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


1

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

E-Print Network [OSTI]

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

Paris-Sud XI, Université de

2

Being virtual: embodiment and experience in interactive computer game play   

E-Print Network [OSTI]

This thesis argues that the notion of player experience in relation to computer games is intrinsically linked to the body. Taking the idea of aesthetic experience, or sensuous experience, in computer game play as its ...

Sommerseth, Hanna Mathilde

2010-06-29T23:59:59.000Z

3

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

E-Print Network [OSTI]

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 ...

Yannakakis, Georgios N.

4

Machine Learning for Adaptive Computer Game Opponents .  

E-Print Network [OSTI]

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

Miles, Jonathan David

2009-01-01T23:59:59.000Z

5

Advertising in computer games  

E-Print Network [OSTI]

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

Vedrashko, Ilya

2006-01-01T23:59:59.000Z

6

Arm-Hand-Finger Video Game Interaction  

E-Print Network [OSTI]

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

Logsdon, Drew Anthony

2012-02-14T23:59:59.000Z

7

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

E-Print Network [OSTI]

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

Pedram, Massoud

8

COMPUTERS AND GAMES CONFERENCE Bruno Bouzy 1  

E-Print Network [OSTI]

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

Bouzy, Bruno

9

Research and Educational Innovations in Computer Games  

E-Print Network [OSTI]

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

Scacchi, Walt

10

Computer Games and Virtual Worlds: New Modalities of  

E-Print Network [OSTI]

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

Scacchi, Walt

11

Computational Game Creativity Antonios Liapis1  

E-Print Network [OSTI]

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

Togelius, Julian

12

Computer games in educational contexts didactic challenges Associate Professor Vigdis Vangsnes  

E-Print Network [OSTI]

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

Loudon, Catherine

13

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

E-Print Network [OSTI]

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

Walicki, Michal

14

Computer Games and Virtual Worlds for Health, Assistive  

E-Print Network [OSTI]

in Game Development for Motor Deficit Rehabilitation, ACM 2008 Intern. Conf. Advances in Computer;11 "Gowning" training game, developed at UCI GameLab #12;12 · Virtual worlds (like Second Life) can be used avatars, device data collection, device software updates, collaborative product/prototype development

Scacchi, Walt

15

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

E-Print Network [OSTI]

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

Way, Thomas

16

Massivizing Online Games: Distributed Computing Challenges and  

E-Print Network [OSTI]

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

Iosup, Alexandru

17

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

E-Print Network [OSTI]

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

Gehrke, Johannes

18

Roadmap: Computer Science Game Programming -Bachelor of Science  

E-Print Network [OSTI]

Roadmap: Computer Science ­ Game Programming -Bachelor of Science [AS-BS-CS-GMPR] College of Arts and Sciences Department of Computer Science Catalog Year: 2012­2013 Page 1 of 2 | Last Updated: 3-Apr-13/LNHD Important Notes Semester One: [16 Credit Hours] CS 13001 Computer Science I: Programming and Problem Solving

Sheridan, Scott

19

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

E-Print Network [OSTI]

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

Walicki, Michal

20

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

Office of Environmental Management (EM)

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

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


21

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

E-Print Network [OSTI]

This study investigated the relationships among children?s creativity, computer games, natural play, TV, and their structured activities daily after school by the analysis of their time spent on computer games, and the other components...

Lee, Kyung-Sook

2009-05-15T23:59:59.000Z

22

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

E-Print Network [OSTI]

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

Iosup, Alexandru

23

SIDES: A Cooperative Tabletop Computer Game for Social Skills Development  

E-Print Network [OSTI]

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

Stanford University

24

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

E-Print Network [OSTI]

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

Szafron, Duane

25

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

E-Print Network [OSTI]

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

Ferwerda, James A.

26

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

E-Print Network [OSTI]

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

Plotkin, Joshua B.

27

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

28

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

E-Print Network [OSTI]

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

Greenberg, Saul

29

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

30

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

E-Print Network [OSTI]

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

California at San Diego, University of

31

Interaction Design Patterns For Multi-touch Tabletop Collaborative Games  

E-Print Network [OSTI]

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

Goh, Wooi Boon

32

Convergence to Equilibrium in Local Interaction Games Andrea Montanari  

E-Print Network [OSTI]

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

Saberi, Amin

33

INTERACTIVE COMPUTER GRAPHICS DISPLAYS FOR HIERARCHICAL DATA STRUCTURES  

E-Print Network [OSTI]

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

Cahn, D.F.

2010-01-01T23:59:59.000Z

34

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

E-Print Network [OSTI]

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

Stuart, Josh

35

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

E-Print Network [OSTI]

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

Stuart, Josh

36

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

E-Print Network [OSTI]

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

Loudon, Catherine

37

Visualizations for the Assessment of Learning in Computer Games  

E-Print Network [OSTI]

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

Scarlatos, Lori

38

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

E-Print Network [OSTI]

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

Paulo Benicio; Melo de Sousa; Rubens Viana Ramos

2008-02-26T23:59:59.000Z

39

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

E-Print Network [OSTI]

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

Bidarra, Rafael

40

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

E-Print Network [OSTI]

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

Amsterdam, University of

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


41

Lesson Summary Students create a planet using a computer game and  

E-Print Network [OSTI]

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

Mojzsis, Stephen J.

42

A Quantum Computer Architecture using Nonlocal Interactions  

E-Print Network [OSTI]

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

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

2003-04-23T23:59:59.000Z

43

Module name: Interactive computer graphics Abbreviation: ICG  

E-Print Network [OSTI]

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

Ahlers, Volker - Fakultät IV

44

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

E-Print Network [OSTI]

) 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

Nebel, Bernhard

45

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

E-Print Network [OSTI]

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

2014-11-24T23:59:59.000Z

46

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

E-Print Network [OSTI]

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

Nakamura, Tatsuya

2006-10-30T23:59:59.000Z

47

Learning by Game-Building in Theoretical Computer Science Education   

E-Print Network [OSTI]

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 ...

Hutchins-Korte, Laura

2008-01-01T23:59:59.000Z

48

Computational Intelligence in Strategy Games V Rao Vemuri  

E-Print Network [OSTI]

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

Vemuri, Rao

49

NEAT-o-Games: Ubiquitous Activity-based Gaming  

E-Print Network [OSTI]

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

50

CS 4317 Human-Computer Interaction Course Number: CS4317  

E-Print Network [OSTI]

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

Ward, Karen

51

Numerical methods for computing Casimir interactions  

E-Print Network [OSTI]

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

Steven G. Johnson

2010-10-01T23:59:59.000Z

52

Pseudo-interactive monitoring in distributed computing  

SciTech Connect (OSTI)

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

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

2009-05-01T23:59:59.000Z

53

MSc Human-Computer Interaction with Ergonomics MSc Project  

E-Print Network [OSTI]

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

Blandford, Ann

54

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

E-Print Network [OSTI]

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

Schaeffer, Jonathan

55

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

E-Print Network [OSTI]

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

Sumner, Robert W.

56

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

E-Print Network [OSTI]

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

Paris-Sud XI, Université de

57

UBIQUITOUS COMPUTING AND INTERACTION Kaj Grnbk, Professor,  

E-Print Network [OSTI]

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

58

Real-Time Character Animation for Computer Games Eike F Anderson  

E-Print Network [OSTI]

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

Davies, Christopher

59

Three Environmental Discourses in Human-Computer Interaction  

E-Print Network [OSTI]

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

O'Brien, James F.

60

NonInteractive Verifiable Computing: Outsourcing Computation to Untrusted Workers #  

E-Print Network [OSTI]

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

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


61

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

E-Print Network [OSTI]

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

Ahlers, Volker - Fakultät IV

62

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

E-Print Network [OSTI]

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

Rajamani, Sriram K.

63

Sensor Based Synthetic Actors in a Tennis Game Simulation Hansrudi NOSER  

E-Print Network [OSTI]

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

Pratt, Vaughan

64

Inverse Modelling in Geology by Interactive Evolutionary Computation  

E-Print Network [OSTI]

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

Boschetti, Fabio

65

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

E-Print Network [OSTI]

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

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

2008-01-01T23:59:59.000Z

66

Anchored Interactive Learning Environments Department of Computer Science  

E-Print Network [OSTI]

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

67

LASER POINTERS AS INTERACTION DEVICES FOR COLLABORATIVE PERVASIVE COMPUTING  

E-Print Network [OSTI]

LASER POINTERS AS INTERACTION DEVICES FOR COLLABORATIVE PERVASIVE COMPUTING Andriy Pavlovych1 environments. The system uses laser pointers as interaction devices and employs a video camera to detect where each laser pointer is pointing. Time-division multiplexing together with a wireless link affords

Stürzlinger, Wolfgang

68

Data Analytics for Game Development (NIER Track) Kenneth Hullett  

E-Print Network [OSTI]

of digital games (a.k.a. video games, computer games, electronic games, etc.; referred to simply as games PricewaterhouseCoopers (PwC) report on Global Entertainment and Media Outlook: 2007-2011 estimates that the video game market will increase from $31.6 Billion in 2006 to $48.9 Billion in 2011 [12]. Software

California at Santa Cruz, University of

69

Managing the Ecology of Interaction Computing Department, Lancaster University  

E-Print Network [OSTI]

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

Dix, Alan

70

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

E-Print Network [OSTI]

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

Ashurst, W. Robert

71

Fault-Tolerant Quantum Computation via Exchange interactions  

E-Print Network [OSTI]

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.

M. Mohseni; D. A. Lidar

2004-06-25T23:59:59.000Z

72

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

E-Print Network [OSTI]

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

Lin, C.-Y. Cynthia

73

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

E-Print Network [OSTI]

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

Stokes, Leah C.

74

Human-computer interface including haptically controlled interactions  

DOE Patents [OSTI]

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.

Anderson, Thomas G.

2005-10-11T23:59:59.000Z

75

Snarry Games  

E-Print Network [OSTI]

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...

Multiple Contributors

2006-01-01T23:59:59.000Z

76

Semantic Interaction for Visual Analytics: Toward Coupling Cognition and Computation  

SciTech Connect (OSTI)

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

Endert, Alexander

2014-07-01T23:59:59.000Z

77

University Prosperity Game. Final report  

SciTech Connect (OSTI)

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

Boyack, K.W.; Berman, M.

1996-03-01T23:59:59.000Z

78

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

E-Print Network [OSTI]

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

Johnson, C.W.

79

Feedback in Human-Computer Interaction - Characteristics and Recommendations  

E-Print Network [OSTI]

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

Renaud, K.V.

80

Computation of multi-material interactions using point method  

SciTech Connect (OSTI)

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

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

2009-01-01T23:59:59.000Z

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


81

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

E-Print Network [OSTI]

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

Chaudhuri, Surajit

82

Environmental Prosperity Game. Final report  

SciTech Connect (OSTI)

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

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

1995-12-01T23:59:59.000Z

83

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

E-Print Network [OSTI]

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 ...

Long, Sunny (Sunny X.)

2013-01-01T23:59:59.000Z

84

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

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

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

85

The Use of Eye Movements in Human-Computer Interaction Techniques  

E-Print Network [OSTI]

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

Jacob, Robert J.K.

86

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...

87

DEVELOPMENT OF AN INTERACTIVE COMPUTER SIMULATION MODEL FOR DESIGNING  

E-Print Network [OSTI]

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

88

Secure Programming via Visibly Pushdown Safety Games William Harris  

E-Print Network [OSTI]

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

Reps, Thomas W.

89

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

E-Print Network [OSTI]

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.

Ari Mizel; Daniel A. Lidar

2004-01-14T23:59:59.000Z

90

OPserver: interactive online-computations of opacities and radiative accelerations  

E-Print Network [OSTI]

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

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

2007-04-12T23:59:59.000Z

91

Multimodal Interaction and Proactive Computing Stephen A Brewster  

E-Print Network [OSTI]

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

Williamson, John

92

Pre-computation for controlling character behavior in interactive physical simulations  

E-Print Network [OSTI]

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

Silva, Marco Jorge Tome da

2010-01-01T23:59:59.000Z

93

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

E-Print Network [OSTI]

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...

Packebush, Sherrill Janine

1993-01-01T23:59:59.000Z

94

An Introduction to Interactive Music for Percussion and Computers  

E-Print Network [OSTI]

roles of the performer. Three compositions will illustrate this point, 120bpm from neither Anvil nor Pulley by Dan Trueman, It's Like the Nothing Never Was by Von Hansen, and Music for Snare Drum and Computer by Cort Lippe. These three pieces develop a...

Hansen, Von Elton

2014-08-31T23:59:59.000Z

95

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

E-Print Network [OSTI]

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

Alonso, Juan J.

96

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

E-Print Network [OSTI]

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

Arizona, University of

97

Interactive Off-Line Computer Modeling for Powerhouse Operations  

E-Print Network [OSTI]

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...

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

1982-01-01T23:59:59.000Z

98

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

E-Print Network [OSTI]

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.

Ari Mizel; Daniel A. Lidar

2004-01-22T23:59:59.000Z

99

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

E-Print Network [OSTI]

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

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

2015-01-30T23:59:59.000Z

100

The Price of Anarchy in Bertrand Games Shuchi Chawla  

E-Print Network [OSTI]

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

Sheridan, Jennifer

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


101

Energy Parity Games Krishnendu Chatterjee1  

E-Print Network [OSTI]

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

Doyen, Laurent

102

Fruit and Vegetable Safety Challenge Game Directions  

E-Print Network [OSTI]

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

103

Industrial Partnership Prosperity Game{trademark}  

SciTech Connect (OSTI)

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

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

1998-02-01T23:59:59.000Z

104

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

E-Print Network [OSTI]

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

Romano, Daniela

105

Designing for Learning: Multiplayer Digital Game Learning Environments  

E-Print Network [OSTI]

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

Kim, Chung

2010-01-01T23:59:59.000Z

106

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

E-Print Network [OSTI]

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...

Ramezanian, Rasoul

2012-01-01T23:59:59.000Z

107

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

E-Print Network [OSTI]

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

Paris-Sud XI, Université de

108

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

E-Print Network [OSTI]

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

Jacob, Robert J.K.

109

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

SciTech Connect (OSTI)

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.

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

1990-11-01T23:59:59.000Z

110

AIGA Southwest Gaming Expo  

Broader source: Energy.gov [DOE]

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

111

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

E-Print Network [OSTI]

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

Norbert Schuch; Frank Verstraete

2010-09-27T23:59:59.000Z

112

Toward Procedural Decorative Ornamentation in Games Jim Whitehead  

E-Print Network [OSTI]

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

Whitehead, James

113

The interactive effects of individual learning style, computer software, and teacher involvement on developing typing skill  

E-Print Network [OSTI]

THE INTERACTIVE EFFECTS OF INDIVIDUAL LEARNING STYLE, COMPUTER SOFTWARE, AND TEACHER INVOLVEMENT ON DEVELOPING TYPING SKILL A Thesis by SARINA RENAE GOODMAN Submitted to the Office of Graduate Studies of Texas Ag:M University in partial... by SARINA RENAE GOODMAN Submitted to the Office of Graduate Studies of Texas AkM University in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Approved as to style and content by: Newton Ellis (Chair of Committee) Rodger...

Goodman, Sarina Renae

1995-01-01T23:59:59.000Z

114

West Virginia University 1 Lane Department of Computer Science and  

E-Print Network [OSTI]

or as a certificate only. Program Educational Objectives and Outcomes The common educational objectives of all · Graduate certificate in interactive technologies & serious gaming Overview of Programs The Lane Department of Computer Science and Electrical Engineering offers master's programs leading to a master's of science

Mohaghegh, Shahab

115

The Boom and Bust and Boom of Educational Games  

E-Print Network [OSTI]

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 ...

Klopfer, Eric

2013-01-01T23:59:59.000Z

116

Competition among Online-Gaming Service Providers1  

E-Print Network [OSTI]

(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

Paris-Sud XI, Université de

117

On Creating a Native Real-Time-Strategy Game User Interface for Multi-Touch Devices  

E-Print Network [OSTI]

|sorzech|wwong3}@ucsc.edu, {fire}@soe.ucsc.edu ABSTRACT Historically, real-time strategy video games, such as Star, interaction, video games, touch-screen, iPad 1. INTRODUCTION On many mobile platforms, multiple compelling

California at Santa Cruz, University of

118

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

E-Print Network [OSTI]

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 ...

Lim, Chong-U

2013-01-01T23:59:59.000Z

119

Combining Modeling and Gaming for Predictive Analytics  

SciTech Connect (OSTI)

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

Riensche, Roderick M.; Whitney, Paul D.

2012-08-22T23:59:59.000Z

120

Entangled games are hard to approximate  

E-Print Network [OSTI]

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.

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

2007-11-21T23:59:59.000Z

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


121

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

E-Print Network [OSTI]

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

Ghoniem, Nasr M.

122

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

DOE Patents [OSTI]

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

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

2012-06-12T23:59:59.000Z

123

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

E-Print Network [OSTI]

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.

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

2010-09-20T23:59:59.000Z

124

Recycling Parrondo games  

E-Print Network [OSTI]

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

Roberto Artuso; Lucia Cavallasca; Giampaolo Cristadoro

2005-10-24T23:59:59.000Z

125

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

E-Print Network [OSTI]

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

126

Parallel Repetition of Entangled Games  

E-Print Network [OSTI]

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.

Julia Kempe; Thomas Vidick

2011-05-11T23:59:59.000Z

127

Game Theory Kenneth Prestwich  

E-Print Network [OSTI]

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

Prestwich, Ken

128

First Video Game  

ScienceCinema (OSTI)

Fifty years ago, before either arcades or home video games, visitors waited in line at Brookhaven National Laboratory to play Tennis for Two, an electronic tennis game that is unquestionably a forerunner of the modern video game. Two people played the ele

Peter Takacs

2010-01-08T23:59:59.000Z

129

PRODUCER -SCROUNGER GAME n-Person Game  

E-Print Network [OSTI]

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

Caraco, Thomas

130

On Manipulating Nonverbal Interaction Style to Increase Anthropomorphic Computer Character Credibility  

SciTech Connect (OSTI)

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.

Cowell, Andrew J.; Stanney, Kay M.

2003-09-01T23:59:59.000Z

131

Energy Parity Games Krishnendu Chatterjee 1 and Laurent Doyen 2  

E-Print Network [OSTI]

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

Doyen, Laurent

132

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

E-Print Network [OSTI]

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

Katchabaw, Michael James

133

FACEBOOK GAMES: THE POINT WHERE TRIBES AND CASUAL GAMES MEET  

E-Print Network [OSTI]

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

Paris-Sud XI, Université de

134

E-Print Network 3.0 - action video game Sample Search Results  

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

video games is a relatively new field, the ... Source: Larsson, Thomas - School of Innovation, Design and Engineering, Mlardalen University Collection: Computer...

135

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

SciTech Connect (OSTI)

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

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

1982-05-20T23:59:59.000Z

136

SANCTUARY : asymmetric interfaces for game-based tablet learning  

E-Print Network [OSTI]

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

Haas, Jason M. (Jason Matthew)

2013-01-01T23:59:59.000Z

137

Small Game -- Cooking Care.  

E-Print Network [OSTI]

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

Sweeten, Mary K.

1981-01-01T23:59:59.000Z

138

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

E-Print Network [OSTI]

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

Lee, Jinha

2011-01-01T23:59:59.000Z

139

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

E-Print Network [OSTI]

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 ...

Prost, Frederic

2012-01-01T23:59:59.000Z

140

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

SciTech Connect (OSTI)

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

Schatz, George; Ratner, Mark

2014-02-27T23:59:59.000Z

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


141

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

E-Print Network [OSTI]

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

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

2010-01-01T23:59:59.000Z

142

Game Theoretic Methods for the Smart Grid  

E-Print Network [OSTI]

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

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

2012-01-01T23:59:59.000Z

143

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...

144

A computer music instrumentarium  

E-Print Network [OSTI]

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

Oliver La Rosa, Jaime Eduardo

2011-01-01T23:59:59.000Z

145

Digital Games and Biodiversity Conservation  

E-Print Network [OSTI]

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...

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

2014-06-16T23:59:59.000Z

146

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

E-Print Network [OSTI]

input to computer systems is a critical and integral part of any human-computer interaction system of the entire interactive system. The most common input device ­ the computer mouse The most common input device Engelbart and his colleagues who pioneered interactive computing with their online system NLS

Zhai, Shumin

147

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

SciTech Connect (OSTI)

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

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

2014-02-21T23:59:59.000Z

148

Cheaters in the Steam Community Gaming Social Network  

E-Print Network [OSTI]

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

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

2011-01-01T23:59:59.000Z

149

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

E-Print Network [OSTI]

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

Zyto, Aurore

2008-01-01T23:59:59.000Z

150

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

E-Print Network [OSTI]

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

Zhou, Jun

151

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

E-Print Network [OSTI]

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 ...

Marisca Alvarez, Eduardo

2014-01-01T23:59:59.000Z

152

What the Assassin's Guild Taught Me About Distributed Computing  

E-Print Network [OSTI]

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

Beal, Jacob

2006-05-27T23:59:59.000Z

153

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

E-Print Network [OSTI]

, 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...

Ma, Yongting

2011-01-11T23:59:59.000Z

154

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

SciTech Connect (OSTI)

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).

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

2006-01-01T23:59:59.000Z

155

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

E-Print Network [OSTI]

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

Pickard, Julie Marie

1998-01-01T23:59:59.000Z

156

AiiDA: Automated Interactive Infrastructure and Database for Computational Science  

E-Print Network [OSTI]

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...

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

2015-01-01T23:59:59.000Z

157

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

E-Print Network [OSTI]

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

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

2007-04-09T23:59:59.000Z

158

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

E-Print Network [OSTI]

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

Fisher, Kathleen

159

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

E-Print Network [OSTI]

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

Parker, Gary B.

160

UNIVERSITY OF CALIFORNIA, SANTA CRUZ DEPARTMENT OF COMPUTER SCIENCE  

E-Print Network [OSTI]

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

California at Santa Cruz, University of

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


161

Party Mascot Game  

E-Print Network [OSTI]

Broadcast Transcript: Move over Super Mario. Here comes Lei Feng. Who? Lei Feng, the youthful national hero of the Communist Party. Feng is the subject of China's latest video game hit. As Feng, players mend socks, live in poverty and contribute...

Hacker, Randi; Tsutsui, William

2006-09-20T23:59:59.000Z

162

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

E-Print Network [OSTI]

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

Eliot Kapit

2015-02-09T23:59:59.000Z

163

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:1 First Use of Energy for All Purposes (Fuel and Nonfuel),Feet) Year Jan Feb Mar Apr MayAtmospheric Optical Depth7-1D: Vegetation Proposed New SubstationCleanCommunity2 Computational PhysicsComputing and Storage Requirements

164

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:1 First Use of Energy for All Purposes (Fuel and Nonfuel),Feet) Year Jan Feb Mar Apr MayAtmospheric Optical Depth7-1D: Vegetation Proposed New SubstationCleanCommunity2 Computational PhysicsComputing and Storage

165

Non-Local Correlations and Interactive Games  

E-Print Network [OSTI]

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

Preda, Daniel Ciprian

2011-01-01T23:59:59.000Z

166

Video Games: A Site for Sore Eyes  

E-Print Network [OSTI]

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

Mozaffari, Sahar

2011-01-01T23:59:59.000Z

167

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

SciTech Connect (OSTI)

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

Wang, Jeng-Han; Liu, Meilin

2007-06-22T23:59:59.000Z

168

Playing games with EPR-type experiments  

E-Print Network [OSTI]

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

Azhar Iqbal

2005-07-17T23:59:59.000Z

169

Computational Use of Informal Logic Dialogue Games  

E-Print Network [OSTI]

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

Reed, Chris

170

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:1 First Use of Energy for All Purposes (Fuel and Nonfuel),Feet) Year Jan Feb Mar Apr May JunDatastreamsmmcrcalgovInstrumentsruc DocumentationP-Series to User Group andCompositional Variation TheSimulations YieldComputing

171

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:1 First Use of Energy for All Purposes (Fuel and Nonfuel),Feet) Year Jan Feb Mar Apr MayAtmospheric Optical Depth7-1D: Vegetation Proposed New SubstationCleanCommunity2 Computational Physics and MethodsIfEnergy

172

Industrial ecology Prosperity Game{trademark}  

SciTech Connect (OSTI)

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

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

1998-03-01T23:59:59.000Z

173

Methodology and Techniques for Building Modular Brain-Computer Interfaces.  

E-Print Network [OSTI]

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

Cummer, Jason

2015-01-01T23:59:59.000Z

174

Games@Large Distributed Gaming System Arto Laikari1  

E-Print Network [OSTI]

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

Eisert, Peter

175

Computational studies of two-phase cement-CO2-brine interaction in wellbore environments  

SciTech Connect (OSTI)

Wellbore integrity is essential to ensuring long-term isolation of buoyant supercritical CO{sub 2} during geologic sequestration of CO{sub 2}. In this report, we summarize recent progress in numerical simulations of cement-brine-CO{sub 2} interactions with respect to migration of CO{sub 2} outside of casing. Using typical values for the hydrologic properties of cement, caprock (shale) and reservoir materials, we show that the capillary properties of good quality cement will prevent flow of CO{sub 2} into and through cement. Rather, CO{sub 2}, if present, is likely to be confined to the casing-cement or cement-formation interfaces. CO{sub 2} does react with the cement by diffusion from the interface into the cement, in which case it produces distinct carbonation fronts within the cement. This is consistent with observations of cement performance at the CO{sub 2}-enhanced oil recovery SACROC Unit in West Texas (Carey et al. 2007). For poor quality cement, flow through cement may occur and would produce a pattern of uniform carbonation without reaction fronts. We also consider an alternative explanation for cement carbonation reactions as due to CO{sub 2} derived from caprock. We show that carbonation reactions in cement are limited to surficial reactions when CO{sub 2} pressure is low (< 10 bars) as might be expected in many caprock environments. For the case of caprock overlying natural CO{sub 2} reservoirs for millions of years, we consider Scherer and Huet's (2009) hypothesis of diffusive steady-state between CO{sub 2} in the reservoir and in the caprock. We find that in this case, the aqueous CO{sub 2} concentration would differ little from the reservoir and would be expected to produce carbonation reaction fronts in cements that are relatively uniform as a function of depth.

Carey, James William [Los Alamos National Laboratory; Lichtner, Peter C [Los Alamos National Laboratory

2009-01-01T23:59:59.000Z

176

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:1 First Use of Energy for All Purposes (Fuel and Nonfuel),Feet) Year Jan Feb Mar Apr MayAtmospheric Optical Depth7-1D: Vegetation ProposedUsingFun with Big Sky Learning Fun with Big SkyDIII-DRMR LSU/CAMD|GainingGalyaGame

177

Computer Graphics Group Leif KobbeltAACHEN  

E-Print Network [OSTI]

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

Kobbelt, Leif

178

Locative Life: Geocaching, Mobile Gaming, and Embodiment  

E-Print Network [OSTI]

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

Farman, Jason

2009-01-01T23:59:59.000Z

179

Mobile Game Recommendation using Touch Gestures  

E-Print Network [OSTI]

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

Chen, Sheng-Wei

180

Proposition 13 and The California Fiscal Shell Game  

E-Print Network [OSTI]

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

McCubbins, Colin H; McCubbins, Mathew D

2010-01-01T23:59:59.000Z

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


181

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

E-Print Network [OSTI]

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 ...

Lee, Michelle Moon

2010-01-01T23:59:59.000Z

182

Mechanizing Exploratory Game Design  

E-Print Network [OSTI]

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

Smith, Adam Marshall

2012-01-01T23:59:59.000Z

183

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.

184

Adapting Interaction Environments to Diverse Users through Online Action Set Selection  

E-Print Network [OSTI]

interfaces are a common feature of many systems ranging from field robotics to video games. In most applica this formalization, we present experiments with sim- ulated and human users in a video game domain to show that (a- terfaces, have revolutionised the way we interact with video games, robots and other applications. A key

Kohli, Pushmeet

185

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

E-Print Network [OSTI]

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 ...

Strickon, Joshua Andrew, 1976-

2003-01-01T23:59:59.000Z

186

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]

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...

Wee, Loo Kang

2012-01-01T23:59:59.000Z

187

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

E-Print Network [OSTI]

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

Pavel, Lacra

188

The Computer as Coach: An Athletic Paradigm for Intellectual Education  

E-Print Network [OSTI]

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 ...

Goldstein, Ira

1976-12-01T23:59:59.000Z

189

Augmented reality games : improved data layers  

E-Print Network [OSTI]

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

Laurendi, Joseph Michael

2011-01-01T23:59:59.000Z

190

Essays on bargaining and repeated games  

E-Print Network [OSTI]

The thesis consists of four essays on bargaining and repeated games. The first essay studies whether allowing players to sign binding contracts governing future play leads to reputation effects in repeated games with ...

Wolitzky, Alexander

2011-01-01T23:59:59.000Z

191

You Sunk My Iceberg (An Android Game)  

E-Print Network [OSTI]

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

Huang, Chun-Hsi

192

You Sunk My Iceberg (An Android Game)  

E-Print Network [OSTI]

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

Huang, Chun-Hsi

193

Numerical solution methods for differential game problems  

E-Print Network [OSTI]

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

Johnson, Philip A. (Philip Arthur)

2009-01-01T23:59:59.000Z

194

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...

195

Energy Parity Games Krishnendu Chatterjee1  

E-Print Network [OSTI]

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

Doyen, Laurent

196

A Complete Axiomatization of Differential Game Logic for Hybrid Games  

E-Print Network [OSTI]

is an updated version superseding the earlier report CMU-CS-12-105 [Pla12b]. It is based on that earlier report logic (dL) [Pla08, Pla12a], which extends Pratt's dynamic logic of conventional discrete programs [Pra76 introduce differential game logic (dGL) [Pla12b] for studying the existence of winning strategies for hybrid

197

The Game Trace Archive Yong Guo and Alexandru Iosup  

E-Print Network [OSTI]

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

Iosup, Alexandru

198

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

E-Print Network [OSTI]

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

Walfish, Michael

199

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

E-Print Network [OSTI]

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

Rogers, Yvonne

200

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

E-Print Network [OSTI]

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

Bednarz, Megan Renee?

2012-07-16T23:59:59.000Z

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


201

UbiqGames : casual, educational, multiplayer games for mobile and desktop platforms  

E-Print Network [OSTI]

The mission of the UbiqGames project is to develop a suite of casual, educational, multiplayer games that are playable across a wide variety of operating systems and devices. To accomplish this goal, we plan on making use ...

Ng, Matthew, M. Eng. Massachusetts Institute of Technology

2009-01-01T23:59:59.000Z

202

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

E-Print Network [OSTI]

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

Ross, Jacob

2013-08-30T23:59:59.000Z

203

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

E-Print Network [OSTI]

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

Young, R. Michael

204

Harmonic and Potential Games - Optimization Online  

E-Print Network [OSTI]

game into three components, which we refer to as the potential, harmonic and ...... stability of the equilibrium under more general settings and convergence of ...

2010-05-13T23:59:59.000Z

205

Interdiction Games on Markovian PERT Networks  

E-Print Network [OSTI]

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

Eli Gutin

2013-04-15T23:59:59.000Z

206

Stochastic linear programming games with concave preferences  

E-Print Network [OSTI]

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

2014-12-04T23:59:59.000Z

207

Optimization Online - On the shortest path game  

E-Print Network [OSTI]

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

Andreas Darmann

2014-06-17T23:59:59.000Z

208

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

E-Print Network [OSTI]

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

Pedram, Massoud

209

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

E-Print Network [OSTI]

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

Jose, Joemon M.

210

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

E-Print Network [OSTI]

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

Elsässer, Robert

211

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

212

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

E-Print Network [OSTI]

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

213

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

E-Print Network [OSTI]

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

Paris-Sud XI, Université de

214

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

E-Print Network [OSTI]

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

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

1980-01-01T23:59:59.000Z

215

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

216

Methodology in Biological Game Simon M. Huttegger  

E-Print Network [OSTI]

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

Zollman, Kevin

217

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....

218

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

E-Print Network [OSTI]

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

Carpick, Robert W.

219

CS798 Games for Health, Spring 2014 Administrivia  

E-Print Network [OSTI]

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

DiMarco, Chrysanne

220

A Gameroom of Our Own: Exploring The Domestic Gaming Environment  

E-Print Network [OSTI]

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

Greenberg, Saul

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


221

Prediction Games in Infinitely Rich Worlds [Extended Abstract  

E-Print Network [OSTI]

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

Madani, Omid

222

Extending the analysis of the FlipIt game  

E-Print Network [OSTI]

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 ...

Rossides, Michalis

2013-01-01T23:59:59.000Z

223

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

E-Print Network [OSTI]

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

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

2006-01-01T23:59:59.000Z

224

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

E-Print Network [OSTI]

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

Spagnolo, Filippo

225

Essays on dynamic games and mechanism design  

E-Print Network [OSTI]

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 ...

Lang, Ruitian

2014-01-01T23:59:59.000Z

226

Take Me Out to the Besuboru Game  

E-Print Network [OSTI]

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

Hacker, Randi

2009-03-04T23:59:59.000Z

227

Unique Games with Entangled Provers are Easy  

E-Print Network [OSTI]

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.

Julia Kempe; Oded Regev; Ben Toner

2009-10-03T23:59:59.000Z

228

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...

229

Learning plan networks in conversational video games  

E-Print Network [OSTI]

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

Orkin, Jeffrey David

2007-01-01T23:59:59.000Z

230

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...

231

Incorporating game management into the ranching enterprise  

E-Print Network [OSTI]

Record of Study INCORPORATING GAME MANAGEMENT INTO THE RANCHING ENTERPRISE A PROFESSIONAL PAPER by MARY JUDITH EAGLESHAM Submitted to the College of Agriculture of Texas A & M University in partial fulfillment of the requirements... for the degree of MASTER OF AGRICULTURE August, 1986 Wildlife Science Department of Wildlife and Fisheries Sciences INCORPORATING GAME MANAGEMENT INTO THE RANCHING ENTERPRISE A Professional Paper by MARY JUDITH EAGLESHAM Approved as to style a Ja . I...

Eaglesham, Mary Judith

1986-01-01T23:59:59.000Z

232

Strategic Planning System for Exotic Game Management  

E-Print Network [OSTI]

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...

Lubbering, Jeanne Marie Petrofes

1988-01-01T23:59:59.000Z

233

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

234

MetaGame: An Animation Tool for Model-Checking Games  

E-Print Network [OSTI]

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

Müller-Olm, Markus

235

MetaGame: An Animation Tool for ModelChecking Games  

E-Print Network [OSTI]

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

Müller-Olm, Markus

236

Interactive Genetic Engineering of Evolved Video Game Content  

E-Print Network [OSTI]

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

Stanley, Kenneth O.

237

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)

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

Nancy Moller Weare

2006-07-25T23:59:59.000Z

238

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

E-Print Network [OSTI]

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

Eisert, Peter

239

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

E-Print Network [OSTI]

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

Lai, Ying-Cheng

240

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

SciTech Connect (OSTI)

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.

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

2010-06-15T23:59:59.000Z

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


241

Revolutionizing history education : using augmented reality games to teach histories  

E-Print Network [OSTI]

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

Schrier, Karen L

2005-01-01T23:59:59.000Z

242

Artificial Intelligence Design for Real-time Strategy Games  

E-Print Network [OSTI]

of the paper. 1 Introduction The real-time strategy (RTS) video game genre began to appear roughly two decades , one of the best-selling video games and now an acknowledged reference, cemented RTS in the industry

Ernst, Damien

243

ALGEBRA SEMINAR TALK Department of Computer Science  

E-Print Network [OSTI]

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

Sinnamon, Gordon J.

244

Interaction Sheaves on Continuous Hans Keiding  

E-Print Network [OSTI]

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

Paris-Sud XI, Université de

245

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

E-Print Network [OSTI]

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

2013-07-31T23:59:59.000Z

246

Secure Peer-to-Peer Trading for Multiplayer Games  

E-Print Network [OSTI]

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

GauthierDickey, Chris

247

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

E-Print Network [OSTI]

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...

Nelson, Andrew R

2009-01-01T23:59:59.000Z

248

Computer resources Computer resources  

E-Print Network [OSTI]

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

Yang, Zong-Liang

249

Energy Parity Games # Krishnendu Chatterjee 1 and Laurent Doyen 2  

E-Print Network [OSTI]

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

Doyen, Laurent

250

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

E-Print Network [OSTI]

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

Paris-Sud XI, Université de

251

An Analysis of Stochastic Game Theory for Multiagent Reinforcement Learning  

E-Print Network [OSTI]

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

252

USING SYNTHETIC PLAYERS TO GENERATE WORKLOADS FOR NETWORKED MULTIPLAYER GAMES  

E-Print Network [OSTI]

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

Katchabaw, Michael James

253

Competitive Game Development: Software Engineering as a Team Sport*  

E-Print Network [OSTI]

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

Scacchi, Walt

254

An NTU Cooperative Game Theoretic View of Manipulating Elections  

E-Print Network [OSTI]

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

Rosenschein, Jeff

255

Game matching number of graphs Douglas B. West  

E-Print Network [OSTI]

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

West, Douglas B.

256

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

E-Print Network [OSTI]

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

MacKenzie, Scott

257

Reinventing Mobile Community Computing and Communication  

E-Print Network [OSTI]

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

Paris-Sud XI, Université de

258

Computer Graphics II CSC6870 Computer Graphics II CSC6870 Computer Graphics II  

E-Print Network [OSTI]

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

Hua, Jing

259

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

260

Adaptive Interaction through WWW Fuyau Lin and Ron Danielson  

E-Print Network [OSTI]

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

Danielson, Ronald

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


261

Game Imaging Meets Nuclear Reality  

ScienceCinema (OSTI)

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.

Michel, Kelly; Watkins, Adam

2014-08-12T23:59:59.000Z

262

A Game Theoretic Analysis of Collaboration in  

E-Print Network [OSTI]

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

Mandayam, Narayan

263

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

E-Print Network [OSTI]

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}.

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

2008-04-11T23:59:59.000Z

264

Interpersonal traits and the technology acceptance model: applying the interpersonal circumplex model as a nomological net for understanding user perceptions within human-to-computer interaction  

E-Print Network [OSTI]

This study examines the effects that individual personality traits have on technology acceptance. Previous research on technology acceptance focuses primarily on exogenous variables such as trustor’s perceptions, attitudes, computer anxiety...

Brown, Houghton Gregory

2009-05-15T23:59:59.000Z

265

Computer Science Computer Science?  

E-Print Network [OSTI]

Michigan Autonomous Aerial Vehicles, UM::Autonomy, U-M Programming, U-M Solar Car, Hybrid RacingComputer Science @ Michigan Life as a CS Student What is Computer Science? Computer science is shaping the future. A degree in computer science can help shape yours. Michigan CS students have

Eustice, Ryan

266

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

E-Print Network [OSTI]

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...

Nix, Robert

2012-01-01T23:59:59.000Z

267

Special Issue on Human Computing  

E-Print Network [OSTI]

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

Nijholt, Anton

268

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

E-Print Network [OSTI]

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

Hawick, Ken

269

Computer scientists and engineers design and implement efficient software and hardware  

E-Print Network [OSTI]

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

Rohs, Remo

270

Computer scientists and engineers design and implement efficient software and hardware  

E-Print Network [OSTI]

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

Rohs, Remo

271

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

E-Print Network [OSTI]

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

Sasmaz, Yunus

2010-01-01T23:59:59.000Z

273

Designing a Real-time Strategy Game about Sustainable Energy Use  

E-Print Network [OSTI]

This thesis documents the development of a video game about sustainable energy use that unites fun with learning. Many other educational games do not properly translate knowledge, facts, and lessons into the language of games: mechanics, rules...

Doucet, Lars Andreas

2011-08-08T23:59:59.000Z

274

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

E-Print Network [OSTI]

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

Magnuson, Bill

2010-01-01T23:59:59.000Z

275

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

E-Print Network [OSTI]

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...

Huang, Xiangyi

2009-06-12T23:59:59.000Z

276

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

E-Print Network [OSTI]

, michaelm}@soe.ucsc.edu Abstract Often, video game designers must choose between creating a lin- ear-style dungeon game called EMPath. Introduction When creating a video game, designers are faced with the decision

California at Santa Cruz, University of

277

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

SciTech Connect (OSTI)

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

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

1998-11-01T23:59:59.000Z

278

Stochastic Switching Games and Duopolistic Competition in Emissions Markets  

E-Print Network [OSTI]

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

Ludkovski, Michael

2010-01-01T23:59:59.000Z

279

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. 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

Mateas, Michael

280

Essays in computational economics   

E-Print Network [OSTI]

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 ...

Pugh, David

2014-07-02T23:59:59.000Z

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


281

Laws of thermodynamics and game theory  

E-Print Network [OSTI]

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

Lev Sakhnovich

2011-05-23T23:59:59.000Z

282

Playing Nature: The Virtual Ecology of Game Environments  

E-Print Network [OSTI]

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

Chang, Alenda Y.

2013-01-01T23:59:59.000Z

283

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

E-Print Network [OSTI]

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

Xinmin Hu

2006-01-05T23:59:59.000Z

284

A Game-Theoretical Dynamic Model for Electricity Markets  

E-Print Network [OSTI]

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

Aswin Kannan

2010-10-06T23:59:59.000Z

285

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]

-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

Marden, Jason R.

286

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

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

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

287

Cloud Computing Adam Barker  

E-Print Network [OSTI]

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

St Andrews, University of

288

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

SciTech Connect (OSTI)

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.

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

289

Generalized Mean-payoff and Energy Games Krishnendu Chatterjee1  

E-Print Network [OSTI]

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

Doyen, Laurent

290

Achievable Error Exponents for the Private Fingerprinting Game  

E-Print Network [OSTI]

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

Merhav, Neri

291

The Economic Impact of One WVU Home Football Game  

E-Print Network [OSTI]

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

Mohaghegh, Shahab

292

Game Theoretic Research on the Design of International Environmental Agreements  

E-Print Network [OSTI]

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

Güting, Ralf Hartmut

293

Mathematics of Games and Politics Instructor: Sam Smith, Mathematics  

E-Print Network [OSTI]

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

Smith, Sam

294

Abstract machines for game semantics, revisited Olle Fredriksson  

E-Print Network [OSTI]

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

Ghica, Dan

295

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)

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)

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

296

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

E-Print Network [OSTI]

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...

Bailey, Joseph Harold

2007-09-17T23:59:59.000Z

297

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

E-Print Network [OSTI]

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

Snider, Barry B.

298

Using Automated Replay Annotation for Case-Based Planning in Games  

E-Print Network [OSTI]

number of expert replays available on the web. 1 Introduction Video games provide an excellent testbed

California at Santa Cruz, University of

299

One-handed interface for multitouch-enabled real-time strategy games  

E-Print Network [OSTI]

.edu ABSTRACT Historically, real-time strategy video games, such as Star- craft (Blizzard Entertainment, 1999

California at Santa Cruz, University of

300

Learning Partially Observable Deterministic Action Models Computer Science Department  

E-Print Network [OSTI]

. 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

Amir, Eyal

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


301

Learning Partially Observable Deterministic Action Models Computer Science Department  

E-Print Network [OSTI]

. 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

Amir, Eyal

302

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)

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.

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

303

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

E-Print Network [OSTI]

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

Wolfe, Patrick J.

304

Computing Images  

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

Computing Images The interior of an automated tape library in Brookhaven's RHIC and ATLAS Computing Facility. Brookhaven engineers in the RHIC and ATLAS Computing Facility....

305

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

E-Print Network [OSTI]

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

306

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

E-Print Network [OSTI]

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

Carlos Pedro Gonçalves

2012-11-28T23:59:59.000Z

307

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...

308

Adiabatic topological quantum computing  

E-Print Network [OSTI]

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

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

2014-06-10T23:59:59.000Z

309

Human-computer interface  

DOE Patents [OSTI]

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.

Anderson, Thomas G.

2004-12-21T23:59:59.000Z

310

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

311

: Computer Aided Learning in Computer  

E-Print Network [OSTI]

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

Milenkovi, Aleksandar

312

Designing a Context-Aware Campus Area Gaming Environment  

E-Print Network [OSTI]

Eg Larsen and Sune Lehmann Jørgensen for all their assistance during this project. I would like and Associate Professor Sune Lehmann Jørgensen. The thesis deals with subject of pervasive games. More

313

Gamification: Creating Gameful and Playful Application for Complementing Human Memory  

E-Print Network [OSTI]

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

Nejdl, Wolfgang

314

Spellbound : an activity-based outdoor mobile multiplayer game  

E-Print Network [OSTI]

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 ...

Sra, Misha

2013-01-01T23:59:59.000Z

315

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

316

14.12 Economic Applications of Game Theory, Fall 2005  

E-Print Network [OSTI]

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) ...

Yildiz, Muhamet

317

Outdoor augmented reality n-th game editing suite  

E-Print Network [OSTI]

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

Schmeckpeper, Benjamin Arthur

2007-01-01T23:59:59.000Z

318

Analysis of trembling hand perfect equilibria in quantum games  

E-Print Network [OSTI]

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.

Ireneusz Pakula

2007-05-08T23:59:59.000Z

319

Prudent Rationalizability in Generalized Extensive-Form Games  

E-Print Network [OSTI]

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

Niebur, Ernst

320

Information Security Analysis Using Game Theory and Simulation  

SciTech Connect (OSTI)

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

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

2012-01-01T23:59:59.000Z

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


321

Mathematics of Games and Politics Instructor: Sam Smith  

E-Print Network [OSTI]

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

Smith, Sam

322

Games and Modal Mu-Calculus Colin Stirling  

E-Print Network [OSTI]

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

Stirling, Colin

323

Game Theoretic Models of Public Choice and Political Economy   

E-Print Network [OSTI]

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. ...

Balduzzi, Paolo

324

Cybersecurity Games and Investments: A Decision Support Approach  

E-Print Network [OSTI]

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

Malacaria, Pasquale

325

Interactive crayon rendering for animation  

E-Print Network [OSTI]

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...

Halstead, Howard John IV

2006-04-12T23:59:59.000Z

326

Quantum computational webs  

E-Print Network [OSTI]

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.

D. Gross; J. Eisert

2010-05-01T23:59:59.000Z

327

Tribal Gaming and Indigenous Sovereignty, With Notes from Seminole Country  

E-Print Network [OSTI]

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

Cattelino, Jessica R.

2006-03-01T23:59:59.000Z

328

Video Game Device Haptic Interface for Robotic Arc Welding  

SciTech Connect (OSTI)

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

Corrie I. Nichol; Milos Manic

2009-05-01T23:59:59.000Z

329

Sound in the interface to a mobile computer  

E-Print Network [OSTI]

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

Brewster, S.A.

330

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:1 First Use of Energy for All Purposes (Fuel and Nonfuel),Feet) Year Jan Feb Mar Apr MayAtmospheric Optical Depth7-1D: Vegetation Proposed New SubstationCleanCommunity2 Computational PhysicsComputing and

331

Guest editorial: Special issue on human computing  

E-Print Network [OSTI]

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

Pantic, Maja

332

Bringing Computing Power to the People  

E-Print Network [OSTI]

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

Chauhan, Arun

333

6.837 Computer Graphics, Fall 2003  

E-Print Network [OSTI]

6.837 offers an introduction to computer graphics hardware, algorithms, and software. Topics include: line generators, affine transformations, line and polygon clipping, splines, interactive techniques, perspective ...

Durand, Frédo

334

Interactive Video Cubism Sidney Fels  

E-Print Network [OSTI]

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

Fels, Sidney S.

335

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

E-Print Network [OSTI]

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

Stanford University

336

Module name: Advanced topic: Visual Computing Abbreviation: SVC  

E-Print Network [OSTI]

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

Ahlers, Volker - Fakultät IV

337

Computational Science  

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

Computational Science and Engineering Petascale Initiative at LBNL Progress Report PI: Alice Koniges June 28, 2010 Computational Science and Engineering Petascale Initiative PI,...

338

Computational Transportation  

E-Print Network [OSTI]

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

Illinois at Chicago, University of

339

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

E-Print Network [OSTI]

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...

Parish III, Allen S.

2009-05-15T23:59:59.000Z

340

Playing in the X-Games Window on the Extreme Universe  

E-Print Network [OSTI]

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

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


341

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 -...

342

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

E-Print Network [OSTI]

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...

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

1982-01-01T23:59:59.000Z

343

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

E-Print Network [OSTI]

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

Kolos, Hillary (Hillary Anne)

2010-01-01T23:59:59.000Z

344

Non-Interactive Verifiable Computing: Outsourcing Computation to Untrusted Workers  

E-Print Network [OSTI]

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

345

Making Computer Vision Computationally Efficient  

E-Print Network [OSTI]

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

Sundaram, Narayanan

2012-01-01T23:59:59.000Z

346

16 February 2012 Human Computer Interaction  

E-Print Network [OSTI]

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

Plotkin, Joshua B.

347

Human Computer Interaction Craig A. Damon  

E-Print Network [OSTI]

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

Damon, Craig A.

348

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:1 First Use of Energy for All Purposes (Fuel and Nonfuel),Feet) Year Jan Feb Mar Apr May JunDatastreamsmmcrcalgovInstrumentsruc DocumentationP-Series to someone6Energy,MUSEUM DISPLAYCareers TheEmailCatalog of DataMetal

349

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

E-Print Network [OSTI]

of action investment energy games where we study the trade-off between investments limited by given budgets energy games where we study the trade-off between investments limited by given budgets and resourceAction Investment Energy Games Kim G. Larsen, Simon Laursen, and Jir´i Srba Aalborg University

Srba, Jiri

350

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

E-Print Network [OSTI]

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

Paris-Sud XI, Université de

351

Measuring the Client Performance and Energy Consumption in Mobile Cloud Gaming  

E-Print Network [OSTI]

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

Chen, Sheng-Wei

352

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

E-Print Network [OSTI]

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

Chen, Sheng-Wei

353

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

E-Print Network [OSTI]

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

Chuah, Chen-Nee

354

The Prepared Partner: Can a Video Game Teach Labor and Childbirth Support Techniques?  

E-Print Network [OSTI]

The Prepared Partner: Can a Video Game Teach Labor and Childbirth Support Techniques? Alexandra, we developed The Prepared Partner, an educational video game about labor and childbirth. Because The Prepared Partner is an online video game, it can be distributed to a much larger area and thereby can

California at Santa Cruz, University of

355

System Design Evolution of The Prepared Partner: How a Labor and Childbirth Game Came to Term  

E-Print Network [OSTI]

of October 17, 2010 How do you help a woman in labor? The Prepared Partner is an educational video game about a satisfying birth. We present a partial taxonomy of childbirth in video games, and a discussion on skill and suggestions about video games containing childbirth themes. We also thank DJ Capelis, Caitlin Sadowski

California at Santa Cruz, University of

356

Comme il Faut: A System for Simulating Social Games Between Autonomous Characters  

E-Print Network [OSTI]

95064 mccoyjo, michaelm, nwf@soe.ucsc.edu ABSTRACT Modern video games have highly developed il Faut and our approach to enabling social play. 1. INTRODUCTION Currently video games have achieved and dialogue in stylized fashions that differ markedly from the average conversation. The video game

California at Santa Cruz, University of

357

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

E-Print Network [OSTI]

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

Cengarle, María Victoria

358

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

E-Print Network [OSTI]

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

Fisher, Kathleen

359

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

E-Print Network [OSTI]

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

California at Santa Cruz, University of

360

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

E-Print Network [OSTI]

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

Lévêque, Olivier

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


361

Universal blind quantum computation  

E-Print Network [OSTI]

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.

Anne Broadbent; Joseph Fitzsimons; Elham Kashefi

2009-12-12T23:59:59.000Z

362

The aerodynamics of the beautiful game  

E-Print Network [OSTI]

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

Bush, John W. M.

2013-01-01T23:59:59.000Z

363

Network Games: Learning and Asu Ozdaglar  

E-Print Network [OSTI]

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

Ozdaglar, Asu E

364

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

E-Print Network [OSTI]

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

Couillet, Romain; Tembine, Hamidou; Debbah, Merouane

2011-01-01T23:59:59.000Z

365

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

E-Print Network [OSTI]

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

Reichenbach, Tobias; Frey, Erwin

2008-01-01T23:59:59.000Z

366

Imitative Learning for Real-Time Strategy Games Quentin Gemine, Firas Safadi, Raphael Fonteneau and Damien Ernst  

E-Print Network [OSTI]

and Damien Ernst Abstract--Over the past decades, video games have become increasingly popular and complex for contemporary video games. However, despite its recent advances, video game AI still lacks the ability to learn. In this paper, we attempt to break the barrier between video game AI and machine learning and propose a generic

Ernst, Damien

367

Kaboom! is a Many-Splendored Thing: An interpretation and design methodology for message-driven games  

E-Print Network [OSTI]

, consider the editorial cartoon. Given the existence of newsgames, which are defined to be video game

California at Santa Cruz, University of

368

LUDOCORE: A Logical Game Engine for Modeling Videogames Adam M. Smith, Mark J. Nelson, and Michael Mateas  

E-Print Network [OSTI]

LUDOCORE: A Logical Game Engine for Modeling Videogames Adam M. Smith, Mark J. Nelson, and Michael Mateas Abstract-- LUDOCORE is a logical "game engine", linking game rules as reasoned about by game this bridge is engineering a concise, safe, and flexible representation that is compatible with the semantics

California at Santa Cruz, University of

369

Multisurface Interaction in the WILD Room  

E-Print Network [OSTI]

- 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

Paris-Sud XI, Université de

370

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

E-Print Network [OSTI]

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

Southern California, University of

371

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

E-Print Network [OSTI]

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...

Si, Tieyan

2010-01-01T23:59:59.000Z

372

Community computation  

E-Print Network [OSTI]

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 ...

Li, Fulu, 1970-

2009-01-01T23:59:59.000Z

373

Cloud Computing  

SciTech Connect (OSTI)

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

Pete Beckman and Ian Foster

2009-12-04T23:59:59.000Z

374

Light Computing  

E-Print Network [OSTI]

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

Gordon Chalmers

2006-10-13T23:59:59.000Z

375

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

E-Print Network [OSTI]

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

Marai, G. Elisabeta "Liz"

376

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

E-Print Network [OSTI]

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

Paris-Sud XI, Université de

377

Information Incorporation in Online InGame Sports Betting Markets  

E-Print Network [OSTI]

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

Pennock, David M.

378

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

E-Print Network [OSTI]

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

Toral, Raúl

379

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

E-Print Network [OSTI]

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

Amsterdam, University of

380

Energy Games in Multiweighted Automata Uli Fahrenberg1  

E-Print Network [OSTI]

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

Srba, Jiri

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


381

Real-Time Control with Parametric Timed Reachability Games  

E-Print Network [OSTI]

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

Boyer, Edmond

382

Reverse Auction Bidding Further Elements to the Game Theory  

E-Print Network [OSTI]

representing a tight control on price, which has never been observed in game play. Three types of bidders have been postulated for the set, the first is an economically efficient bidder, an economically inefficient bidder, and a middle of the road bidder...

Li, Jiaxing

2014-06-03T23:59:59.000Z

383

Better Non-Local Games from Hidden Matching Harry Buhrman  

E-Print Network [OSTI]

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

de Wolf, Ronald

384

WEB SERVICES FOR THE MANAGEMENT OF PERSISTENT ONLINE GAME FACTIONS  

E-Print Network [OSTI]

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

Libre de Bruxelles, Université

385

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

386

Playing games against nature: optimal policies for renewable resource allocation  

E-Print Network [OSTI]

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

Keinan, Alon

387

Robotic Video Game Learning Using Self-Detection  

E-Print Network [OSTI]

effective in performing a variety of ma- nipulation tasks including pushing buttons, lifting household. The microphone was not used, neither was the right eye or the right arm. 40" Television A Television with a large screen was placed in front of the robot to display the games. The exact brand of the television

Wurtele, Eve Syrkin

388

Rationality and equilibrium in perfect-information games  

E-Print Network [OSTI]

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

Bustamante, Fabián E.

389

Information Management in the Smart Grid: A Learning Game Approach  

E-Print Network [OSTI]

Information Management in the Smart Grid: A Learning Game Approach Hélène Le Cadre MINES Paris In this article, the smart grid is modeled as a decentralized and hierarchical network, made of three categories the deployment of smart Information and Communication Technolo- gies (ICTs), to supervise the grid operation [5

Paris-Sud XI, Université de

390

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

E-Print Network [OSTI]

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

Mishra, Bud

391

WILD POLYOMINO WEAK (1,2)-ACHIEVEMENT GAMES  

E-Print Network [OSTI]

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

Sieben, Nándor

392

Model Checking and Other Games \\Lambda Colin Stirling  

E-Print Network [OSTI]

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

Stirling, Colin

393

Coalitional Voting Manipulation: A Game-Theoretic Perspective Yoram Bachrach  

E-Print Network [OSTI]

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

Elkind, Edith

394

1 Spectrum Sharing Games of Network Operators and Cognitive Radios  

E-Print Network [OSTI]

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

Bencsáth, Boldizsár

395

ON MODELING UTILITY FOR COOPERATIVE SLOTTED ALOHA GAMES Dandan Wang  

E-Print Network [OSTI]

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

Minn, Hlaing

396

Bo Bernhard Named Executive Director,UNLV International Gaming  

E-Print Network [OSTI]

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

Ahmad, Sajjad

397

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

398

Lattice QCD as a video game  

E-Print Network [OSTI]

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

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

2007-06-18T23:59:59.000Z

399

Advanced Scientific Computing Research Computer Science  

E-Print Network [OSTI]

Advanced Scientific Computing Research Computer Science FY 2006 Accomplishment High Performance collections of scientific data. In recent years, much of the work in computer and computational science has

Geddes, Cameron Guy Robinson

400

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

SciTech Connect (OSTI)

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

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

1996-02-01T23:59:59.000Z

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


401

Interaction blending equations enhance reformulated gasoline profitability  

SciTech Connect (OSTI)

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

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

1994-01-17T23:59:59.000Z

402

developments. interactive  

E-Print Network [OSTI]

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

Jaun, André

403

Game Changing Technology | GE Global Research  

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:1 First Use of Energy for All Purposes (Fuel and Nonfuel),Feet) Year Jan Feb Mar Apr May JunDatastreamsmmcrcalgovInstrumentsruc DocumentationP-SeriesFlickr Flickr Editor's note:ComputingFusionSanGEStatus o f t heGalya OrrI

404

Cloud Computing.  

E-Print Network [OSTI]

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

Siddiqui, Muhammad Anas

2013-01-01T23:59:59.000Z

405

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,...

406

GEODESIC INTERACTIVE SEGMENTATION IN THE COLOR MONOGENIC SIGNAL Explora Nova,  

E-Print Network [OSTI]

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

Paris-Sud XI, Université de

407

PROTOTOUCH a system for prototyping ubiquitous computing environments mediated by touch  

E-Print Network [OSTI]

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 ...

Cranor, David (John David)

2011-01-01T23:59:59.000Z

408

Identifying chromatin interactions at high spatial resolution  

E-Print Network [OSTI]

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

Reeder, Christopher Campbell

2014-01-01T23:59:59.000Z

409

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

E-Print Network [OSTI]

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

Hartig, Florian; Drechsler, Martin

2008-01-01T23:59:59.000Z

410

Game theoretic analysis of physical protection system design  

SciTech Connect (OSTI)

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

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

2013-07-01T23:59:59.000Z

411

The game and furbearing mammals of Big Thicket National Preserve  

E-Print Network [OSTI]

, Schmidly et al. (1979) compiled a thorough inventory of all mammals in 2Common names are used extensively in this report. Appendix II contains all common names and their scientific nomenclature. the Big Thicket region. In the process of this exhaustive...THE GAME AND FURBEARING MAMMALS OF BIG THICKET NATIONAL PRESERVE A Thesis by WILLIAM GLENN NORTON Submitted to the Graduate College of Texas AaM University in partial fulfillment of the requirement for the degree of MASTER OF SCIENCE August...

Norton, William Glenn

1981-01-01T23:59:59.000Z

412

Hybrid cluster state proposal for a quantum game  

E-Print Network [OSTI]

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

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

2005-09-09T23:59:59.000Z

413

Mechanical Computation: its Computational Complexity and Technologies  

E-Print Network [OSTI]

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

Reif, John H.

414

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

SciTech Connect (OSTI)

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

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

2007-08-01T23:59:59.000Z

415

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

E-Print Network [OSTI]

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

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

2014-01-01T23:59:59.000Z

416

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

E-Print Network [OSTI]

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

Kai, Ma; Guoqiang, Hu; Spanos, Costas

2013-01-01T23:59:59.000Z

417

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

E-Print Network [OSTI]

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

Kai, Ma; Guoqiang, Hu; Spanos, Costas

2013-01-01T23:59:59.000Z

418

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

E-Print Network [OSTI]

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

Joo, Hee-Jung Serenity; Lux, Christina

2012-01-01T23:59:59.000Z

419

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

E-Print Network [OSTI]

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

Sarkar, Saswati

420

Interactive design center.  

SciTech Connect (OSTI)

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.

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

2005-07-01T23:59:59.000Z

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


421

Noncooperative Games for Autonomous Consumer Load Balancing over Smart Grid  

E-Print Network [OSTI]

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

Agarwal, Tarun

2011-01-01T23:59:59.000Z

422

Computing Events  

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:1 First Use of Energy for All Purposes (Fuel and Nonfuel),Feet) Year Jan Feb Mar Apr MayAtmospheric Optical Depth7-1D: Vegetation Proposed New SubstationCleanCommunity2 Computational PhysicsComputing and StorageComputing

423

Gloss: interactive navigation of lexical space  

E-Print Network [OSTI]

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

Purchase, H.C.

424

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

E-Print Network [OSTI]

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

Goldstone, Robert

425

Computer gardening  

E-Print Network [OSTI]

This report documents the initial development of a computer-controlled system for the production of three-dimensional forms. The project involved the design and construction of a carving device which was attached to an ...

Faught, Robert Townes

1980-01-01T23:59:59.000Z

426

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

E-Print Network [OSTI]

-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;

California at Berkeley, University of

427

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

E-Print Network [OSTI]

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

Toronto, University of

428

Teaching Image Computation: From Computer Graphics to Computer Vision  

E-Print Network [OSTI]

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

Draper, Bruce A.

429

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

E-Print Network [OSTI]

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

Veltkamp, Remco

430

Computational biology and high performance computing  

E-Print Network [OSTI]

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

Shoichet, Brian

2011-01-01T23:59:59.000Z

431

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]

: 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

Royal Holloway, University of London

432

Computational Ship Hydrodynamics MOERI Propeller  

E-Print Network [OSTI]

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

Kusiak, Andrew

433

[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]

-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

Greenwald, Amy

434

[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]

­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

Greenwald, Amy

435

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

E-Print Network [OSTI]

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

Nau, Dana S.

436

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

E-Print Network [OSTI]

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

California at Santa Cruz, University of

437

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

E-Print Network [OSTI]

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

Cooper, Kendra M.L.

438

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

E-Print Network [OSTI]

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

439

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

E-Print Network [OSTI]

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

Mateas, Michael

440

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

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


441

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

E-Print Network [OSTI]

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

Lindenberg, Katja

442

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

E-Print Network [OSTI]

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

Gideon, Rudy A.

443

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

E-Print Network [OSTI]

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

Moore, Paul A.

444

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

E-Print Network [OSTI]

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

California at Santa Cruz, University of

445

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

E-Print Network [OSTI]

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

Wu, David

446

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

E-Print Network [OSTI]

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

Greer, Julia R.

447

Requirements Engineering and the Creative Process in the Video Game Industry  

E-Print Network [OSTI]

Requirements Engineering and the Creative Process in the Video Game Industry David Callele, Eric the need to extend traditional requirements engineering techniques to support the creative process in video, Canada S7N 5C9 {callele,neufeld,kas}@cs.usask.ca Abstract The software engineering process in video game

Schneider, Kevin A.

448

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

E-Print Network [OSTI]

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

Illinois at Chicago, University of

449

Story Scripting for Automating Cinematics and Cut-Scenes in Video Games  

E-Print Network [OSTI]

. This paper discusses these story scripting elements in depth, along with a prototype software engine capableStory Scripting for Automating Cinematics and Cut-Scenes in Video Games W. Zhang, M. Mc for writers to directly create and integrate story content into games on their own, and they must instead rely

Katchabaw, Michael James

450

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

E-Print Network [OSTI]

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

451

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

E-Print Network [OSTI]

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

Boyer, Edmond

452

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

E-Print Network [OSTI]

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

453

THE APPLE GAME AND THE PRESSING-DOWN LEMMA Brian White  

E-Print Network [OSTI]

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

White, Brian

454

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

455

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

E-Print Network [OSTI]

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

Schecter, Stephen

456

Tolling at a Frontier Tolling at a Frontier: A Game Theoretic Analysis  

E-Print Network [OSTI]

Tolling at a Frontier 1 Tolling at a Frontier: A Game Theoretic Analysis by David Levinson DRAFT July 15, 1998 Abstract: Frontiers provide an opportunity for one jurisdiction to remedy inequities (and collection costs is stable. Published as: Levinson, David (1999) Tolling at a Frontier: A Game Theoretic

Levinson, David M.

457

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

E-Print Network [OSTI]

Security Games and Risk Minimization for Automatic Generation Control in Smart Grid Yee Wei Law be protected against potential threats. Advanced monitoring technologies at the center of smart grid evolution injection. This paper develops a game-theoretic approach to smart grid security by combining quantitative

Alpcan, Tansu

458

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

E-Print Network [OSTI]

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

459

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

E-Print Network [OSTI]

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

Muñoz-Avila, Héctor

460

"Red Sore Disease"in Game Fish1 Peggy Reed and Ruth Francis-Floyd2  

E-Print Network [OSTI]

frequently affected are game fish, particularly bluegill (bream), largemouth bass, and striped bass and itsVM85 "Red Sore Disease"in Game Fish1 Peggy Reed and Ruth Francis-Floyd2 1. This document is VM85 fish is generically referred to as "red sore disease." This problem usually occurs in the spring

Watson, Craig A.

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


461

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

E-Print Network [OSTI]

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

Young, R. Michael

462

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

E-Print Network [OSTI]

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

Reyle, Uwe

463

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

E-Print Network [OSTI]

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 ...

Cardinal, Jean

464

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

E-Print Network [OSTI]

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

Huang, Jianwei

465

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

E-Print Network [OSTI]

. Figure 11-12 in Business Dynamics shows an example where a seven day adjustment time is used to "smooth, graduate students, teachers and business executives. The intriguing result is that all teams end up

Ford, Andrew

466

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

E-Print Network [OSTI]

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

Sherriff, Mark S.

467

Using Controlled Experiments to Calibrate Computer Models: The Airplane Game as a Lean Simulation Exercise  

E-Print Network [OSTI]

of experimentation, the randomized, controlled trial (RCT) is primarily used in clinical research, but its principles can be applied to social science research as well. RCTs are often considered to offer the highest degree of reliability (lowest confounding... can function as scientific experiments or even RCTs. In fact, the EZStrobe simulation can also be structured to mimic an RCT by providing a (1) control group, (2) randomization of participant activity times through the use of a random number...

Rybkowski, Zofia K.; Wong, John-Michael; Ballard, Glenn; Tommelein, Iris D.

468

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

E-Print Network [OSTI]

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

Yoshimoto, Brandon (Brandon T.)

2009-01-01T23:59:59.000Z

469

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

E-Print Network [OSTI]

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

Monroe, David Charles

2014-08-11T23:59:59.000Z

470

Massivizing Social Games: Distributed Computing Challenges and High Quality Time A. Iosup Alexandru Iosup  

E-Print Network [OSTI]

· Ranking · CERN produces ~15PB/year (10x larger) · (Not) faster than the speed of light, the Higgs boson

Iosup, Alexandru

471

Computer Defeats Video Game System in #EnergyFaceoff Round One | Department  

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:1 First Use of Energy for All Purposes (Fuel and Nonfuel),Feet) Year Jan Feb Mar Apr May JunDatastreamsmmcrcalgovInstrumentsruc DocumentationP-Series to User Group andCompositional Variation The Computationalof Energy

472

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

Energy Savers [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 on Google Bookmark EERE: Alternative Fuels Data Center Home Page on Delicious RankCombustion |Energy UsageAUDITVehiclesTankless orAChief MedicalDepartment ofCompleted SitesJungle |

473

Computational mechanics  

SciTech Connect (OSTI)

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

Goudreau, G.L.

1993-03-01T23:59:59.000Z

474

Dynamic Power Optimization Targeting User Delays in Interactive Systems  

E-Print Network [OSTI]

}@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

Zhong, Lin

475

Tracking Interacting People Stephen J. McKenna  

E-Print Network [OSTI]

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

Duric, Zoran

476

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

SciTech Connect (OSTI)

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

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

2014-01-01T23:59:59.000Z

477

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

E-Print Network [OSTI]

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 ...

Coelho, Marcelo

2008-01-01T23:59:59.000Z

478

School of Computer Science Carnegie Mellon University  

E-Print Network [OSTI]

on student learning of movies and simulations as lesson components. The study measures summative effects Science Learning Environment and the Impact of Movies and Simulations John F. Pane 1 June 1994 CMU­CS­94, simulation, multimedia, computer­based learning, science education, human­computer interaction, user studies

479

Alaska Department of Fish and 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 on Google Bookmark EERE: Alternative Fuels Data Center Home Page on Office of InspectorConcentrating SolarElectricEnergy InformationTuri BiomassWheeler County,Alanson,ConservationGame

480

Game-Changing Advancements in Solar Energy | Department of Energy  

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

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481

Computer Science  

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

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482

Computer System,  

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

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483

Computing Resources  

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

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484

Computer Science 1 Department of Computer Science  

E-Print Network [OSTI]

Computer Science 1 Department of Computer Science School of Arts and Science www.cs.rutgers.edu Presented by Prof. Louis Steinberg www.cs.rutgers.edu/~lou #12;Computer Science 2 It's NOT just programming, maintenance ·devising computing solutions for cutting edge problems What is Computer Science? #12;Computer

Steinberg, Louis

485

ComputationalComputational ScienceScience  

E-Print Network [OSTI]

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

Hawick, Ken

486

Interactive Jobs  

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

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487

Computation Orchestration  

E-Print Network [OSTI]

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

Misra, Jayadev

488

Computation Orchestration  

E-Print Network [OSTI]

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

Misra, Jayadev

489

Neuronal computing or computational neuroscience: brains vs. computers  

E-Print Network [OSTI]

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

Smith, Leslie S.

490

Display computers  

E-Print Network [OSTI]

......................................................................................44 2.1.15.3 Tangible User Interfaces......................................................................45 2.1.15.3.1 mediaBlocks................................................................................45 2.1.15.3.2 music...Cub................................................................................................123 5.3.1.2 Ambient Media ...................................................................................123 5.3.1.3 Interaction...........................................................................................124 5.3.1.4 Fabrication...

Smith, Lisa Min-yi Chen

2006-08-16T23:59:59.000Z

491

Hybrid Quantum Computation in Quantum Optics  

E-Print Network [OSTI]

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

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

2007-01-11T23:59:59.000Z

492

A Game Theoretic Approach to Cyber Attack Prediction  

SciTech Connect (OSTI)

The area investigated by this project is cyber attack prediction. With a focus on correlation-based prediction, current attack prediction methodologies overlook the strategic nature of cyber attack-defense scenarios. As a result, current cyber attack prediction methodologies are very limited in predicting strategic behaviors of attackers in enforcing nontrivial cyber attacks such as DDoS attacks, and may result in low accuracy in correlation-based predictions. This project develops a game theoretic framework for cyber attack prediction, where an automatic game-theory-based attack prediction method is proposed. Being able to quantitatively predict the likelihood of (sequences of) attack actions, our attack prediction methodology can predict fine-grained strategic behaviors of attackers and may greatly improve the accuracy of correlation-based prediction. To our best knowledge, this project develops the first comprehensive framework for incentive-based modeling and inference of attack intent, objectives, and strategies; and this project develops the first method that can predict fine-grained strategic behaviors of attackers. The significance of this research and the benefit to the public can be demonstrated to certain extent by (a) the severe threat of cyber attacks to the critical infrastructures of the nation, including many infrastructures overseen by the Department of Energy, (b) the importance of cyber security to critical infrastructure protection, and (c) the importance of cyber attack prediction to achieving cyber security.

Peng Liu

2005-11-28T23:59:59.000Z

493

2011 Computation Directorate Annual Report  

SciTech Connect (OSTI)

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

Crawford, D L

2012-04-11T23:59:59.000Z

494

Using Highly Interactive Virtual Environments for Safeguards Activities  

SciTech Connect (OSTI)

Highly interactive virtual environment (HIVE) is a term that refers to interactive educational simulations, serious games and virtual worlds. Studies indicate that learning with the aid of interactive environments produces better retention and depth of knowledge by promoting improved trainee engagement and understanding. Virtual reality or three dimensional (3D) visualization is often used to promote the understanding of something when personal observation, photographs, drawings, and/or sketches are not possible or available. Subjects and situations, either real or hypothetical, can be developed using a 3D model. Models can be tailored to the audience allowing safeguards and security features to be demonstrated for educational purposes in addition to engineering evaluation and performance analysis. Oak Ridge National Laboratory (ORNL) has begun evaluating the feasibility of HIVEs for improving safeguards activities such as training, mission planning, and evaluating worker task performance. This paper will discuss the development workflow of HIVEs and present some recent examples.

Weil, Bradley S [ORNL] [ORNL; Alcala, Benjamin S [ORNL] [ORNL; Alcala, Scott [ORNL] [ORNL; Eipeldauer, Mary D [ORNL] [ORNL; Weil, Logan B [ORNL] [ORNL

2010-01-01T23:59:59.000Z

495

COMPUTER SCIENCE EECS Department  

E-Print Network [OSTI]

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

496

COMPUTER ENGINEERING EECS Department  

E-Print Network [OSTI]

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

497

Computer Systems Administrator  

E-Print Network [OSTI]

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

498

Computer Science UNDERGRADUATE  

E-Print Network [OSTI]

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

Suzuki, Masatsugu

499

Duality and Recycling Computing in Quantum Computers  

E-Print Network [OSTI]

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

Gui Lu Long; Yang Liu

2007-08-15T23:59:59.000Z

500

Pricing and Forwarding Games for Inter-domain Full version  

E-Print Network [OSTI]

, Koushik Kar, and Michael Usher Department of Computer Science Department of Electrical & Computer-to-anywhere pricing) [16]. It has been argued correctly that point-to-point or destination-based pric- ing can result

Varela, Carlos