is how powerful nonlocal strategies are in cooperative games with imperfect information, such as multi-prover interactive proof systems. This paper develops a new method for proving limits of nonlocal strategies that make use of prior entanglement among players (or, provers, in the terminology of multi-prover interactive proofs). Instead of proving the limits for usual isolated provers who initially share entanglement, this paper proves the limits for "commuting-operator provers", who share private space, but can apply only such operators that are commutative with any operator applied by other provers. Commuting-operator provers are at least as powerful as usual isolated but prior-entangled provers, and thus, limits for commuting-operator provers immediately give limits for usual entangled provers. Using this method, we obtain an n-party generalization of the Tsirelson bound for the Clauser-Horne- Shimony-Holt inequality for every n. Our bounds are tight in the sense that, in every n-party case, the equality is achievable by a usual nonlocal strategy with prior entanglement. We also apply our method to a 3-prover 1-round binary interactive proof for NEXP. Combined with the technique developed by Kempe, Kobayashi, Matsumoto, Toner and Vidick to analyze the soundness of the proof system, it is proved to be NP-hard to distinguish whether the entangled value of a 3-prover 1-round binary-answer game is equal to 1 or at most 1-1/p(n) for some polynomial p, where n is the number of questions. This is in contrast to the 2-prover 1-round binary-answer case, where the corresponding problem is efficiently decidable. Alternatively, NEXP has a 3-prover 1-round binary interactive proof system with perfect completeness and soundness 1-2^{-poly}.

  9. Computer resources Computer resources

    E-Print Network [OSTI]

    Yang, Zong-Liang

    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

  10. Computing an Approximate Jam/Fold Equilibrium for 3-player No-Limit Texas Hold'em Tournaments

    E-Print Network [OSTI]

    Computing an Approximate Jam/Fold Equilibrium for 3-player No-Limit Texas Hold'em Tournaments Sam similar to value iteration for solving stochastic games, and a heuristic from the poker community known-specific assumptions and thus also applies to other multiplayer stochastic games of imperfect information. Categories

  11. Computer Animation of Human Walking: a Survey Franck Multon1

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    Animation of human walking is a crucial problem in Computer Graphics: Many synthetic scenes involve virtualComputer Animation of Human Walking: a Survey Franck Multon1 , Laure France2 , Marie-Paule Cani humans, from special e ects in the lm industry to virtual reality and video games. Synthesizing realistic

  12. Sandia National Laboratories: high-performance computing

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    performance 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...

  13. Game Imaging Meets Nuclear Reality

    ScienceCinema (OSTI)

    Michel, Kelly; Watkins, Adam

    2014-08-12T23:59:59.000Z

    At Los Alamos National Laboratory, a team of artists and animators, nuclear engineers and computer scientists is teaming to provide 3-D models of nuclear facilities to train IAEA safeguards inspectors and others who need fast familiarity with specific nuclear sites.

  14. Game dynamics and Nash equilibria Yannick Viossat

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    Game dynamics and Nash equilibria Yannick Viossat CEREMADE, Universit´e Paris-Dauphine Abstract in the support of this equilibrium are eliminated by the replicator dynamics and the best- reply dynamics. MSC classification. Primary: 91A22 ; Secondary: 34A34, 34A60. Keywords: Nash equilibrium, replicator dynamics, best

  15. REVIVING THE GAME OF CHECKERS Jonathan Schaeffer

    E-Print Network [OSTI]

    Szafron, Duane

    , and provides the same basic research opportunities as does chess. It is unfortunate that a historical accident program, developed at the University of Alberta, as the by- product of a research effort into gameH1 ABSTRACT Chinook is the strongest 8 Ã? 8 checkers program around today. Its strength is largely

  16. "To sense" or "not to sense" in energy-efficient power control games

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    "To sense" or "not to sense" in energy-efficient power control games Maël Le Treust Laboratoire des corresponds to a compact power control game). The sensing game is shown to be a weighted potential game, and then playing the power control game. This is an interesting Braess-type paradox to be aware of for energy

  17. Optimization of platform game levels for player experience Chris Pedersen, Julian Togelius, Georgios Yannakakis

    E-Print Network [OSTI]

    Togelius, Julian

    Platform game The test-bed platform game used for our studies is a ver- sion of Infinite Mario Bros (seeOptimization of platform game levels for player experience Chris Pedersen, Julian Togelius of certain parameters of platform game levels on the play- ers' experience of the game. A version of Super

  18. Single-strips for fast interactive rendering

    E-Print Network [OSTI]

    Diaz-Gutierrez, Pablo; Bhushan, Anusheel; Gopi, M; Pajarola, Renato

    2006-01-01T23:59:59.000Z

    of the 2001 symposium on Interactive 3D graphics, pp. 49–58.of the 1997 symposium on Interactive 3D graphics, pp. 75–ff.Computer graphics and interactive techniques, pp. 199–208.

  19. MAS.630 Affective Computing, Spring 2002

    E-Print Network [OSTI]

    Picard, Rosalind

    Explores computing that relates to, arises from, or deliberately influences emotion. Topics include the interaction of emotion with cognition and perception, the role of emotion in human-computer interaction, the communication ...

  20. Efficient Query Verification on Outsourced Data: A Game-Theoretic Approach

    E-Print Network [OSTI]

    Nix, Robert

    2012-01-01T23:59:59.000Z

    To save time and money, businesses and individuals have begun outsourcing their data and computations to cloud computing services. These entities would, however, like to ensure that the queries they request from the cloud services are being computed correctly. In this paper, we use the principles of economics and competition to vastly reduce the complexity of query verification on outsourced data. We consider two cases: First, we consider the scenario where multiple non-colluding data outsourcing services exist, and then we consider the case where only a single outsourcing service exists. Using a game theoretic model, we show that given the proper incentive structure, we can effectively deter dishonest behavior on the part of the data outsourcing services with very few computational and monetary resources. We prove that the incentive for an outsourcing service to cheat can be reduced to zero. Finally, we show that a simple verification method can achieve this reduction through extensive experimental evaluatio...

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

    E-Print Network [OSTI]

    Magnuson, Bill

    2010-01-01T23:59:59.000Z

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

  2. How Japanese is Wii? The Reception and Localization of Japanese Video Games in America

    E-Print Network [OSTI]

    Huang, Xiangyi

    2009-06-12T23:59:59.000Z

    With control over both store shelves and consumers' consciousness, Japanese video games have dominated the U.S. and global game markets over the past two decades and continue to prosper today. This thesis positions Japanese video games' popularity...

  3. Designing a Real-time Strategy Game about Sustainable Energy Use

    E-Print Network [OSTI]

    Doucet, Lars Andreas

    2011-08-08T23:59:59.000Z

    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...

  4. Computer scientists and engineers design and implement efficient software and hardware

    E-Print Network [OSTI]

    Rohs, Remo

    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

  5. Computer scientists and engineers design and implement efficient software and hardware

    E-Print Network [OSTI]

    Rohs, Remo

    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

  6. Computational Science Technical Note CSTN-172 Plasma Visualization in Parallel using Particle Systems on Graphical Processing

    E-Print Network [OSTI]

    Hawick, Ken

    as particle systems that emit light are important in many interesting components of games, computer animated = {April}, publisher = {WorldComp}, institution = {Computer Science, Massey University, Auckland, New Ken Hawick, Computer Science, Massey University, Albany, North Shore 102-904, Auckland, New Zealand

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

    SciTech Connect (OSTI)

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

    1998-11-01T23:59:59.000Z

    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.

  8. Mateas. M. 2003. Expressive AI: Games and Artificial Intelligence. In Proceedings of Level Up: Digital Games Research Conference, Utrecht, Netherlands, Nov. 2003.

    E-Print Network [OSTI]

    Mateas, Michael

    Mateas. M. 2003. Expressive AI: Games and Artificial Intelligence. In Proceedings of Level Up: Digital Games Research Conference, Utrecht, Netherlands, Nov. 2003. Expressive AI: Games and Artificial returns, the technical focus in game design has been turning towards Artificial Intelligence (AI). While

  9. Special Issue on Human Computing

    E-Print Network [OSTI]

    Nijholt, Anton

    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.

  10. Continuous Time Finite State Mean Field Games

    SciTech Connect (OSTI)

    Gomes, Diogo A., E-mail: dgomes@math.ist.utl.pt [Instituto Superior Tecnico, Center for Mathematical Analysis, Geometry, and Dynamical Systems, Departamento de Matematica (Portugal); Mohr, Joana, E-mail: joana.mohr@ufrgs.br; Souza, Rafael Rigao, E-mail: rafars@mat.ufrgs.br [UFRGS, Instituto de Matematica (Brazil)

    2013-08-01T23:59:59.000Z

    In this paper we consider symmetric games where a large number of players can be in any one of d states. We derive a limiting mean field model and characterize its main properties. This mean field limit is a system of coupled ordinary differential equations with initial-terminal data. For this mean field problem we prove a trend to equilibrium theorem, that is convergence, in an appropriate limit, to stationary solutions. Then we study an N+1-player problem, which the mean field model attempts to approximate. Our main result is the convergence as N{yields}{infinity} of the mean field model and an estimate of the rate of convergence. We end the paper with some further examples for potential mean field games.

  11. IEEE TRANSACTIONS ON CONTROL SYSTEMS TECHNOLOGY, VOL. 21, NO. 4, JULY 2013 1207 A Model-Free Approach to Wind Farm Control Using Game Theoretic Methods

    E-Print Network [OSTI]

    Marden, Jason R.

    -Free Approach to Wind Farm Control Using Game Theoretic Methods Jason R. Marden, Member, IEEE, Shalom D. Ruben provably maximize energy production in wind farms without explicitly modeling the aerodynamic interaction amongst the turbines. Index Terms--Cooperative systems, networked control systems, wind farms. I

  12. Laws of thermodynamics and game theory

    E-Print Network [OSTI]

    Lev Sakhnovich

    2011-05-23T23:59:59.000Z

    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.

  13. A Game-Theoretical Dynamic Model for Electricity Markets

    E-Print Network [OSTI]

    Aswin Kannan

    2010-10-06T23:59:59.000Z

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

  14. Optimization Online - Using EPECs to model bilevel games in ...

    E-Print Network [OSTI]

    Xinmin Hu

    2006-01-05T23:59:59.000Z

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

  15. Quantum Computing Computer Scientists

    E-Print Network [OSTI]

    Yanofsky, Noson S.

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

  16. Essays in computational economics 

    E-Print Network [OSTI]

    Pugh, David

    2014-07-02T23:59:59.000Z

    The focus of my PhD research has been on the acquisition of computational modeling and simulation methods used in both theoretical and applied Economics. My first chapter provides an interactive review of finite-difference ...

  17. 1248 IEEE TRANSACTIONS ON SYSTEMS, MAN, AND CYBERNETICS--PART A: SYSTEMS AND HUMANS, VOL. 38, NO. 6, NOVEMBER 2008 A HumanComputer Interface Using Symmetry

    E-Print Network [OSTI]

    Betke, Margrit

    severe that a person's ability to control movement is limited to the muscles around the eyes, eye such as spelling programs or games. The game "BlockEscape" was developed to evaluate the performance of Eye a practical tool for people with severe paralysis. Index Terms--Assistive technology, disabled computer users

  18. An Interactive Visualization Model for Large High-dimensional Datasets Division of Computing and Mathematics,University of Houston-Clear Lake,

    E-Print Network [OSTI]

    Ding, Wei

    An Interactive Visualization Model for Large High-dimensional Datasets Wei Ding Division of complex data, which is especially helpful for analysis of large high dimensional datasets. However, existing methods often lose simplicity and clarity while rendering large amount of complex data

  19. J.A. Jacko (Ed.): Human-Computer Interaction, Part II, HCII 2009, LNCS 5611, pp. 178187, 2009. Springer-Verlag Berlin Heidelberg 2009

    E-Print Network [OSTI]

    Kallmann, Marcelo

    }@ucmerced.edu Abstract. While interactive virtual humans are becoming widely used in educa- tion, training and delivery humans are mainly based on pre-defined animations which have to be re-built by skilled animators to enable a seamless interface for programming mo- tions by demonstration. Keywords: virtual humans, motion

  20. Balanced Virtual Humans Interacting with their Environment

    E-Print Network [OSTI]

    Rennuit, Antoine; Merlhiot, Xavier; Andriot, Claude; Guillaume, François; Chevassus, Nicolas; Chablat, Damien; Chedmail, Patrick

    2007-01-01T23:59:59.000Z

    The animation of human avatars seems very successful; the computer graphics industry shows outstanding results in films everyday, the game industry achieves exploits... Nevertheless, the animation and control processes of such manikins are very painful. It takes days to a specialist to build such animated sequences, and it is not adaptive to any type of modifications. Our main purpose is the virtual human for engineering, especially virtual prototyping. As for this domain of activity, such amounts of time are prohibitive.

  1. Agreement dynamics on interaction networks with diverse topologies Alain Barrat

    E-Print Network [OSTI]

    Barrat, Alain

    Agreement dynamics on interaction networks with diverse topologies Alain Barrat LPT, CNRS, UMR 8627, ISI Foundation, Turin, Italy Andrea Baronchelli Departament de Física i Enginyeria Nuclear of agreement dynamics, called the "Naming Game." This model describes the self-organized emergence

  2. Non-covalent interactions of nitrous oxide with aromatic compounds: Spectroscopic and computational evidence for the formation of 1:1 complexes

    SciTech Connect (OSTI)

    Cao, Qian [Department of Chemistry, P.O. Box 55, University of Helsinki, Helsinki FI-00014 (Finland) [Department of Chemistry, P.O. Box 55, University of Helsinki, Helsinki FI-00014 (Finland); School of Chemistry and Chemical Engineering, Sun Yat-Sen University, Guangzhou 510275 (China); Gor, Gennady Y., E-mail: ggor@princeton.edu [Department of Civil and Environmental Engineering, Princeton University, Princeton, New Jersey 08544 (United States); Krogh-Jespersen, Karsten [Department of Chemistry and Chemical Biology, Rutgers, The State University of New Jersey, New Brunswick, New Jersey 08903 (United States)] [Department of Chemistry and Chemical Biology, Rutgers, The State University of New Jersey, New Brunswick, New Jersey 08903 (United States); Khriachtchev, Leonid [Department of Chemistry, P.O. Box 55, University of Helsinki, Helsinki FI-00014 (Finland)] [Department of Chemistry, P.O. Box 55, University of Helsinki, Helsinki FI-00014 (Finland)

    2014-04-14T23:59:59.000Z

    We present the first study of intermolecular interactions between nitrous oxide (N{sub 2}O) and three representative aromatic compounds (ACs): phenol, cresol, and toluene. The infrared spectroscopic experiments were performed in a Ne matrix and were supported by high-level quantum chemical calculations. Comparisons of the calculated and experimental vibrational spectra provide direct identification and characterization of the 1:1 N{sub 2}O-AC complexes. Our results show that N{sub 2}O is capable of forming non-covalently bonded complexes with ACs. Complex formation is dominated by dispersion forces, and the interaction energies are relatively low (about ?3 kcal mol{sup ?1}); however, the complexes are clearly detected by frequency shifts of the characteristic bands. These results suggest that N{sub 2}O can be bound to the amino-acid residues tyrosine or phenylalanine in the form of ? complexes.

  3. Security Risk Management via Dynamic Games with Learning

    E-Print Network [OSTI]

    Alpcan, Tansu

    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 agent, e.g. security and risk management division of the organization, which aims to mitigate risks. We

  4. The Economic Impact of One WVU Home Football Game

    E-Print Network [OSTI]

    Mohaghegh, Shahab

    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

  5. Game Theoretic Research on the Design of International Environmental Agreements

    E-Print Network [OSTI]

    Güting, Ralf Hartmut

    layer and more recently the concern about the impacts of global warming. All these environmentalGame Theoretic Research on the Design of International Environmental Agreements: Insights, Critical environmental agreements (IEAs) using the method of game theory has sharply increased. However, there have also

  6. Introducing Hierarchy in Energy-Efficient Power Control Games

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    Introducing Hierarchy in Energy-Efficient Power Control Games Yezekael Hayel Lab. Informatique d.debbah@supelec.fr ABSTRACT We consider a multiple access channel where the users choose their best power control strategy equilibrium, power control game, Stackelberg equilibrium. This work was partially supported by the INRIA ARC

  7. A Survey of Interdependent Information Security Games ARON LASZKA1

    E-Print Network [OSTI]

    Bencsáth, Boldizsár

    A A Survey of Interdependent Information Security Games ARON LASZKA1 , MARK FELEGYHAZI1 , LEVENTE by the security-related decisions of others. This interdependence between information system operators and users Information security has traditionally been considered a strategic cat-and-mouse game between the defending

  8. Generalized Mean-payoff and Energy Games Krishnendu Chatterjee1

    E-Print Network [OSTI]

    Doyen, Laurent

    Generalized Mean-payoff and Energy Games Krishnendu Chatterjee1 , Laurent Doyen2 , Thomas A. Henzinger1 , and Jean-François Raskin3 1 IST Austria (Institute of Science and Technology Austria) 2 LSV of an infinite sequence of numeric weights is nonnegative. In energy games, the objective is to ensure

  9. Achievable Error Exponents for the Private Fingerprinting Game

    E-Print Network [OSTI]

    Merhav, Neri

    Achievable Error Exponents for the Private Fingerprinting Game Anelia Somekh-Baruch and Neri Merhav a forgery of the data while aiming at erasing the fingerprints in order not to be detected. Their action have presented and analyzed a game-theoretic model of private2 fingerprinting systems in the presence

  10. Computational mechanics

    SciTech Connect (OSTI)

    Raboin, P J

    1998-01-01T23:59:59.000Z

    The Computational Mechanics thrust area is a vital and growing facet of the Mechanical Engineering Department at Lawrence Livermore National Laboratory (LLNL). This work supports the development of computational analysis tools in the areas of structural mechanics and heat transfer. Over 75 analysts depend on thrust area-supported software running on a variety of computing platforms to meet the demands of LLNL programs. Interactions with the Department of Defense (DOD) High Performance Computing and Modernization Program and the Defense Special Weapons Agency are of special importance as they support our ParaDyn project in its development of new parallel capabilities for DYNA3D. Working with DOD customers has been invaluable to driving this technology in directions mutually beneficial to the Department of Energy. Other projects associated with the Computational Mechanics thrust area include work with the Partnership for a New Generation Vehicle (PNGV) for ''Springback Predictability'' and with the Federal Aviation Administration (FAA) for the ''Development of Methodologies for Evaluating Containment and Mitigation of Uncontained Engine Debris.'' In this report for FY-97, there are five articles detailing three code development activities and two projects that synthesized new code capabilities with new analytic research in damage/failure and biomechanics. The article this year are: (1) Energy- and Momentum-Conserving Rigid-Body Contact for NIKE3D and DYNA3D; (2) Computational Modeling of Prosthetics: A New Approach to Implant Design; (3) Characterization of Laser-Induced Mechanical Failure Damage of Optical Components; (4) Parallel Algorithm Research for Solid Mechanics Applications Using Finite Element Analysis; and (5) An Accurate One-Step Elasto-Plasticity Algorithm for Shell Elements in DYNA3D.

  11. Cloud Computing Adam Barker

    E-Print Network [OSTI]

    St Andrews, University of

    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

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

    E-Print Network [OSTI]

    Bailey, Joseph Harold

    2007-09-17T23:59:59.000Z

    review the literature surrounding the effects of violent video games. This literature review serves as a foundation for the rhetorical nature of the legal controversy since the controversy has no clear-cut answer to the effects of video games. Instead...

  13. Density functional theory study of the interaction of vinyl radical, ethyne, and ethene with benzene, aimed to define an affordable computational level to investigate stability trends in large van der Waals complexes

    SciTech Connect (OSTI)

    Maranzana, Andrea, E-mail: andrea.maranzana@unito.it, E-mail: anna.giordana@hotmail.com, E-mail: vincenzo.barone@sns.it, E-mail: mauro.causa@unina.it, E-mail: mipavone@unina.it; Giordana, Anna, E-mail: andrea.maranzana@unito.it, E-mail: anna.giordana@hotmail.com, E-mail: vincenzo.barone@sns.it, E-mail: mauro.causa@unina.it, E-mail: mipavone@unina.it; Indarto, Antonius, E-mail: antonius.indarto@che.itb.ac.id; Tonachini, Glauco, E-mail: glauco.tonachini@unito.it [Dipartimento di Chimica, Università di Torino, Corso Massimo D’Azeglio 48, I-10125 Torino (Italy)] [Dipartimento di Chimica, Università di Torino, Corso Massimo D’Azeglio 48, I-10125 Torino (Italy); Barone, Vincenzo, E-mail: andrea.maranzana@unito.it, E-mail: anna.giordana@hotmail.com, E-mail: vincenzo.barone@sns.it, E-mail: mauro.causa@unina.it, E-mail: mipavone@unina.it [Scuola Normale Superiore, Piazza dei Cavalieri 7, I-56126, Pisa (Italy)] [Scuola Normale Superiore, Piazza dei Cavalieri 7, I-56126, Pisa (Italy); Causà, Mauro, E-mail: andrea.maranzana@unito.it, E-mail: anna.giordana@hotmail.com, E-mail: vincenzo.barone@sns.it, E-mail: mauro.causa@unina.it, E-mail: mipavone@unina.it [Dipartimento di Ingegneria Chimica, dei Materiali e della Produzione Industriale, Università di Napoli “Federico II,” Via Cintia, 80126 Napoli (Italy)] [Dipartimento di Ingegneria Chimica, dei Materiali e della Produzione Industriale, Università di Napoli “Federico II,” Via Cintia, 80126 Napoli (Italy); Pavone, Michele, E-mail: andrea.maranzana@unito.it, E-mail: anna.giordana@hotmail.com, E-mail: vincenzo.barone@sns.it, E-mail: mauro.causa@unina.it, E-mail: mipavone@unina.it [Dipartimento di Scienze Chimiche, Università di Napoli “Federico II,” Complesso Universitario di Monte Sant’Angelo, Via Cintia, I-80126 Napoli (Italy)] [Dipartimento di Scienze Chimiche, Università di Napoli “Federico II,” Complesso Universitario di Monte Sant’Angelo, Via Cintia, I-80126 Napoli (Italy)

    2013-12-28T23:59:59.000Z

    Our purpose is to identify a computational level sufficiently dependable and affordable to assess trends in the interaction of a variety of radical or closed shell unsaturated hydro-carbons A adsorbed on soot platelet models B. These systems, of environmental interest, would unavoidably have rather large sizes, thus prompting to explore in this paper the performances of relatively low-level computational methods and compare them with higher-level reference results. To this end, the interaction of three complexes between non-polar species, vinyl radical, ethyne, or ethene (A) with benzene (B) is studied, since these species, involved themselves in growth processes of polycyclic aromatic hydrocarbons (PAHs) and soot particles, are small enough to allow high-level reference calculations of the interaction energy ?E{sub AB}. Counterpoise-corrected interaction energies ?E{sub AB} are used at all stages. (1) Density Functional Theory (DFT) unconstrained optimizations of the A?B complexes are carried out, using the B3LYP-D, ?B97X-D, and M06-2X functionals, with six basis sets: 6-31G(d), 6-311 (2d,p), and 6-311++G(3df,3pd); aug-cc-pVDZ and aug-cc-pVTZ; N07T. (2) Then, unconstrained optimizations by Møller-Plesset second order Perturbation Theory (MP2), with each basis set, allow subsequent single point Coupled Cluster Singles Doubles and perturbative estimate of the Triples energy computations with the same basis sets [CCSD(T)//MP2]. (3) Based on an additivity assumption of (i) the estimated MP2 energy at the complete basis set limit [E{sub MP2/CBS}] and (ii) the higher-order correlation energy effects in passing from MP2 to CCSD(T) at the aug-cc-pVTZ basis set, ?E{sub CC-MP}, a CCSD(T)/CBS estimate is obtained and taken as a computational energy reference. At DFT, variations in ?E{sub AB} with basis set are not large for the title molecules, and the three functionals perform rather satisfactorily even with rather small basis sets [6-31G(d) and N07T], exhibiting deviation from the computational reference of less than 1 kcal mol{sup ?1}. The zero-point vibrational energy corrected estimates ?(E{sub AB}+ZPE), obtained with the three functionals and the 6-31G(d) and N07T basis sets, are compared with experimental D{sub 0} measures, when available. In particular, this comparison is finally extended to the naphthalene and coronene dimers and to three ??? associations of different PAHs (R, made by 10, 16, or 24 C atoms) and P (80 C atoms)

  14. Homemade Games… how to make and play.

    E-Print Network [OSTI]

    Moore, Lucille H.; Johnson, Eloise T.

    1957-01-01T23:59:59.000Z

    the paint or enamel for greater protection. Shellac and varnish over the surface if you use oil stains. 5. Keep games in good condition for safety, appearance and longer use. Keep equip- ment stored when not in use. Check regularly for rough splintery... muscles. I Materials : 1 board 20" X 15" X 1" reinforced 2 boards 18" x 2" x 1" for uprights** 1 2 boards 15" x 2" X 1" for crosspieces I 4 castors How to Make: 1 Attach castors to flat board at corners. 1 Attach the two 18-inch uprights...

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

    E-Print Network [OSTI]

    Snider, Barry B.

    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

  16. Blended Interaction Toward a Framework for the Design of Interactive Spaces

    E-Print Network [OSTI]

    Reiterer, Harald

    Blended Interaction ­ Toward a Framework for the Design of Interactive Spaces Hans-Christian Jetter, Florian Geyer, Tobias Schwarz, Harald Reiterer Human-Computer Interaction Group, University of Konstanz In this paper, we propose Blended Interaction as a conceptual framework for the design of interactive spaces. We

  17. THE THird AnnuAl SympoSium on THE FuTurE oF CompuTATion in SCiEnCE And EnginEEring

    E-Print Network [OSTI]

    Wolfe, Patrick J.

    Professor, Statistics, Columbia University IPython:from interactive computing to computational narratives

  18. Foundations of Computer Graphics Online Lecture 1: Overview and History

    E-Print Network [OSTI]

    California at Berkeley, University of

    Life) § Electronic publishing § Online gaming § 3D printers and fabrication Why Study 3D Computer study 3D Graphics? Ravi Ramamoorthi http://www.cs.berkeley.edu/~ravir Instructor Ravi Ramamoorthi http: Write complex 3D graphics programs (real-time scene viewer in OpenGL, offline raytracer) § Theory

  19. Learning Partially Observable Deterministic Action Models Computer Science Department

    E-Print Network [OSTI]

    Amir, Eyal

    . For example, the overall time for learning STRIPS actions' effects is O(T · n). For other cases the update per- imate the representation with a k-CNF formula, yielding an overall time of O(T · nk ) for the entire, and games. Other applications, such as robotics, human-computer interfaces, and program and

  20. Learning Partially Observable Deterministic Action Models Computer Science Department

    E-Print Network [OSTI]

    Amir, Eyal

    . For example, the overall time for learning STRIPS actions' effects is O(T · n). For other cases the update per approx­ imate the representation with a k­CNF formula, yielding an overall time of O(T · n k, virtual worlds, and games. Other applications, such as robotics, human­computer interfaces, and progr

  1. Related Work 2.1 Realism in Computer Animation Techniques

    E-Print Network [OSTI]

    Rodríguez, Inmaculada

    Chapter 2 Related Work 2.1 Realism in Computer Animation Techniques Realistic animation of human the motion are directly applied to the virtual human. Motion capture is typically used in video game. Amaya et al. designed a model to generate "emotional" animation from "neutral" human motion [Ama96

  2. Electronic and thermoelectric properties of Ce{sub 3}Te{sub 4} and La{sub 3}Te{sub 4} computed with density functional theory with on-site Coulomb interaction correction

    SciTech Connect (OSTI)

    Vo, Trinh; Allmen, Paul von; Huang, Chen-Kuo; Ma, James; Bux, Sabah; Fleurial, Jean-Pierre [Jet Propulsion Laboratory, California Institute of Technology, Pasadena, California 91109 (United States)

    2014-10-07T23:59:59.000Z

    The electronic properties and Seebeck coefficients of Ce{sub 3}Te{sub 4} and La{sub 3}Te{sub 4} are computed using Density Functional Theory with on-site Coulomb interaction correction. We found that the Seebeck coefficients of Ce{sub 3}Te{sub 4} and La{sub 3}Te{sub 4} are almost equal at temperatures larger than the Curie temperature of Ce{sub 3}Te{sub 4}, and in good agreement with the measurements reported by May et al. [Phys. Rev. B 86, 035135 (2012)]. At temperatures below the Curie temperature, the Seebeck coefficient of Ce{sub 3}Te{sub 4} increases due to the ferromagnetic ordering, which leads the f-electron of Ce to contribute to the Seebeck coefficient in the relevant range of electron concentration.

  3. Probing DNA interactions with proteins using a single-molecule toolbox: inside the cell, in a test tube, and in a computer

    E-Print Network [OSTI]

    Wollman, Adam J M; Zhou, Zhaokun; Leake, Mark C

    2015-01-01T23:59:59.000Z

    DNA-interacting proteins have roles multiple processes, many operating as molecular machines which undergo dynamic metastable transitions to bring about their biological function. To fully understand this molecular heterogeneity, DNA and the proteins that bind to it must ideally be interrogated at a single molecule level in their native in vivo environments, in a time-resolved manner fast to sample the molecular transitions across the free energy landscape. Progress has been made over the past decade in utilising cutting-edge tools of the physical sciences to address challenging biological questions concerning the function and modes of action of several different proteins which bind to DNA. These physiologically relevant assays are technically challenging, but can be complemented by powerful and often more tractable in vitro experiments which confer advantages of the chemical environment with enhanced detection single-to-noise of molecular signatures and transition events. Here, we discuss a range of techniqu...

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

    E-Print Network [OSTI]

    Szafron, Duane

    growth rate projected for the 2002-2012 decade. Unfortunately, since the dot.com bubble burst in 2000

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

    E-Print Network [OSTI]

    Carlos Pedro Gonçalves

    2012-11-28T23:59:59.000Z

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

  6. Private Interactive Communication Across an Adversarial Channel

    E-Print Network [OSTI]

    Private Interactive Communication Across an Adversarial Channel Ran Gelles, Amit Sahai, and Akshay Wadia Department of Computer Science, University of California, Los Angeles, CA, USA {gelles, sahai

  7. Interactive crayon rendering for animation

    E-Print Network [OSTI]

    Halstead, Howard John IV

    2006-04-12T23:59:59.000Z

    This thesis describes the design and implementation of an interactive, nonphotorealistic rendering system for three-dimensional computer animation. The system provides a two-dimensional interface for coloring successive frames of animation using a...

  8. Information Security Analysis Using Game Theory and Simulation

    SciTech Connect (OSTI)

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

    2012-01-01T23:59:59.000Z

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

  9. Games and Modal Mu-Calculus Colin Stirling

    E-Print Network [OSTI]

    Stirling, Colin

    of authors has noted that it is essentially game theoretic 3, 18, 16] (and 15] extends this description, Edinburgh EH9 3JZ, UK, email: cps@dcs.ed.ac.uk #12;112 Colin Stirling checking algorithms: furthermore

  10. Game Theoretic Models of Public Choice and Political Economy 

    E-Print Network [OSTI]

    Balduzzi, Paolo

    This thesis is composed of three chapters, which can be read independently. In the first one, we present and solve some bargaining games a la Rubinstein, where the subjects can delegate the negotiating process to agents. ...

  11. 14.12 Economic Applications of Game Theory, Fall 2005

    E-Print Network [OSTI]

    Yildiz, Muhamet

    Game Theory is a misnomer for Multiperson Decision Theory, the analysis of situations in which payoffs to agents depend on the behavior of other agents. It involves the analysis of conflict, cooperation, and (tacit) ...

  12. Striatal Volume Predicts Level of Video Game Skill Acquisition

    E-Print Network [OSTI]

    Graybiel, Ann M.

    Video game skills transfer to other tasks, but individual differences in performance and in learning and transfer rates make it difficult to identify the source of transfer benefits. We asked whether variability in initial ...

  13. Analysis of trembling hand perfect equilibria in quantum games

    E-Print Network [OSTI]

    Ireneusz Pakula

    2007-05-08T23:59:59.000Z

    We analyse Selten's concept of trembling hand perfect equilibria in the context of quantum game theory. We define trembles as mixed quantum strategies by replacing discrete probabilities with probability distribution functions. Explicit examples of analysis are given.

  14. Closed form solutions for symmetric water filling games

    E-Print Network [OSTI]

    Closed form solutions for symmetric water filling games E. Altman INRIA Sophia Antipolis, France Email: altman@sophia.inria.fr K. Avrachenkov INRIA Sophia Antipolis, France Email: k.avrachenkov@sophia

  15. Prudent Rationalizability in Generalized Extensive-Form Games

    E-Print Network [OSTI]

    Niebur, Ernst

    Prudent Rationalizability in Generalized Extensive-Form Games Aviad Heifetz Martin Meier Burkhard C/NBER/CEME 2009. Aviad is grateful for financial support from the Open University of Israel's Research Fund grant

  16. Spellbound : an activity-based outdoor mobile multiplayer game

    E-Print Network [OSTI]

    Sra, Misha

    2013-01-01T23:59:59.000Z

    Traditional outdoor recreation is physically and emotionally rewarding from goal directed social activities and encourages a connection with the real world but can be logistically difficult. Online gaming allows people to ...

  17. Video Game Device Haptic Interface for Robotic Arc Welding

    SciTech Connect (OSTI)

    Corrie I. Nichol; Milos Manic

    2009-05-01T23:59:59.000Z

    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.

  18. Computer, Computational, and Statistical Sciences Division

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    Computing CCS Division Computer, Computational, and Statistical Sciences Division Computational physics, computer science, applied mathematics, statistics and the integration of...

  19. Human-computer interface

    DOE Patents [OSTI]

    Anderson, Thomas G.

    2004-12-21T23:59:59.000Z

    The present invention provides a method of human-computer interfacing. Force feedback allows intuitive navigation and control near a boundary between regions in a computer-represented space. For example, the method allows a user to interact with a virtual craft, then push through the windshield of the craft to interact with the virtual world surrounding the craft. As another example, the method allows a user to feel transitions between different control domains of a computer representation of a space. The method can provide for force feedback that increases as a user's locus of interaction moves near a boundary, then perceptibly changes (e.g., abruptly drops or changes direction) when the boundary is traversed.

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

    E-Print Network [OSTI]

    Camper, Brett Bennett

    2005-01-01T23:59:59.000Z

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

  1. Interactive Video Cubism Sidney Fels

    E-Print Network [OSTI]

    Fels, Sidney S.

    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

  2. Adiabatic topological quantum computing

    E-Print Network [OSTI]

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

    2014-06-10T23:59:59.000Z

    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.

  3. Sound in the interface to a mobile computer

    E-Print Network [OSTI]

    Brewster, S.A.

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

  4. Quantum computational webs

    E-Print Network [OSTI]

    D. Gross; J. Eisert

    2010-05-01T23:59:59.000Z

    We introduce the notion of quantum computational webs: These are quantum states universal for measurement-based computation which can be built up from a collection of simple primitives. The primitive elements - reminiscent of building blocks in a construction kit - are (i) states on a one-dimensional chain of systems ("computational quantum wires") with the power to process one logical qubit and (ii) suitable couplings which connect the wires to a computationally universal "web". All elements are preparable by nearest-neighbor interactions in a single pass - a type of operation well-suited for a number of physical architectures. We provide a complete classification of qubit wires. This is first instance where a physically well-motivated class of universal resources can be fully understood. Finally, we sketch possible realizations in superlattices, and explore the power of coupling mechanisms based on Ising or exchange-interactions.

  5. Guest editorial: Special issue on human computing

    E-Print Network [OSTI]

    Pantic, Maja

    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.

  6. Bringing Computing Power to the People

    E-Print Network [OSTI]

    Chauhan, Arun

    Bringing Computing Power to the People Honors Seminar Fall 2005 Arun Chauhan #12;Honors Seminar, Fall 2005 Computing Power to the People Collaborators Indiana Joshua Hursey Andrew Lumsdaine Pooja to the People Interface #12;Honors Seminar, Fall 2005 Computing Power to the People Interacting with Computers

  7. ARC-ED Curriculum: The Application of Video Game Formats to Educational Software

    E-Print Network [OSTI]

    Chaffin, Jerry D.; Maxwell, Bill; Thompson, Barbara

    1982-01-01T23:59:59.000Z

    educational practices are examined in relation to the motivational features of arcade games. Also, guidelines for educational curriculum based on arcade game formats are proposed and the term Arc-Ed Curriculum is offered to describe such software. The content...

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

    E-Print Network [OSTI]

    Li, Zhan, 1979-

    2004-01-01T23:59:59.000Z

    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. ...

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

    Broader source: Energy.gov (indexed) [DOE]

    A Look Inside 1366 and Sun Catalytix, Two "Game-Changing" Innovation Projects A Look Inside 1366 and Sun Catalytix, Two "Game-Changing" Innovation Projects February 3, 2011 -...

  10. Government Leasing Policy and the Multi-Stage Investment Timing Game in Offshore Petroleum Production

    E-Print Network [OSTI]

    Lin, C.-Y. Cynthia; Leighty, Wayne

    2007-01-01T23:59:59.000Z

    100 (401), 367-390. [29] Petroleum Production Tax website. (timing game in o?shore petroleum production. Working paper.Timing Game in O?shore Petroleum Production 1 C. -Y. Cynthia

  11. RECTANGULAR POLYOMINO SET WEAK (1,2)-ACHIEVEMENT GAMES EDGAR FISHER AND NNDOR SIEBEN

    E-Print Network [OSTI]

    Sieben, Nándor

    RECTANGULAR POLYOMINO SET WEAK (1,2)-ACHIEVEMENT GAMES EDGAR FISHER AND NÁNDOR SIEBEN Abstract Classi#28;cation. 05B50, 91A46. Key words and phrases. achievement games, polyomino. 1 #12; 2 EDGAR

  12. Pursuit and evasion games: semi-direct and cooperative control methods

    E-Print Network [OSTI]

    Parish III, Allen S.

    2009-05-15T23:59:59.000Z

    Pursuit and evasion games have garnered much research attention since the class of problems was first posed over a half century ago. With wide applicability to both civilian and military problems, the study of pursuit and evasion games showed much...

  13. Incomplete Information Pursuit-Evasion Games with Applications to Spacecraft Rendezvous and Missile Defense 

    E-Print Network [OSTI]

    Aures-Cavalieri, Kurt D

    2014-12-04T23:59:59.000Z

    each player will behave throughout the game. The optimal performance of each player is dependent upon how much knowledge they have about themselves, their opponent, and the system. Complete information games represent the ideal case in which each player...

  14. Double play : athletes' use of sport video games to enhance athletic performance

    E-Print Network [OSTI]

    Silberman, Lauren (Lauren Beth)

    2010-01-01T23:59:59.000Z

    A design feature of contemporary sport video games allows elite athletes to play as themselves in life-like representations of actual sporting events. The relation between playing sport video games and actual physical ...

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

    E-Print Network [OSTI]

    Kolos, Hillary (Hillary Anne)

    2010-01-01T23:59:59.000Z

    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 ...

  16. Crowdsourcing and Human Computation: Systems, Studies and Platforms

    E-Print Network [OSTI]

    Bernstein, Michael

    2011-01-01T23:59:59.000Z

    Crowdsourcing and human computation are transforming human-computer interaction, and CHI has led the way. The seminal publication in human computation was initially published in CHI in 2004 [1], and the first paper ...

  17. Computing Frontier: Distributed Computing

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative1 First Use of Energy for All Purposes (Fuel and Nonfuel), 2002; Level: National5Sales for4,645U.S. DOEThe Bonneville Power Administration would like submit theInnovationComputationalEnergyEvents Computing

  18. IEEE Benelux EMBS Symposium December 6-7, 2007 ON THE DEVELOPMENT OF A BRAIN-COMPUTER INTERFACE

    E-Print Network [OSTI]

    Heskes, Tom

    SYSTEM USING HIGH-DENSITY MAGNETOENCEPHALOGRAM SIGNALS FOR REAL-TIME CONTROL OF A ROBOT ARM C.W. Hesse 1 and a robot arm in a motor imagery paradigm. Computationally efficient spatial filtering and time- frequency in order to control a computer game and a robot arm in real-time. The system uses a multi-channel signal

  19. Ghostbusting Facebook: Detecting and Characterizing Phantom Profiles in Online Social Gaming Applications

    E-Print Network [OSTI]

    Chuah, Chen-Nee

    Ghostbusting Facebook: Detecting and Characterizing Phantom Profiles in Online Social Gaming a strategic advantage in social games. Through a measurement-based study of a Facebook gaming appli- cation/phantom identities in OSNs. 1. Introduction Over the last five years, Online Social Networks (OSNs) such as Facebook

  20. Building Human-Level AI for Real-Time Strategy Games Ben G. Weber

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    Building Human-Level AI for Real-Time Strategy Games Ben G. Weber Expressive Intelligence Studio UC to build robust intelligence. In particular, real- time strategy games provide a multi-scale challenge by studying a corpus of games, building models for anticipating op- ponent actions, and practicing within

  1. A Probabilistic-Numerical Approximation for an Obstacle Problem Arising in Game Theory

    SciTech Connect (OSTI)

    Gruen, Christine, E-mail: christine.gruen@univ-brest.fr [Laboratoire de Mathematiques de Brest UMR 6205 (France)

    2012-12-15T23:59:59.000Z

    We investigate a two-player zero-sum stochastic differential game in which one of the players has more information on the game than his opponent. We show how to construct numerical schemes for the value function of this game, which is given by the solution of a quasilinear partial differential equation with obstacle.

  2. Charging Games in Networks of Electrical Vehicles Olivier Beaude, Samson Lasaulce, and Martin Hennebel

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    1 Charging Games in Networks of Electrical Vehicles Olivier Beaude, Samson Lasaulce, and Martin charging in electrical vehicle (EV) networks is proposed. This formulation allows one to model games, electrical vehicle, distribution net- works, potential games, Nash equilibrium, price of anarchy

  3. False Name Manipulations in Weighted Voting Games: Susceptibility of Power Indices

    E-Print Network [OSTI]

    Allan, Vicki H.

    False Name Manipulations in Weighted Voting Games: Susceptibility of Power Indices Ramoni O. Lasisi manipulation. In this paper, we study false name ma- nipulations in weighted voting games focusing on the power manipulations in weighted voting games of the following power indices, namely, Shapley-Shubik, Banzhaf

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

    E-Print Network [OSTI]

    Chen, Sheng-Wei

    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

  5. Measuring the Client Performance and Energy Consumption in Mobile Cloud Gaming

    E-Print Network [OSTI]

    Chen, Sheng-Wei

    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

  6. Learning an Interactive Segmentation System Hannes Nickisch

    E-Print Network [OSTI]

    Learning an Interactive Segmentation System Hannes Nickisch MPI for Biological Cybernetics hn@ims.tuwien.ac.at ABSTRACT Many successful applications of computer vision to image or video manipulation are interactive, interactive systems have been treated in the same manner as their fully automatic counterparts

  7. Multisurface Interaction in the WILD Room

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    - 1 - Multisurface Interaction in the WILD Room Michel Beaudouin-Lafon, Stéphane Huot, Mathieu University Abstract The WILD room (wall-sized interaction with large datasets) serves as a testbed. (2012), "Multisurface Interaction in the WILD Room", IEEE Computer, vol 45, nº 4, pp. 48-56. DOI

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

    E-Print Network [OSTI]

    Couillet, Romain; Tembine, Hamidou; Debbah, Merouane

    2011-01-01T23:59:59.000Z

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

  9. An Interactive Viewpoint on the Role of UML 1 An Interactive Viewpoint on the Role of UML

    E-Print Network [OSTI]

    Wegner, Peter

    An Interactive Viewpoint on the Role of UML 1 An Interactive Viewpoint on the Role of UML Table of Contents 1. Introduction 2. The behavior of systems 3. Three views of system models 4. Modeling interaction interaction 5. Event­driven computing 6. Concurrency and multi­actor interaction 7. A paradigm shift 8

  10. Human-Computer Interaction Series Series Editors

    E-Print Network [OSTI]

    Tominski, Christian

    , Brazil Hans Gellersen, Lancaster University, Lancaster, U.K. Robert Jacob, Tufts University, Oregon, U- mitted under the Copyright, Designs and Patents Act 1988, this publication may only be reproduced, stored

  11. Catalyst Support Interactions | Argonne Leadership Computing Facility

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative1 First Use of Energy for All Purposes (Fuel and Nonfuel), 2002; Level: National5Sales for4,645 3,625govInstrumentstdmadapInactiveVisiting the TWPSuccess StoriesFebruaryMetal nanoparticles supported on the surface of

  12. Computer System,

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

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

  13. Computational Transportation

    E-Print Network [OSTI]

    Illinois at Chicago, University of

    ), in-vehicle computers, and computers in the transportation infrastructure are integrated ride- sharing, real-time multi-modal routing and navigation, to autonomous/assisted driving

  14. Distributed Smart-home Decision-making in a Hierarchical Interactive Smart Grid

    E-Print Network [OSTI]

    Jayaweera, Sudharman K.

    1 Distributed Smart-home Decision-making in a Hierarchical Interactive Smart Grid Architecture Ding of the individual smart-homes to actually achieve the optimal solution derived by the controller under realistic for all smart-homes in the auctioning game, collusive equilibria do exist and can jeopardize

  15. Making Computer Vision Computationally Efficient

    E-Print Network [OSTI]

    Sundaram, Narayanan

    2012-01-01T23:59:59.000Z

    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

  16. Computing at Scale Technion Computer

    E-Print Network [OSTI]

    Schuster, Assaf

    Interdisciplinary Center for Life Sciences & Engineering COMPUTER SCIENCE ELECTRICAL ENGINEERING IBM HRL Yahoo Interdisciplinary Center for Life Sciences & Engineering COMPUTER SCIENCE ELECTRICAL ENGINEERING IBM HRL Yah oo! Mi Sciences & Engineering COMPUTER SCIENCE ELECTRICAL ENGINEERING IBM HRL Yahoo! Microsoft Google Mellanox

  17. Universal blind quantum computation

    E-Print Network [OSTI]

    Anne Broadbent; Joseph Fitzsimons; Elham Kashefi

    2009-12-12T23:59:59.000Z

    We present a protocol which allows a client to have a server carry out a quantum computation for her such that the client's inputs, outputs and computation remain perfectly private, and where she does not require any quantum computational power or memory. The client only needs to be able to prepare single qubits randomly chosen from a finite set and send them to the server, who has the balance of the required quantum computational resources. Our protocol is interactive: after the initial preparation of quantum states, the client and server use two-way classical communication which enables the client to drive the computation, giving single-qubit measurement instructions to the server, depending on previous measurement outcomes. Our protocol works for inputs and outputs that are either classical or quantum. We give an authentication protocol that allows the client to detect an interfering server; our scheme can also be made fault-tolerant. We also generalize our result to the setting of a purely classical client who communicates classically with two non-communicating entangled servers, in order to perform a blind quantum computation. By incorporating the authentication protocol, we show that any problem in BQP has an entangled two-prover interactive proof with a purely classical verifier. Our protocol is the first universal scheme which detects a cheating server, as well as the first protocol which does not require any quantum computation whatsoever on the client's side. The novelty of our approach is in using the unique features of measurement-based quantum computing which allows us to clearly distinguish between the quantum and classical aspects of a quantum computation.

  18. Minimal ancilla mediated quantum computation

    E-Print Network [OSTI]

    Timothy J. Proctor; Viv Kendon

    2014-09-10T23:59:59.000Z

    Schemes of universal quantum computation in which the interactions between the computational elements, in a computational register, are mediated by some ancillary system are of interest due to their relevance to the physical implementation of a quantum computer. Furthermore, reducing the level of control required over both the ancillary and register systems has the potential to simplify any experimental implementation. In this paper we consider how to minimise the control needed to implement universal quantum computation in an ancilla-mediated fashion. Considering computational schemes which require no measurements and hence evolve by unitary dynamics for the global system, we show that when employing an ancilla qubit there are certain fixed-time ancilla-register interactions which, along with ancilla initialisation in the computational basis, are universal for quantum computation with no additional control of either the ancilla or the register. We develop two distinct models based on locally inequivalent interactions and we then discuss the relationship between these unitary models and the measurement-based ancilla-mediated models known as ancilla-driven quantum computation.

  19. An optical model for an analogy of Parrondo game and designing Brownian ratchets

    E-Print Network [OSTI]

    Si, Tieyan

    2010-01-01T23:59:59.000Z

    An optical model of classical photons propagating through array of many beam splitters is developed to give a physical analogy of Parrondo's game and Parrondo-Harmer-Abbott game. We showed both the two games are reasonable game without so-called game paradox and they are essentially the same. We designed the games with long-term memory on loop lattice and history-entangled game. The strong correlation between nearest two rounds of game can make the combination of two losing game win, lose or oscillate between win and loss. The periodic potential in Brownian ratchet is analogous to a long chain of beam splitters. The coupling between two neighboring potential wells is equivalent to two coupled beam splitters. This correspondence may help us to understand the anomalous motion of exceptional Brownian particles moving in the opposite direction to the majority. We designed the capital wave for a game by introducing correlations into independent capitals instead of sub-games. Playing entangled quantum states in man...

  20. Interactive Environments

    E-Print Network [OSTI]

    project assignment of an interactive social space, built up from autonomously operating smart building, interactive spaces in which people and buildings engage in a mutual relationship with one other. By connecting the data and experiences that develop though this relationship between buildings and their inhabitants

  1. Cyber Security via Minority Games with Epistatic Signaling (Extended Abstract)

    E-Print Network [OSTI]

    Mishra, Bud

    Cyber Security via Minority Games with Epistatic Signaling (Extended Abstract) W. Casey, L. Metcalf occurs when deceptions are employed in order to breach the security of the system, thus making the entire profiles (e.g., the distribution of players employing various kinds of vulnerability and threat predictions

  2. Nash Equilibria in Random Games Imre Brny,1,2,

    E-Print Network [OSTI]

    Bárány, Imre

    [26]. In this article, we consider 2-player games where the two payoff matrices are chosen randomly of explaining the success of the simplex algorithm, Borgwardt [5], Smale [28], and Megiddo [21] studied linear that variants of the simplex algorithm run in polynomial time. Besides simplex, othe

  3. Model Checking and Other Games \\Lambda Colin Stirling

    E-Print Network [OSTI]

    Stirling, Colin

    of Edinburgh Edinburgh EH9 3JZ, UK email: cps@dcs.ed.ac.uk July 2, 1996 Contents 1 Introduction 2 2 Process. In section 3 bisimulation equivalence due to Park and Milner is described. It is essentially game theoretic

  4. Game-Method Model for Field Fires Nina Dobrinkova1

    E-Print Network [OSTI]

    Fidanova, Stefka

    to the environment through heat and mass transfer feedbacks. In this work we will focus on game-method principle to understand wildland fire fundamentals is even more pressing than it was in the past. In earlier times begin with the basic principles and mechanisms of the combustion process -- fire fundamentals. Fire

  5. Transmission power control game with SINR as objective function

    E-Print Network [OSTI]

    Avrachenkov, Konstantin

    Transmission power control game with SINR as objective function E. Altman1 , K. Avrachenkov1 State University, Russia agarnaev@rambler.ru Abstract. We consider the transmission power control networks, Power Control, Nash Equilibrium, Co- operation 1 Introduction We consider the transmission power

  6. Playing games against nature: optimal policies for renewable resource allocation

    E-Print Network [OSTI]

    Keinan, Alon

    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

  7. Wireless Social Community Networks: A Game-Theoretic Analysis

    E-Print Network [OSTI]

    Marbach, Peter

    Wireless Social Community Networks: A Game-Theoretic Analysis Mohammad Hossein Manshaei, Julien: marbach@cs.toronto.edu Abstract--Wireless social community networks have been cre- ated as an alternative to cellular wireless networks to provide wireless data access in urban areas. By relying on access points

  8. Information Incorporation in Online InGame Sports Betting Markets

    E-Print Network [OSTI]

    Pennock, David M.

    the accuracy of implied market forecasts over time, we use the logarithmic score, a standard measure games from the 2002 USA National Basketball Associa- tion (NBA) championship. We show that prices on average approach the correct outcome over time, and the price dy- namics in the markets are closely

  9. Exact ratchet description of Parrondo's games with self-transitions

    E-Print Network [OSTI]

    Toral, Raúl

    Exact ratchet description of Parrondo's games with self-transitions Pau Amengual and Ra´ul Toral It is based upon the ratchet effect2 : the combination of two dynamics, both negatively biased, leading ratchet. We were able to obtain a set of equations relating the drift F(x) and diffusion D

  10. Understanding As A Teleonomical Concept -fundamentals of the hermeneutical game-

    E-Print Network [OSTI]

    Amsterdam, University of

    Understanding As A Teleonomical Concept -fundamentals of the hermeneutical game- MSc Thesis of Contents 1. Foreword 1 - 3 2. Introduction: Hermeneutics 5 - 6 3. Heidegger: Understanding As An Existenzial 7 - 26 4. Gadamer: The Problem Of Application And The Hermeneutical Concept Of Experience 4

  11. Real-Time Control with Parametric Timed Reachability Games

    E-Print Network [OSTI]

    Boyer, Edmond

    for which the existence of a parameter valuation, such that there is a strategy for the controller to reach set of parameter valuations. Keywords: Timed automata, game theory, parameters, control, verification, model-checking 1. INTRODUCTION Formal methods are widely used in the analysis of time critical systems

  12. Rationality and equilibrium in perfect-information games

    E-Print Network [OSTI]

    Bustamante, Fabián E.

    Rationality and equilibrium in perfect-information games Ronen Gradwohl Aviad Heifetz March 2011://www.openu.ac.il/Personal sites/Aviad- Heifetz.html, email: aviadhe@openu.ac.il. I am grateful for the hospitality of Kel- logg

  13. WEB SERVICES FOR THE MANAGEMENT OF PERSISTENT ONLINE GAME FACTIONS

    E-Print Network [OSTI]

    Libre de Bruxelles, Université

    WEB SERVICES FOR THE MANAGEMENT OF PERSISTENT ONLINE GAME FACTIONS Franc¸ois Deli`ege Aalborg groups, called factions, that are self-organized. The more members a faction has, the more complicated to manage it becomes. The goal of this work is to create an infrastructure to allow faction management tools

  14. COOPERATIVE GAME THEORY SOLUTION IN AN UPSTREAM-DOWNSTREAM RELATIONSHIP

    E-Print Network [OSTI]

    COOPERATIVE GAME THEORY SOLUTION IN AN UPSTREAM-DOWNSTREAM RELATIONSHIP By Ezio Marchi Paula Andrea THEORY SOLUTION IN AN UPSTREAM-DOWNSTREAM RELATIONSHIP MARCHI, Ezio Instituto de Matemática Aplicada San; and second, an economic element, where we reconsider the upstream-downstream relationship under a cooperative

  15. Find your winning position in the MRO game

    E-Print Network [OSTI]

    Keep them flying Find your winning position in the MRO game Aerospace and Defense IBM Institute currently holds an inventory of about US$44 billion and supports an active global fleet of nearly 17 percent of their total expenditures. (Fuel and labor are other big expenses.) 6 Airlines spend an average

  16. Evolutionary game theory Course: Population Genetics and Evolutionary Theory

    E-Print Network [OSTI]

    Beimel, Amos

    Evolutionary game theory Adi Shabi Course: Population Genetics and Evolutionary Theory Slides taken of an individual of type G. Components of fitness: · Probability of survival to adulthood (viability selection) · Mating success (sexual selection) · Expected number of offspring given survival and mating· Expected

  17. WILD POLYOMINO WEAK (1,2)-ACHIEVEMENT GAMES

    E-Print Network [OSTI]

    Sieben, Nándor

    WILD POLYOMINO WEAK (1,2)-ACHIEVEMENT GAMES N´andor Sieben Department of Mathematics, Northern cells at each move. A wild polyomino is a finite set of cells that are connected through an edge or through a corner. All wild polyominos on an infinite 2-dimensional rectangular board are characterized

  18. THE GAME, FIELD, PLAYERS AND EQUIPMENT General Rules

    E-Print Network [OSTI]

    Baltisberger, Jay H.

    metal cleats are permitted. (See illegal player equipment) Game and Player Equipment (Illegal) 1. A player wearing illegal equipment shall not be permitted to play. This applies to any equipment, which be declared illegal include: A. Headgear containing any hard, unyielding, or stiff material, including billed

  19. ON MODELING UTILITY FOR COOPERATIVE SLOTTED ALOHA GAMES Dandan Wang

    E-Print Network [OSTI]

    Minn, Hlaing

    Minn and Naofal Al-Dhahir Dept. of Electrical Engineering University of Texas at Dallas, Richardson, TX, 75083, USA. Emails:{dxw053000, hlaing.minn, aldhahir}@utdallas.edu Dept. of Electrical framework. Index Terms-- Game theory, Aloha, multiuser diversity, pric- ing, medium access control 1

  20. Bo Bernhard Named Executive Director,UNLV International Gaming

    E-Print Network [OSTI]

    Ahmad, Sajjad

    drivers of gambling behavior to Internet gaming policy. "Bo has established a worldwide reputation for his and has delivered more than 200 keynote addresses to regulatory, government, and policy leaders around, Macao, Mexico, Vietnam, Taiwan, Argentina, Brazil, Russia, Portugal, Austria, Greece, England

  1. Optimal Revocations in Ephemeral Networks: A Game-Theoretic Framework

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    of extremely volatile wireless networks with short-duration and short-range communications - based on a game selection protocol and evaluate its performance through simulations. We show that our scheme is effective Security, Ephemeral Networks, Social Optimum I. INTRODUCTION The emerging availability of wireless devices

  2. G. Elisabeta (Liz) Marai Department of Computer Science 412-648-0249

    E-Print Network [OSTI]

    Marai, G. Elisabeta "Liz"

    University, Romania, 1998. KQML - Communication among Intelligent Agent Systems B.S., Computer Science & Electrical Engineering, Politehnica University, Romania, 1997. Time-delay Neural Network System for Speech a geometry compression engine for video-games. Lab instructor, Politehnica University, Romania, 1997 to 1999

  3. LOW DELAY STREAMING OF COMPUTER GRAPHICS P. Eisert and P. Fechteler

    E-Print Network [OSTI]

    Eisert, Peter

    . There exist already several standards for graphics compression like, e.g. X3D [5] or the 3D Graphics ComLOW DELAY STREAMING OF COMPUTER GRAPHICS P. Eisert and P. Fechteler Fraunhofer Institute,philipp.fechteler}@hhi.fraunhofer.de ABSTRACT In this paper, we present a graphics streaming system for remote gaming in a local area network

  4. NEW E-LEARNING SERVICES BASED ON MOBILE AND UBIQUITOUS COMPUTING: UBI-LEARN PROJECT

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    their learning, both in and out of class. Simulations, learning games, threaded discussions, and videoNEW E-LEARNING SERVICES BASED ON MOBILE AND UBIQUITOUS COMPUTING: UBI-LEARN PROJECT Mona Laroussi 1'Ascq cedex - France KEYWORDS: Mobile learning, Ubiquitous learning, Wireless technology Abstract Ubiquitous

  5. Theoretical Computer Science 452 (2012) 5674 Contents lists available at SciVerse ScienceDirect

    E-Print Network [OSTI]

    2012-01-01T23:59:59.000Z

    in combinatorial agencies Yuval Emeka , Michal Feldmanb, a Computer Engineering and Networks Laboratory (TIK), ETH Keywords: Game theory Mechanism design Hidden action a b s t r a c t We study an economic setting in which the principal's net utility, namely, the optimal contract. Babaioff, Feldman and Nisan study a basic

  6. Computer programs for generating involute gears

    SciTech Connect (OSTI)

    Emery, J.D.; Wolf, M.L.

    1992-02-01T23:59:59.000Z

    Methods and computer programs are given for computing the shapes of involute gears. A proof is given of conditions under which uniform angular velocity is maintained for a pair of interacting cams. A program is given for the animation of gear motion. It runs on an APOLLO 4500 computer. The other programs are general and are written in FORTRAN and C.

  7. developments. interactive

    E-Print Network [OSTI]

    Jaun, André

    interactive course: ffl web­pages for hyper­linked lecture notes, student exercises and projects, ffl java teachers: ffl public on the web y : lecture notes including the JBONE applet, ffl on demand: source Java

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

    SciTech Connect (OSTI)

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

    1996-02-01T23:59:59.000Z

    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.

  9. Lattice QCD as a video game

    E-Print Network [OSTI]

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

    2007-06-18T23:59:59.000Z

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

  10. antibody-antigen interacting associations: Topics by E-print...

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    epitope-specific protein-protein interactions with computational atomistic interaction free energy remains predetermined antigen epitopes. Citation: Yu C-M, Peng H-P, Chen I-C,...

  11. Community computation

    E-Print Network [OSTI]

    Li, Fulu, 1970-

    2009-01-01T23:59:59.000Z

    In this thesis we lay the foundations for a distributed, community-based computing environment to tap the resources of a community to better perform some tasks, either computationally hard or economically prohibitive, or ...

  12. Cloud Computing

    SciTech Connect (OSTI)

    Pete Beckman and Ian Foster

    2009-12-04T23:59:59.000Z

    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.

  13. Light Computing

    E-Print Network [OSTI]

    Gordon Chalmers

    2006-10-13T23:59:59.000Z

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

  14. Computational Bioinformatics

    E-Print Network [OSTI]

    Gross, Louis J.

    Computational Ecology Bioinformatics The biological sciences have become increasingly quantitative:25­2:15 Location: TBA Section Number: 59692 Computational Biology Spring 1998 Text: Models in Biology: Mathematics with entirely new subdisciplines having developed recently which apply modern computational methods to basic

  15. Interactive Play and Learning for Children

    E-Print Network [OSTI]

    Cheok, Adrian

    2008-01-01T23:59:59.000Z

    One of the most socially and culturally beneficial uses of human computer interaction research is enhancing play and learning for children. It is very important to understand the needs of children and craft visionary ...

  16. Identifying chromatin interactions at high spatial resolution

    E-Print Network [OSTI]

    Reeder, Christopher Campbell

    2014-01-01T23:59:59.000Z

    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 ...

  17. Interactive design center.

    SciTech Connect (OSTI)

    Pomplun, Alan R. (Sandia National Laboratories, Livermore, CA)

    2005-07-01T23:59:59.000Z

    Sandia's advanced computing resources provide researchers, engineers and analysts with the ability to develop and render highly detailed large-scale models and simulations. To take full advantage of these multi-million data point visualizations, display systems with comparable pixel counts are needed. The Interactive Design Center (IDC) is a second generation visualization theater designed to meet this need. The main display integrates twenty-seven projectors in a 9-wide by 3-high array with a total display resolution of more than 35 million pixels. Six individual SmartBoard displays offer interactive capabilities that include on-screen annotation and touch panel control of the facility's display systems. This report details the design, implementation and operation of this innovative facility.

  18. PROTOTOUCH a system for prototyping ubiquitous computing environments mediated by touch

    E-Print Network [OSTI]

    Cranor, David (John David)

    2011-01-01T23:59:59.000Z

    Computers as we know them are fading into the background. However, interaction modalities developed for "foreground" computer systems are beginning to seep into the day-to-day interactions that people have with each other ...

  19. The Binding of Abraham: Inverting the Akedah in Fail-Safe and WarGames

    E-Print Network [OSTI]

    Dukes, Hunter B.

    2015-04-01T23:59:59.000Z

    potential Cold War scenarios: chess, 15 Dukes: The Binding of Abraham: Inverting the Akedah Published by DigitalCommons@UNO, 2015 checkers, backgammon, and Global Thermonuclear War. After beginning a game of GTW from his bedroom—a game which shows up... ” behind JOSHUA’s thinking is the satirized logic of Herman Kahn, RAND’s controversial game theorist and the author of On Thermonuclear War (1960). Kahn, who calmly theorized about “tragic but distinguishable postwar states” and if there was “any...

  20. Evolutionary games of condensates in coupled birth-death processes

    E-Print Network [OSTI]

    Knebel, Johannes; Krueger, Torben; Frey, Erwin

    2015-01-01T23:59:59.000Z

    Condensation phenomena arise through a collective behaviour of particles. They are observed in both classical and quantum systems, ranging from the formation of traffic jams in mass transport models to the macroscopic occupation of the energetic ground state in ultra-cold bosonic gases (Bose-Einstein condensation). Recently, it has been shown that a driven and dissipative system of bosons may form multiple condensates. Which states become the condensates has, however, remained elusive thus far. The dynamics of this condensation are described by coupled birth-death processes, which also occur in evolutionary game theory. Here, we apply concepts from evolutionary game theory to explain the formation of multiple condensates in such driven-dissipative bosonic systems. We show that vanishing of relative entropy production determines their selection. The condensation proceeds exponentially fast, but the system never comes to rest. Instead, the occupation numbers of condensates may oscillate, as we demonstrate for a...

  1. Game theoretic analysis of physical protection system design

    SciTech Connect (OSTI)

    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

    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.

  2. Tribal Gaming and Indigenous Sovereignty, With Notes from Seminole Country

    E-Print Network [OSTI]

    Cattelino, Jessica R.

    2006-03-01T23:59:59.000Z

    ed. New York: Verso. Barlett, Donald L. and James B. Steele. 2002a. "Indian Casinos: Wheel of Mis fortune." Time, December 16:44-58. Tribal Gaming and Indigenous Sovereignty 201 . 2002b. "Indian Casinos: Playing the Political Slots." Time, 160... on poverty and welfare dependency, now center on presumed (and allegedly "unearned") wealth. As Doug Foley put it in the Mesquaki context: "In precasino days, some Whites looked down on Mesquakis for their poverty. Now some seem to dislike them...

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

    E-Print Network [OSTI]

    Ramos, Maria Isabel

    2012-01-01T23:59:59.000Z

    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

  4. Integrating Drama Management into an Adventure Game Anne Sullivan, Sherol Chen, and Michael Mateas

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    Integrating Drama Management into an Adventure Game Anne Sullivan, Sherol Chen, and Michael Mateas Expressive Intelligence Studio University of California Santa Cruz Santa Cruz, California {anne, sherol

  5. Provider-Customer Coalitional Games Alireza Aram, Saswati Sarkar, and Chandramani Singh

    E-Print Network [OSTI]

    Sarkar, Saswati

    Provider-Customer Coalitional Games Alireza Aram, Saswati Sarkar, and Chandramani Singh Abstract. Aram & S. Sarkar are in the Dep. of Electrical and Systems Eng., University of Pennsylvania

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

    E-Print Network [OSTI]

    Kai, Ma; Guoqiang, Hu; Spanos, Costas

    2013-01-01T23:59:59.000Z

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

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

    E-Print Network [OSTI]

    Kai, Ma; Guoqiang, Hu; Spanos, Costas

    2013-01-01T23:59:59.000Z

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

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

    E-Print Network [OSTI]

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

    2014-01-01T23:59:59.000Z

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

  9. Noncooperative Games for Autonomous Consumer Load Balancing over Smart Grid

    E-Print Network [OSTI]

    Agarwal, Tarun

    2011-01-01T23:59:59.000Z

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

  10. Weiqi games as a loop-free tree

    E-Print Network [OSTI]

    Xu, Li-Gong; Zhou, Wei-Xing

    2015-01-01T23:59:59.000Z

    Weiqi is one of the most complex board games played by two persons. The placement strategies adopted by Weiqi players are often used to analog the philosophy of human wars. Contrary to the western chess, Weiqi games are less studied by academics partially because Weiqi is popular only in East Asia, especially in China, Japan and Korea. Here, we propose to construct a directed tree using a database of extensive Weiqi games and perform a quantitative analysis of the Weiqi tree. We find that the popularity distribution of Weiqi openings with a same number of moves is distributed according to a power law and the tail exponent increases with the number of moves. Intriguingly, the superposition of the popularity distributions of Weiqi openings with the number of moves no more than a given number also has a power-law tail in which the tail exponent increases with the number of moves, and the superposed distribution approaches to the Zipf law. These findings are the same as for chess and support the conjecture that t...

  11. Gloss: interactive navigation of lexical space

    E-Print Network [OSTI]

    Purchase, H.C.

    Purchase,H.C. Kennish,J.M. Proceedings of the Asia-Pacific conference on Human Computer Interaction, Yong, L.K., Herman, L., Leung, Y.K. and Moyes, J. (eds), Information Technology Institute, National Computer Board of Singapore

  12. PARKER/HUNTER HEATS UP $TOCK MARKET GAME$! `Looking for "cruise control" for your Stock Market Games Teams? We've got it for you! In addition to our own

    E-Print Network [OSTI]

    VanDieren, Monica

    PARKER/HUNTER HEATS UP $TOCK MARKET GAME$! `Looking for "cruise control" for your Stock Market University 412-760-7667 - Centers and we will arrange it for you. The " Stock Market Games" is a ten

  13. No Programme Name Reading list ISBN Number CS 1801 Object Oriented Programming Herbert Schildt: Java: a Beginner's Guide, 4th Edition, McGraw-Hill, 2007. ISBN-10: 0072263849

    E-Print Network [OSTI]

    Royal Holloway, University of London

    : 0973864915 CS 1830 Computing Lab (Games) Fletcher Dunn and Ian Parberry,"3D Math Primer for Graphics and Game development" "Essential Mathematics for Games & Interactive Applications", by James M. Van Verth, and Lars M Internet Services C.D. Knuckles: Introduction To Interactive Programming On The Internet Using HTML

  14. AgentAgent--Based Computational ModelsBased Computational Models Generative Social ScienceGenerative Social Science

    E-Print Network [OSTI]

    Tesfatsion, Leigh

    Bounded Computing Capacity ·· Explicit SpaceExplicit Space ·· Local InteractionsLocal Interactions ·· Non explanatory notion.notion. #12;4 SugarscapeSugarscape ·· Events unfold on a landscape of renewableEvents

  15. Physical Layer Security Game: Interaction between Source, Eavesdropper and Friendly Jammer

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    data transmission between the intended network nodes, while possible malicious nodes that eavesdrop, Norway. 3 Alcatel-Lucent Chair on Flexible Radio, SUP´ELEC, Gif-sur-Yvette, France. Abstract Physical high, the source would not buy the "service" (jamming power) or would buy it from other jammers

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

    E-Print Network [OSTI]

    Nakamura, Tatsuya

    2006-10-30T23:59:59.000Z

    it to the other ants as a drug. The player finds that the red ant mafia has a secret route to bring their mushroom through this mission. They are a drug-trafficking criminal organization, which causes many mushroom addicts in the black ant society. The Third stage... with the boss of the nest - the queen ant. The player detects the red ants? secret activity similar to the drug dealings in the human society which is one of the mafia activities in ?The Sopranos?. The red ants grow the mushroom in their fungus and sell...

  17. Tracking Interacting People Stephen J. McKenna

    E-Print Network [OSTI]

    Duric, Zoran

    people move in groups or interact with other peo- ple cause considerable difficulty to many trackingTracking Interacting People Stephen J. McKenna Department of Applied Computing University of Dundee, wechsler @cs.gmu.edu Abstract A computer vision system for tracking multiple people in relatively

  18. Dynamic Power Optimization Targeting User Delays in Interactive Systems

    E-Print Network [OSTI]

    Zhong, Lin

    }@princeton.edu Abstract-- Power has become a major concern for mobile computing systems such as laptops and handhelds, on which a significant fraction of software usage is interactive instead of compute-intensive. For interactive systems, an analysis shows that over 90% of system energy and time is spent waiting for user input

  19. Materials of interaction : responsive materials in the design of transformable interactive surfaces

    E-Print Network [OSTI]

    Coelho, Marcelo

    2008-01-01T23:59:59.000Z

    Materials that embody computational properties are reshaping the ways in which we design, interact and communicate. This thesis looks at the topic of form transformation and how to bring the programmability and versatility ...

  20. PINS : a haptic computer interface system

    E-Print Network [OSTI]

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

    2004-01-01T23:59:59.000Z

    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 ...

  1. Journal of Theoretical Biology 243 (2006) 134142 Dynamic-persistence of cooperation in public good games when group

    E-Print Network [OSTI]

    Goldstone, Robert

    2006-01-01T23:59:59.000Z

    games when group size is dynamic Marco A. Janssena,Ã, Robert L. Goldstoneb a School of Human Evolution good games within their group. The relative fitness of individuals within the whole population affects Elsevier Ltd. All rights reserved. Keywords: Evolution of cooperation; Group structure; Public good games 1

  2. PCG-Based Game Design: Creating Endless Web Gillian Smith, Alexei Othenin-Girard, Jim Whitehead, Noah Wardrip-Fruin

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    PCG-Based Game Design: Creating Endless Web Gillian Smith, Alexei Othenin-Girard, Jim Whitehead Endless Web, a 2D platforming game in which the player's actions determine the ongoing creation of the world she is exploring. Endless Web is an example of a PCG-based game: it uses procedural content

  3. From The Boston Globe, February 22, 2008 Dance troupe is game for some heavy lifting

    E-Print Network [OSTI]

    Machery, Edouard

    From The Boston Globe, February 22, 2008 Dance troupe is game for some heavy lifting From left and uses heavy steel pieces as props? A game-show story? Who are these people? "Ideally, we're a mix beyond the industry, but steel is part of the soul of the town. . . . When the metal is molten and hot

  4. Strong and Pareto Price of Anarchy in Congestion Games Steve Chien

    E-Print Network [OSTI]

    Sinclair, Alistair

    their strategies so as to improve all of their costs. The strong price of anarchy (see, e.g., [3]) is the ratioStrong and Pareto Price of Anarchy in Congestion Games Steve Chien Alistair Sinclair§ September 21 games, focusing on the relationships between the price of anarchy for these equilibria

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

    E-Print Network [OSTI]

    Boyer, Edmond

    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

  6. GAMES AND ELEMENTARY EQUIVALENCE OF II1 FACTORS ISAAC GOLDBRING AND THOMAS SINCLAIR

    E-Print Network [OSTI]

    Goldbring, Isaac

    GAMES AND ELEMENTARY EQUIVALENCE OF II1 FACTORS ISAAC GOLDBRING AND THOMAS SINCLAIR Abstract. We use Ehrenfeucht-Fra¨iss´e games to give a local geometric crite- rion for elementary equivalence of II1 factors. We obtain as a corollary that two II1 factors are elementarily equivalent if and only

  7. Play in the Museum: Designing Game-Based Learning Environments for Informal Education Settings

    E-Print Network [OSTI]

    Young, R. Michael

    Play in the Museum: Designing Game-Based Learning Environments for Informal Education Settings learning contexts such as museums and science centers. In this paper, we describe the design of FUTURE WORLDS, a game- based learning environment for sustainability education in museums. FUTURE WORLDS

  8. Signaling Game-based Approach to Power Control Management in Wireless Networks

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    Signaling Game-based Approach to Power Control Management in Wireless Networks Khalil Ibrahimi, we revisit the power control problem in wire- less networks by introducing a signaling game approach to player II which can be accurate or dis- torted. Player II picks up his power control strategy based

  9. Resource Allocation in a Client/Server System for Massive Multi-Player Online Games

    E-Print Network [OSTI]

    Maciejewski, Anthony A.

    Resource Allocation in a Client/Server System for Massive Multi-Player Online Games Luis Diego-Player On-line Game (MMOG) has significant costs, such as maintenance of server rooms, server administration, and customer service. The capacity of servers in a client/server MMOG is hard to scale and cannot adjust

  10. Security Games and Risk Minimization for Automatic Generation Control in Smart Grid

    E-Print Network [OSTI]

    Alpcan, Tansu

    risk analysis can be defined as "the process of identifying the risks to system security and deSecurity Games and Risk Minimization for Automatic Generation Control in Smart Grid Yee Wei Law control, security games 1 Introduction A power grid is a critical infrastucture that must be protected

  11. Game Specification in Normative Multiagent System: the Trias Politica Guido Boella

    E-Print Network [OSTI]

    van der Torre, Leon

    Game Specification in Normative Multiagent System: the Trias Politica Guido Boella Dipartimento di of games in the trias politica using Rao and Georgeff's specifica- tion language BDICTL*. In particular, we to sanction behavior. 1 Introduction Montesquieu's trias politica distinguishes between three autonomous

  12. Branded with a Scarlet "C": Cheaters in a Gaming Social Network

    E-Print Network [OSTI]

    Iamnitchi, Adriana

    cheating, to victims' mon- etary losses due to cyber crime. This paper studies cheaters in the Steam is not correlated with the geographical, real-world population density, or with the local popularity of the Steam resent the unethical behavior that breaks the rules of the game: "The rules of a game are ab- solutely

  13. Transfer Learning of Hierarchical Task-Network Planning Methods in a Real-Time Strategy Game

    E-Print Network [OSTI]

    Muñoz-Avila, Héctor

    simulations. Using simulations during the planning and learning process enables the system to get information, and simulation in a real-time strategy game engine. Introduction Learning in the context of automated planningTransfer Learning of Hierarchical Task-Network Planning Methods in a Real-Time Strategy Game

  14. What is Wrong with this Word? Dyseggxia: a Game for Children with Dyslexia

    E-Print Network [OSTI]

    What is Wrong with this Word? Dyseggxia: a Game for Children with Dyslexia Luz Rello Clara Bayarri Dyseggxia, a game application with word exer- cises for children with dyslexia. We design the content are (i) designing exercises by using the analysis of errors written by people with dyslexia and (i

  15. A New Computerized Beer Game: Teaching the Value of Integrated Supply Chain Management1

    E-Print Network [OSTI]

    Kaminsky, Philip M.

    A New Computerized Beer Game: A Tool for Teaching the Value of Integrated Supply Chain Management1 or taught an Operations Management course in the last twenty years, you are no doubt familiar with the Beer in the 1960's. The Beer Game is typically played on a large board. Locations on the board represent four

  16. RECTANGULAR POLYOMINO SET WEAK (1,2)-ACHIEVEMENT GAMES EDGAR FISHER AND NNDOR SIEBEN

    E-Print Network [OSTI]

    Sieben, Nándor

    RECTANGULAR POLYOMINO SET WEAK (1,2)-ACHIEVEMENT GAMES EDGAR FISHER AND NÁNDOR SIEBEN Abstract. achievement games, polyomino. #12;2 EDGAR FISHER AND NÁNDOR SIEBEN P1,1 P2,1 P3,1 P3,2 P4,1 P4,2 P4,3 P4,4 P4

  17. Paradoxical games, ratchets, and related phenomena Juan M.R. Parrondo Luis Dinis Javier Buceta

    E-Print Network [OSTI]

    Lindenberg, Katja

    Paradoxical games, ratchets, and related phenomena Juan M.R. Parrondo Luis Din´is Javier Buceta states in spatially extended systems [2, 3, 4]. Brownian ratchets show that noise can be rectified a Brownian ratchet. In fact, the paradox came up as a translation to gambling games of the flashing ratchet

  18. The Effects of Incomplete Information in Stochastic Common-Stock Harvesting Games

    E-Print Network [OSTI]

    Gideon, Rudy A.

    the initial fish stock (or "recruitment") divides into two streams, each one accessible to harvest by just one of the two competing fishing fleets. The fleets simultaneously harvest down their streams, achieving net-property games. Keywords: stochastic harvesting game, asymmetric information, fish wars, bioeconomic competition

  19. On Generalizing the "Lights Out" Game and a Generalization of Parity Domination

    E-Print Network [OSTI]

    Parker, Darren

    On Generalizing the "Lights Out" Game and a Generalization of Parity Domination Alexander Giffen Darren B. Parker May 25, 2009 MR Subject Classifications: 05C78, 05C15, 91A43, Keywords: Lights Out, parity domination Abstract The Lights Out game on a graph G is played as follows. Begin with a (not

  20. Bowling Green State University Travel and Entertainment Expenses Athletic/Bowl Game Travel Related

    E-Print Network [OSTI]

    Moore, Paul A.

    Page 1 Bowling Green State University Travel and Entertainment Expenses ­ Athletic/Bowl Game Travel Related The University is required to determine whether there is a taxable benefit (i.e., income) attributable to any persons traveling to or attending an athletic event, specifically a bowl game, when

  1. Mining Game Statistics from Web Services: A World of Warcraft Armory case study

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    Mining Game Statistics from Web Services: A World of Warcraft Armory case study Chris Lewis, Noah publicly accessible web services allows us to quickly retrieve quantitative results. This will allow Applications]: Data Mining Keywords video game, world of warcraft, data mining, web service 1. INTRODUCTION

  2. Network Control as a Distributed, Dynamic Game Sarosh Talukdar and Eduardo Camponogara

    E-Print Network [OSTI]

    Network Control as a Distributed, Dynamic Game Sarosh Talukdar and Eduardo Camponogara ECE The operation of large, widely distributed networks can be modeled as distributed dynamic games. This paper. Three Sub-Networks Large networks for the wide spread distribution of goods and services

  3. A game theory framework for cooperative management of refillable and disposable bottle lifecycles

    E-Print Network [OSTI]

    Illinois at Chicago, University of

    A game theory framework for cooperative management of refillable and disposable bottle lifecycles applies game theory to the lifecycle of bottle packaging, and presents a framework for analysis. Keywords: Lifecycle management; Reuse; Packaging; Industrial ecology 1. Introduction One of the fundamental

  4. Tenure-Track Assistant Professor of Digital Media (Games) School of Literature, Media, and Communication

    E-Print Network [OSTI]

    Tenure-Track Assistant Professor of Digital Media (Games) School of Literature, Media of media studies common to Digital Media; a demonstrated capacity for significant original research in game development. The Digital Media program in LMC covers three core areas-- Knowledge and Creativity

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

    E-Print Network [OSTI]

    Schecter, Stephen

    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

  6. The stackelberg minimum spanning tree game on planar and bounded-treewidth graphs

    E-Print Network [OSTI]

    Cardinal, Jean

    The Stackelberg Minimum Spanning Tree Game is a two-level combinatorial pricing problem introduced at WADS’07. The game is played on a graph, whose edges are colored either red or blue, and where the red edges have a given ...

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

    E-Print Network [OSTI]

    Huang, Jianwei

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

  8. Security Games for Vehicular Networks Tansu Alpcan, Member, IEEE, and Sonja Buchegger, Member, IEEE

    E-Print Network [OSTI]

    Chen, Ing-Ray

    . The effectiveness of the security game solutions is evaluated numerically using realistic simulation data obtainedSecurity Games for Vehicular Networks Tansu Alpcan, Member, IEEE, and Sonja Buchegger, Member, IEEE Abstract--Vehicular networks (VANETs) can be used to improve transportation security, reliability

  9. Matrix Computations & Scientific Computing Seminar Organizer: James Demmel & Ming Gu

    E-Print Network [OSTI]

    California at Berkeley, University of

    -scale Eigenvalue Problems in Nuclei Structure Cal- culation One of the emerging computational approaches in nuclear physics is the configuration interaction (CI) method for solving the nuclear many-body problem. Like other for achieving good performance in nuclear CI calculations. #12;

  10. "It's on my other computer!": Computing with Multiple Devices

    E-Print Network [OSTI]

    Toronto, University of

    in industry want to separate work and personal activities across work and personal devices, but they have services that engender more trust from users. Author Keywords User study, multiple devices, personal computing, personal information management, cross device interaction ACM Classification Keywords H5.m

  11. [1] P. Auer, N. Cesa-Bianchi, Y. Freund, and R. Schapire. Gambling in a rigged casino: The adversarial multi-armed bandit problem. In Proceedings of the 36th Annual Symposium on Foundations of Computer

    E-Print Network [OSTI]

    Greenwald, Amy

    -line prediction, and boosting. In Proceedings of the 9th Annual Conference on Computational Learning Theory, pages European Conference, pages 23­37. Springer-Verlag, 1995. [10] Y. Freund and R. Schapire. Game theory, on. In Proceedings of the 2003 Computational Learning Theory Conference, pages 1­11, August 2003. [14] J. Hannan

  12. [1] P. Auer, N. CesaBianchi, Y. Freund, and R. Schapire. Gambling in a rigged casino: The adversarial multiarmed bandit problem. In Proceedings of the 36th Annual Symposium on Foundations of Computer

    E-Print Network [OSTI]

    Greenwald, Amy

    ­line prediction, and boosting. In Proceedings of the 9th Annual Conference on Computational Learning Theory, pages European Conference, pages 23--37. Springer­Verlag, 1995. [10] Y. Freund and R. Schapire. Game theory, on. In Proceedings of the 2003 Computational Learning Theory Conference, pages 1--11, August 2003. [14] J. Hannan

  13. : Computer Aided Learning in Computer

    E-Print Network [OSTI]

    Milenkovi, Aleksandar

    , sensors, security, medicine, will lead to ``smart'' homes, ``smart'' cars, ``smart'' appliances engineering, and computer science programs. Dramatic changes in technology, markets, and computer applications and at home during self-study. The CAL2 allows students to write and execute their own assembly language

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

    SciTech Connect (OSTI)

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

    2014-01-01T23:59:59.000Z

    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.

  15. Interactive Jobs

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative1 First Use of Energy for All Purposes (Fuel and Nonfuel), 2002; Level: National5Sales for4,645U.S. DOE Office of Science (SC)Integrated Codes | National Nuclear SecurityIntellectual PropertyIntensityInteractive

  16. Complexity and Efficiency in Repeated Games and Negotiation

    E-Print Network [OSTI]

    Lee, Jihong; Sabourian, Hamid

    2004-06-16T23:59:59.000Z

    by Fi. Also, we shall denote by F ti the set of player i’s strategies in the negotiation game starting with role distribution given in period t. Thus, if t is odd, F ti = Fi. We can define a stationary (or history-independent) strategy in the following... ,M?2 ) is a NEMc with c ? 0 and T (M?) < ?. Then, qti(M?) 6= qTi (M?) ?t < T (M?) and ?i. Proof. Suppose not. So, suppose that qti = qTi for some i and some t < T . Let z = (z1, z2) ? 42 be the agreement at T . There are two possible cases to consider...

  17. The Mathieu group M12 and the M13 game

    E-Print Network [OSTI]

    Conway, John H.; Elkies, Noam D.; Martin, Jeremy L.

    2006-01-01T23:59:59.000Z

    better algorithm than brute-force search for “solving” the basic game—that is, finding a short path producing a given permutation ? ? M13. It suffices to consider the case ? ? M12, since we can always start by moving the hole to 0. (1) Check if ? ? N..., left empty. To solve the puzzle, one slides the tiles around the grid until they are in a specified order. Each sequence of slides induces a permutation in the symmetric group S16. The permutations arising from closed sequences of slides—that is...

  18. Powerpedia Games Encourages Employees to Enhance Internal Wiki | Department

    Office of Environmental Management (EM)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative1 First Use of Energy for All Purposes (Fuel and Nonfuel), 2002; Level: National5Sales for4,645 3,625 1,006 492 742 33 1112011 Strategic2 OPAM615_CostNSAR - T enAmountCammie Croft Senior Advisor,of Energy Games

  19. Idaho Department of Fish & Game | Open Energy Information

    Open Energy Info (EERE)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative Fuels Data Center Home Page onYou are now leaving Energy.gov You are now leaving Energy.gov You are beingZealand Jump to: navigation, search OpenEIHesperia,IDGWP Wind Farm Jump to:ILabPoint HotFish & Game Jump

  20. Wyoming Game and Fish Department Geospatial Data | Open Energy Information

    Open Energy Info (EERE)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative Fuels Data Center Home Page onYou are now leaving Energy.gov You are now leaving Energy.gov YouKizildere IRaghuraji Agro IndustriesTownDells, Wisconsin: EnergyWyandanch, New York:State Parks and Historic Sites -Game