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Note: This page contains sample records for the topic "tv-based game systems" 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

Analyzing spatial user behavior in computer games using geographic information systems  

Science Conference Proceedings (OSTI)

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

Anders Drachen; Alessandro Canossa

2009-09-01T23:59:59.000Z

2

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

Science Conference Proceedings (OSTI)

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

Elaine M. Raybourn

2007-03-01T23:59:59.000Z

3

Educational Games for General Science  

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

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

4

Designing the future of collaborative workplace systems: lessons learned from a comparison with alternate reality games  

Science Conference Proceedings (OSTI)

Alternate reality games (ARGs) represent a unique form of group collaboration. A careful comparison of ARGs to more traditional collaborative systems reveals areas for innovation in tools to support ad-hoc teaming. This comparison specifically focuses ... Keywords: CSCW, alternate reality games, groupware, groupwork, storytelling

David Gurzick; Kevin F. White; Wayne G. Lutters; Brian M. Landry; Caroline Dombrowski; Jeffery Y. Kim

2011-02-01T23:59:59.000Z

5

A game theoretic approach to controller design for cyber-physical systems: collision avoidance  

Science Conference Proceedings (OSTI)

A collision avoidance problem for the vehicle equipped with adaptive cruise control is considered in the context of hybrid systems with emphasis on safety verification. Keywords: adaptive cruise control, collision avoidance, game theory, hybrid systems, reachability analysis

Jaeyong Park, Arda Kurt, Ümit Özgüner

2013-04-01T23:59:59.000Z

6

Immersive mobile gaming with scanned laser pico projection systems  

Science Conference Proceedings (OSTI)

A scanned laser pico projector's advantages, in the space of motion sensed and/or mobile gaming, is explored in this paper. In order to better appreciate the applications, we first briefly delve into the operation of a MicroVision MEMS-based scanned ...

P. Selvan Viswanathan; David Lashmet; Jari Honkanen

2011-11-01T23:59:59.000Z

7

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

Science Conference Proceedings (OSTI)

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

Alke Martens; Holger Diener; Steffen Malo

2008-01-01T23:59:59.000Z

8

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

E-Print Network (OSTI)

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

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

2011-01-01T23:59:59.000Z

9

Natural games  

E-Print Network (OSTI)

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

Jani Anttila; Arto Annila

2011-03-05T23:59:59.000Z

10

Role playing games: comparative analysis across two media platforms  

Science Conference Proceedings (OSTI)

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

Anders Tychsen

2006-12-01T23:59:59.000Z

11

Formalizing Game-play  

Science Conference Proceedings (OSTI)

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

Tomas By

2012-04-01T23:59:59.000Z

12

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

Science Conference Proceedings (OSTI)

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

Milind Tambe

2011-12-01T23:59:59.000Z

13

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

Science Conference Proceedings (OSTI)

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

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

2008-06-01T23:59:59.000Z

14

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

E-Print Network (OSTI)

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

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

2013-01-01T23:59:59.000Z

15

Educational Molecular Biology Games  

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

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

16

Labeling images with a computer game  

Science Conference Proceedings (OSTI)

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

Luis von Ahn; Laura Dabbish

2004-04-01T23:59:59.000Z

17

Let's play!: mobile health games for adults  

Science Conference Proceedings (OSTI)

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

Andrea Grimes; Vasudhara Kantroo; Rebecca E. Grinter

2010-09-01T23:59:59.000Z

18

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

E-Print Network (OSTI)

to a hospital still results in a healthy birth. Action and role-playing games. In the beginning of Fallout 34), published by Electronic Arts 4 Fallout 3 (2008), published by Bethesda Softworks 5 Final Fantasy X-2 (2003

California at Santa Cruz, University of

19

Environment Canada's Experimental Numerical Weather Prediction Systems for the Vancouver 2010 Winter Olympic and Paralympic Games  

Science Conference Proceedings (OSTI)

The 2010 Winter Olympic and Paralympic Games took place in Vancouver, British Columbia, Canada, on 12–28 February and 12–21 March 2010, respectively. Weather forecasting presents specific challenges at the various Olympic venues, which are ...

J. Mailhot; S. Bélair; M. Charron; C. Doyle; P. Joe; M. Abrahamowicz; N. B. Bernier; B. Denis; A. Erfani; R. Frenette; A. Gigučre; G. A. Isaac; N. McLennan; R. McTaggart-Cowan; J. Milbrandt; L. Tong

2010-08-01T23:59:59.000Z

20

Playable character: extending digital games into the real world  

Science Conference Proceedings (OSTI)

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

Jason Linder; Wendy Ju

2012-05-01T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

Educational Physics Games  

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

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

22

Educational Chemistry Games  

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

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

23

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

Science Conference Proceedings (OSTI)

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

Igor S. Mayer

2009-12-01T23:59:59.000Z

24

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

Science Conference Proceedings (OSTI)

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

Matt Wilkerson; Amanda Koenig; James Daniel

2010-10-01T23:59:59.000Z

25

Educational Weather Games  

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

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

26

Educational Games about Mathematics  

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

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

27

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

Science Conference Proceedings (OSTI)

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

Gifford K. Cheung

2011-05-01T23:59:59.000Z

28

Usability and game design : improving the MITAR Game Editor  

E-Print Network (OSTI)

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

Falconi, Robert F

2010-01-01T23:59:59.000Z

29

Educational Computer Science Games  

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

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

30

Trusting to learn: trust and privacy issues in serious games  

Science Conference Proceedings (OSTI)

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

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

2011-06-01T23:59:59.000Z

31

Vampire Power and Gaming | Department of Energy  

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

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

32

Vampire Power and Gaming | Department of Energy  

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

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

33

Prosperity Game: Advanced Manufacturing Day, May 17, 1994  

SciTech Connect

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

Berman, M.

1994-12-01T23:59:59.000Z

34

Near-Surface and Land Surface Forecast System of the Vancouver 2010 Winter Olympic and Paralympic Games  

Science Conference Proceedings (OSTI)

A high-resolution 2D near-surface and land surface model was developed to produce snow and temperature forecasts over the complex alpine region of the Vancouver 2010 Winter Olympic and Paralympic Games. The model is driven by downscaled ...

Natacha B. Bernier; Stéphane Bélair; Bernard Bilodeau; Linying Tong

2011-08-01T23:59:59.000Z

35

Continuous Box game  

E-Print Network (OSTI)

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

Dan Hefetz; Michael Krivelevich; Tibor Szabó

2011-01-01T23:59:59.000Z

36

Neurological gaming environments  

Science Conference Proceedings (OSTI)

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

Paras Kaul

2006-07-01T23:59:59.000Z

37

Games on Graphs  

E-Print Network (OSTI)

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

Milos Stojakovic

2005-01-01T23:59:59.000Z

38

Old Schoolyard Games  

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

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

39

Designing collaborative multiplayer serious games  

Science Conference Proceedings (OSTI)

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

Viktor Wendel; Michael Gutjahr; Stefan Göbel; Ralf Steinmetz

2013-06-01T23:59:59.000Z

40

Biased orientation games  

E-Print Network (OSTI)

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

Ben-Eliezer, Ido; Sudakov, Benny

2011-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

The diameter game  

E-Print Network (OSTI)

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

József Balogh; Ryan Martin; András Pluhár

2006-01-01T23:59:59.000Z

42

Positional Games on Random Graphs  

E-Print Network (OSTI)

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

Milos Stojakovic; Tibor Szabo

2005-01-01T23:59:59.000Z

43

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

Science Conference Proceedings (OSTI)

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

Maria Virvou; George Katsionis

2008-01-01T23:59:59.000Z

44

Integrating video games and robotic play in physical environments  

Science Conference Proceedings (OSTI)

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

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

2008-08-01T23:59:59.000Z

45

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

46

Educational Material Science Games  

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

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

47

Product placement in interactive games  

Science Conference Proceedings (OSTI)

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

Barry Ip

2009-10-01T23:59:59.000Z

48

Scaling games to epic proportions  

Science Conference Proceedings (OSTI)

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

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

2007-06-01T23:59:59.000Z

49

Using MIDI to modify video game content  

Science Conference Proceedings (OSTI)

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

Jukka Holm; Juha Arrasvuori; Kai Havukainen

2006-06-01T23:59:59.000Z

50

Biased Games On Random Boards  

E-Print Network (OSTI)

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

Asaf Ferber; Roman Glebov; Michael Krivelevich; Alon Naor

2012-01-01T23:59:59.000Z

51

Biased nonlocal quantum games  

E-Print Network (OSTI)

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

Thomas Lawson; Noah Linden; Sandu Popescu

2010-11-29T23:59:59.000Z

52

Inspection games in arms control  

E-Print Network (OSTI)

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

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

1996-01-01T23:59:59.000Z

53

UNMAKEABLELOVE: gaming technologies for the cybernetic theatre Re-Actor  

Science Conference Proceedings (OSTI)

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

Sarah Kenderdine; Jeffrey Shaw

2009-10-01T23:59:59.000Z

54

Catching Fireflies: a persuasive augmented reality game for Android phones  

Science Conference Proceedings (OSTI)

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

Amy Eubanks

2011-03-01T23:59:59.000Z

55

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

Science Conference Proceedings (OSTI)

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

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

2008-01-01T23:59:59.000Z

56

The Place Value Game  

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

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

57

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

58

Network game and boosting  

Science Conference Proceedings (OSTI)

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

Shijun Wang; Changshui Zhang

2005-10-01T23:59:59.000Z

59

Coevolutionary "TEMPO" Game Rodney W. Johnson  

E-Print Network (OSTI)

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

Michalewicz, Zbigniew

60

War Gaming Peace Operations  

Science Conference Proceedings (OSTI)

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

Roger Mason, Eric Patterson

2013-02-01T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

Game Accessibility: Enabling Everyone to Play  

Science Conference Proceedings (OSTI)

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

Lee Garber

2013-06-01T23:59:59.000Z

62

Tailoring persuasive health games to gamer type  

Science Conference Proceedings (OSTI)

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

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

2013-04-01T23:59:59.000Z

63

Video game values: Human-computer interaction and games  

Science Conference Proceedings (OSTI)

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

Pippin Barr; James Noble; Robert Biddle

2007-03-01T23:59:59.000Z

64

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

E-Print Network (OSTI)

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

Hu, Xiaojie

2008-01-01T23:59:59.000Z

65

BIASED POSITIONAL GAMES  

E-Print Network (OSTI)

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

V. Chvátal; P. Erdös

1978-01-01T23:59:59.000Z

66

Video Game Device Haptic Interface for Robotic Arc Welding  

Science Conference Proceedings (OSTI)

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

Corrie I. Nichol; Milos Manic

2009-05-01T23:59:59.000Z

67

Trouble tower game demo  

Science Conference Proceedings (OSTI)

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

Stefan Greuter, Susanne Tepe, Frank Boukamp, Ron Wakefield

2013-09-01T23:59:59.000Z

68

Quantum Game Theory  

E-Print Network (OSTI)

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

Landsburg, Steven E

2011-01-01T23:59:59.000Z

69

University Prosperity Game. Final report  

Science Conference Proceedings (OSTI)

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

Boyack, K.W.; Berman, M.

1996-03-01T23:59:59.000Z

70

Industrial ecology Prosperity Game{trademark}  

SciTech Connect

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

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

1998-03-01T23:59:59.000Z

71

Information Security Analysis Using Game Theory and Simulation  

SciTech Connect

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

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

2012-01-01T23:59:59.000Z

72

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

Science Conference Proceedings (OSTI)

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

Joel Ross; Bill Tomlinson

2010-12-01T23:59:59.000Z

73

History and Legacy of the Sydney 2009 World Masters Games  

E-Print Network (OSTI)

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

University of Technology, Sydney

74

Personalizing game content using audio-visual media  

Science Conference Proceedings (OSTI)

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

Jukka Holm; Kai Havukainen; Juha Arrasvuori

2005-06-01T23:59:59.000Z

75

Planarity, colorability and minor games  

E-Print Network (OSTI)

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

Dan Hefetz; et al.

2007-01-01T23:59:59.000Z

76

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

77

Fun and Games: Multi-Language Development  

Science Conference Proceedings (OSTI)

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

Andrew M. Phelps; David M. Parks

2004-02-01T23:59:59.000Z

78

Environmental Prosperity Game. Final report  

SciTech Connect

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

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

1995-12-01T23:59:59.000Z

79

Complexity of question/answer games  

Science Conference Proceedings (OSTI)

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

Sarmad Abbasi; Numan Sheikh

2008-12-01T23:59:59.000Z

80

Playing the Environment: Games as Virtual Ecologies  

E-Print Network (OSTI)

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

Chang, Alenda Y.

2009-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

Games Computers Play: GameTheoretic Aspects of Computing  

E-Print Network (OSTI)

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

Linial, Nathan "Nati"

82

Chinese Restaurant Game - Part II: Applications to Wireless Networking, Cloud Computing, and Online Social Networking  

E-Print Network (OSTI)

In Part I of this two-part paper [1], we proposed a new game, called Chinese restaurant game, to analyze the social learning problem with negative network externality. The best responses of agents in the Chinese restaurant game with imperfect signals are constructed through a recursive method, and the influence of both learning and network externality on the utilities of agents is studied. In Part II of this two-part paper, we illustrate three applications of Chinese restaurant game in wireless networking, cloud computing, and online social networking. For each application, we formulate the corresponding problem as a Chinese restaurant game and analyze how agents learn and make strategic decisions in the problem. The proposed method is compared with four common-sense methods in terms of agents' utilities and the overall system performance through simulations. We find that the proposed Chinese restaurant game theoretic approach indeed helps agents make better decisions and improves the overall system performan...

Wang, Chih-Yu; Liu, K J Ray

2011-01-01T23:59:59.000Z

83

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

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

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

84

Memento Ludi: Information Retrieval from a Game-Theoretic Perspective  

E-Print Network (OSTI)

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

Parfionov, George

2009-01-01T23:59:59.000Z

85

Optimization and reinforcement learning techniques in multi-agent graphical games and economic dispatch  

Science Conference Proceedings (OSTI)

This work discusses optimization and reinforcement learning techniques in power system Economic Dispatch and Multi-Agent graphical games. Power System Economic Dispatch (ED) is one of the power system energy management tools that is used to allocate ...

Mohammed Abouheaf / Frank L. Lewis, Wei-Jen Lee

2012-01-01T23:59:59.000Z

86

Game design strategies for collectivist persuasion  

Science Conference Proceedings (OSTI)

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

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

2009-08-01T23:59:59.000Z

87

Designing entertaining educational games using procedural rhetoric: a case study  

Science Conference Proceedings (OSTI)

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

Lars Doucet; Vinod Srinivasan

2010-07-01T23:59:59.000Z

88

Betting on Las Vegas: Designing Popular Slot Games  

Science Conference Proceedings (OSTI)

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

2012-02-06T23:59:59.000Z

89

Biased Weak Polyform Achievement Games  

E-Print Network (OSTI)

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

Norris, Ian

2011-01-01T23:59:59.000Z

90

DIGMA: a role playing game with agent plan reformulation and situational reassessment  

Science Conference Proceedings (OSTI)

Artificial intelligence (AI) has been used in various game genres such as strategy, adventure, and role-playing. Though it is widely used, there are still many issues that have yet to be addressed. Among these issues are the need for detection and handling ... Keywords: machine learning, multi-agent system, plan reformulation, role-playing game, situational reassessment

Paul Inventado; Merlin Suarez; Stephen Dellosa; Deryk De Guzman; Paul Lao

2006-12-01T23:59:59.000Z

91

Lessons Learned in Using Social Media for Disaster Relief ASU Crisis Response Game  

E-Print Network (OSTI)

Lessons Learned in Using Social Media for Disaster Relief ASU Crisis Response Game Mohammad in a simulated disaster. · Crowdsourcing using social media · Data collection · Task allocation and · Response to include public warning to avoid confusion in a disaster game · Coordination among different systems

Liu, Huan

92

Bayesian Proportional Resource Allocation Games  

E-Print Network (OSTI)

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

Tsitsiklis, John N.

93

The Sydney 2000 Olympic Games Forecast Demonstration Project: Forecasting, Observing Network Infrastructure, and Data Processing Issues  

Science Conference Proceedings (OSTI)

The Sydney 2000 Olympic Games World Weather Research Programme Forecast Demonstration Project (WWRP FDP) aimed to demonstrate the utility and impact of modern nowcast systems. The project focused on the use of radar processing systems and ...

Peter T. May; Thomas D. Keenan; Rod Potts; James W. Wilson; Rob Webb; Andrew Treloar; Elly Spark; Sue Lawrence; Elizabeth Ebert; John Bally; Paul Joe

2004-02-01T23:59:59.000Z

94

Farming education: a case for social games in learning  

Science Conference Proceedings (OSTI)

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

Peter Smith; Alicia Sanchez

2011-07-01T23:59:59.000Z

95

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

96

BNL | History:The First Video Game?  

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

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

97

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

98

Group theory (symmetries) in a computer game  

Science Conference Proceedings (OSTI)

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

Tarun Biswas

1998-01-01T23:59:59.000Z

99

A curiously short history of game art  

Science Conference Proceedings (OSTI)

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

John Sharp

2012-05-01T23:59:59.000Z

100

CALIFORNIA DEPARTMENT OF FISH AND GAME December 2001  

E-Print Network (OSTI)

21 CALIFORNIA DEPARTMENT OF FISH AND GAME December 2001 California's Living Marine Resources: A Status Report The habitat of California's living marine resources is primarily the California Current, and biological content of the waters entering the California Current system. These events also result

Note: This page contains sample records for the topic "tv-based game systems" 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

Validation of music metadata via game with a purpose  

Science Conference Proceedings (OSTI)

Quantity of music metadata on the Web is sufficient, music recommendation and online repository systems are proof of it. However, it became a real challenge to keep quality of these metadata at reasonable level as the cost of manual validation is too ... Keywords: game with a purpose, human computing, metadata validation, multimedia, music information retrieval

Peter Dula?ka; Jakub šimko; Mária Bieliková

2012-09-01T23:59:59.000Z

102

Linked Open Data (LOD) Quality using a Movie Trivia Game  

E-Print Network (OSTI)

VAMPIRE ENERGY GAME SYSTEM: ON FOR 2 HOURS A DAY #12;4 How to get rid of your vampire plug loads You to eliminate all plug loads and the spooky vampire plug loads. Or, the simplest solution of course than was used by the machine in the factory that created it in the first place. Vampire energy Some

Sun, Yu

103

Underwater Augmented Reality Game using the DOLPHYN Abdelkader Bellarbi2  

E-Print Network (OSTI)

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

Paris-Sud XI, Université de

104

Generative conversation tool for game writers  

Science Conference Proceedings (OSTI)

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

Christina R. Strong; Michael Mateas; Dave Grossman

2009-04-01T23:59:59.000Z

105

A serious game model for cultural heritage  

Science Conference Proceedings (OSTI)

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

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

2012-12-01T23:59:59.000Z

106

Exploiting graph properties of game trees  

Science Conference Proceedings (OSTI)

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

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

1996-08-01T23:59:59.000Z

107

Designing sound for a pervasive mobile game  

Science Conference Proceedings (OSTI)

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

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

2005-06-01T23:59:59.000Z

108

Mobile gaming: Industry challenges and policy implications  

Science Conference Proceedings (OSTI)

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

Claudio Feijoo; José-Luis Gómez-Barroso; Juan-Miguel Aguado; Sergio Ramos

2012-04-01T23:59:59.000Z

109

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

E-Print Network (OSTI)

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

Norihito Toyota

2005-03-23T23:59:59.000Z

110

Local-Domain Mesoscale Analysis and Forecast Model Support for the 1996 Centennial Olympic Games  

Science Conference Proceedings (OSTI)

The National Weather Service (NWS) developed the Olympic Weather Support System (OWSS) to provide specialized operational weather support for the 1996 Centennial Olympic Games in Atlanta. Operational implementation of the National Oceanic and ...

John S. Snook; Peter A. Stamus; James Edwards; Zaphiris Christidis; John A. McGinley

1998-03-01T23:59:59.000Z

111

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

Science Conference Proceedings (OSTI)

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

Jungwon Yoon; Sehwan Kim; Jeha Ryu; Woontack Woo

2002-12-01T23:59:59.000Z

112

Strategy Improvement for Concurrent Safety Games  

E-Print Network (OSTI)

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

Chatterjee, Krishnendu; Henzinger, Thomas A

2008-01-01T23:59:59.000Z

113

Tactical games & behavioral self-organization  

E-Print Network (OSTI)

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

Denis V. Juriev

1999-11-19T23:59:59.000Z

114

On the Structure of Weakly Acyclic Games  

E-Print Network (OSTI)

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

Fabrikant, Alex; Schapira, Michael

2011-01-01T23:59:59.000Z

115

Quantum games and minimum entropy  

Science Conference Proceedings (OSTI)

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

Edward Jiménez

2003-05-01T23:59:59.000Z

116

The ANgel Problem, Positional Games, . . .  

E-Print Network (OSTI)

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

Martin Kutz

2004-01-01T23:59:59.000Z

117

The games computers play...: perfectly  

Science Conference Proceedings (OSTI)

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

Jonathan Schaeffer

2007-03-01T23:59:59.000Z

118

Incompetence and impact of training in bimatrix games  

Science Conference Proceedings (OSTI)

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

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

2012-10-01T23:59:59.000Z

119

Weathergods: tangible interaction in a digital tabletop game  

Science Conference Proceedings (OSTI)

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

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

2007-02-01T23:59:59.000Z

120

Industrial Partnership Prosperity Game{trademark}  

Science Conference Proceedings (OSTI)

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

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

1998-02-01T23:59:59.000Z

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


121

The use of remote sensing and Geographic Information System (GIS) techniques, to interpret savanna ecosystem patterns in the Sabi Sand Game Reserve, Mpumalanga province.  

E-Print Network (OSTI)

??This thesis explores techniques which ultimately strive to optimize production systems in rangeland areas of southern Africa. By linking spatially significant, satellite derived data to… (more)

Fortescue, Alexander Kenneth John

1997-01-01T23:59:59.000Z

122

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

Science Conference Proceedings (OSTI)

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

Trent Hergenrader

2011-06-01T23:59:59.000Z

123

Video Games - Did They Begin at Brookhaven  

Office of Scientific and Technical Information (OSTI)

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

124

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

Science Conference Proceedings (OSTI)

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

Alex Meredith; Zaheer Hussain; Mark D. Griffiths

2009-06-01T23:59:59.000Z

125

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

Science Conference Proceedings (OSTI)

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

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

2011-10-01T23:59:59.000Z

126

On Traveling Salesman Games with Asymmetric Costs  

E-Print Network (OSTI)

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

127

Dynamic Linear Production Games under Uncertainty  

E-Print Network (OSTI)

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

128

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, ...

129

Computer game based learning - SimComp.  

E-Print Network (OSTI)

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

Friis, Nicolai

2005-01-01T23:59:59.000Z

130

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

E-Print Network (OSTI)

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

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

2005-01-01T23:59:59.000Z

131

Information Security Analysis Using Game Theory and Simulation  

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

132

Violent computer games, empathy, and cosmopolitanism  

Science Conference Proceedings (OSTI)

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

Mark Coeckelbergh

2007-07-01T23:59:59.000Z

133

Evolving intelligent game-playing agents  

Science Conference Proceedings (OSTI)

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

Nelis Franken; Andries P. Engelbrecht

2003-09-01T23:59:59.000Z

134

Structural Workshop Paper---Estimating Discrete Games  

Science Conference Proceedings (OSTI)

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

Paul B. Ellickson; Sanjog Misra

2011-11-01T23:59:59.000Z

135

Engaging viewers through social TV games  

Science Conference Proceedings (OSTI)

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

Pedro Almeida; Jorge Ferraz; Ana Pinho; Diogo Costa

2012-07-01T23:59:59.000Z

136

Weak and Strong k-connectivity games  

E-Print Network (OSTI)

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

Ferber, Asaf

2012-01-01T23:59:59.000Z

137

A narrative metaphor to facilitate educational game authoring  

Science Conference Proceedings (OSTI)

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

Eugenio J. Marchiori; Javier Torrente; Ángel del Blanco; Pablo Moreno-Ger; Pilar Sancho; Baltasar Fernández-Manjón

2012-01-01T23:59:59.000Z

138

The Banzhaf power index for ternary bicooperative games  

Science Conference Proceedings (OSTI)

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

J. M. Bilbao; J. R. Fernández; N. Jiménez; J. J. López

2010-05-01T23:59:59.000Z

139

Exploring the use of ray tracing for future games  

Science Conference Proceedings (OSTI)

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

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

2006-07-01T23:59:59.000Z

140

Designing stories: practices of narrative in 3D computer games  

Science Conference Proceedings (OSTI)

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

Teun Dubbelman

2011-08-01T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

Insectopia: exploring pervasive games through technology already pervasively available  

Science Conference Proceedings (OSTI)

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

Johan Peitz; Hannamari Saarenpää; Staffan Björk

2007-06-01T23:59:59.000Z

142

Multidisciplinary students and instructors: a second-year games course  

Science Conference Proceedings (OSTI)

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

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

2008-02-01T23:59:59.000Z

143

Towards designing for competence and engagement in serious games  

Science Conference Proceedings (OSTI)

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

Erik D. Van Der Spek

2012-09-01T23:59:59.000Z

144

What went wrong? A survey of problems in game development  

Science Conference Proceedings (OSTI)

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

Fábio Petrillo; Marcelo Pimenta; Francisco Trindade; Carlos Dietrich

2009-02-01T23:59:59.000Z

145

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

Science Conference Proceedings (OSTI)

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

Fred Sebastian; Anthony Whitehead

2008-11-01T23:59:59.000Z

146

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

Science Conference Proceedings (OSTI)

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

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

2013-04-01T23:59:59.000Z

147

Beating Nature at her Own Game? | U.S. DOE Office of Science (SC)  

Office of Science (SC) Website

Beating Nature at her Own Game? Beating Nature at her Own Game? Discovery & Innovation Stories of Discovery & Innovation Brief Science Highlights SBIR/STTR Highlights Contact Information Office of Science U.S. Department of Energy 1000 Independence Ave., SW Washington, DC 20585 P: (202) 586-5430 08.24.11 Beating Nature at her Own Game? New catalyst speeds conversion of electricity to hydrogen fuel. Print Text Size: A A A Subscribe FeedbackShare Page Click to enlarge photo. Enlarge Photo Systemic view of how catalyst might fit into a renewable energy production and storage system Image courtesy of Pacific Northwest National Laboratory Systemic view of how catalyst might fit into a renewable energy production and storage system. Major improvements in our ability to store electrical energy will be

148

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

E-Print Network (OSTI)

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

Desroches, Louis-Benoit

2013-01-01T23:59:59.000Z

149

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

150

On Traveling Salesman Games with Asymmetric Costs  

E-Print Network (OSTI)

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

151

Oklahoma Indian Gaming Association Annual Conference  

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

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

152

Games : BioEnergy Science Center  

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

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

153

Combining Modeling and Gaming for Predictive Analytics  

SciTech Connect

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

Riensche, Roderick M.; Whitney, Paul D.

2012-08-22T23:59:59.000Z

154

Knowledge and games in modal semirings  

Science Conference Proceedings (OSTI)

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

Bernhard Möller

2008-04-01T23:59:59.000Z

155

Welfare losses in commodity storage games  

Science Conference Proceedings (OSTI)

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

Alan Holland

2009-05-01T23:59:59.000Z

156

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

E-Print Network (OSTI)

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

157

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

Science Conference Proceedings (OSTI)

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

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

2004-07-01T23:59:59.000Z

158

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

E-Print Network (OSTI)

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

Crawford, Vincent P.; Iriberri, Nagore

2005-01-01T23:59:59.000Z

159

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

Science Conference Proceedings (OSTI)

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

Fábio Petrillo; Marcelo Pimenta; Francisco Trindade; Carlos Dietrich

2008-03-01T23:59:59.000Z

160

The future of game Al : learning to use human tactics  

E-Print Network (OSTI)

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

Dowgun, Neil M

2009-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

Game-Changing Advancements in Solar Energy | Department of Energy  

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

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

162

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

163

Memory of Quark Matter Card Game  

E-Print Network (OSTI)

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

J. Csörg?; Cs. Török; T. Csörg?

2013-03-12T23:59:59.000Z

164

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

165

Gesture activated mobile edutainment (GAME): intercultural training of nonverbal behavior with mobile phones  

Science Conference Proceedings (OSTI)

An approach to intercultural training of nonverbal behavior is presented that draws from research on role-plays with virtual agents and ideas from situated learning. To this end, a mobile serious game is realized where the user acquires knowledge about ... Keywords: gesture recognition, intelligent tutoring system, mobile edutainment, virtual agents

Matthias Rehm; Karin Leichtenstern; Jörg Plomer; Christian Wiedemann

2010-12-01T23:59:59.000Z

166

The Study of Game Model Between Safety Supervision and Coal Mine Enterprise  

Science Conference Proceedings (OSTI)

China is the coal mining accident multiple country. In addition to complicated mining conditions, poor technical level, low quality of personnel and other factors, safety supervision systems need improvement. In this paper, through the establishment ... Keywords: coal mine safety, safety supervision, game model analysis

Qinghe Yuan, Dawei Ren

2012-07-01T23:59:59.000Z

167

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

Science Conference Proceedings (OSTI)

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

Rubing Duan, Radu Prodan, Xiaorong Li

2014-01-01T23:59:59.000Z

168

A Multi-Resolution Large Population Game Framework for Smart Grid Demand Response Management  

E-Print Network (OSTI)

A Multi-Resolution Large Population Game Framework for Smart Grid Demand Response Management part of power system and market opera- tional practice. Motivated by the smart grid DR management) equation. Finally, we apply the framework to the smart grid DR management problem and illustrate

Paris-Sud XI, Université de

169

Forcing neurocontrollers to exploit sensory symmetry through hard-wired modularity in the game of Cellz  

E-Print Network (OSTI)

Forcing neurocontrollers to exploit sensory symmetry through hard-wired modularity in the game the benefits of different types of modularity by hard-wiring these into evolvable systems. In this paper we to the phenomenon that the interconnection of unrelated parts of a neural network in itself can hamper evolution

Lucas, Simon M.

170

A survey of visual, mixed, and augmented reality gaming  

Science Conference Proceedings (OSTI)

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

Bruce H. Thomas

2012-10-01T23:59:59.000Z

171

Teaching with games: the Minesweeper and Asteroids experience  

Science Conference Proceedings (OSTI)

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

Katrin Becker

2001-12-01T23:59:59.000Z

172

Project massive: a study of online gaming communities  

Science Conference Proceedings (OSTI)

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

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

2004-04-01T23:59:59.000Z

173

Exploring aesthetical gameplay design patterns: camaraderie in four games  

Science Conference Proceedings (OSTI)

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

Karl Bergström; Staffan Björk; Sus Lundgren

2010-10-01T23:59:59.000Z

174

iSee: interactive scenario explorer for online tournament games  

Science Conference Proceedings (OSTI)

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

Greg Smith; Desney Tan; Bongshin Lee

2009-10-01T23:59:59.000Z

175

Networked Graphics: Building Networked Games and Virtual Environments  

Science Conference Proceedings (OSTI)

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

Anthony Steed; Manuel Fradinho Oliveira

2009-11-01T23:59:59.000Z

176

Ancient runes: using text input for interaction in mobile games  

Science Conference Proceedings (OSTI)

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

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

2006-07-01T23:59:59.000Z

177

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

Science Conference Proceedings (OSTI)

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

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

2007-06-01T23:59:59.000Z

178

Generating Ambient Behaviors in Computer Role-Playing Games  

Science Conference Proceedings (OSTI)

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

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

2006-09-01T23:59:59.000Z

179

An empirical analysis of online game service satisfaction and loyalty  

Science Conference Proceedings (OSTI)

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

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

2009-03-01T23:59:59.000Z

180

The wise cursor: assisted selection in 3D serious games  

Science Conference Proceedings (OSTI)

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

Sergio Moya; Sergi Grau; Dani Tost

2013-06-01T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

Towards a serious game to help students learn computer programming  

Science Conference Proceedings (OSTI)

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

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

2009-01-01T23:59:59.000Z

182

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

Science Conference Proceedings (OSTI)

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

David Milam; Magy Seif El Nasr

2010-06-01T23:59:59.000Z

183

Classic Nintendo Games are (NP-)Hard Greg Aloupis  

E-Print Network (OSTI)

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

Demaine, Erik

184

Game Analysis of the Evolution of Artificial Stock Market  

Science Conference Proceedings (OSTI)

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

She Zhenyu; Yan Bo

2010-12-01T23:59:59.000Z

185

Learning Game-Specific Spatially-Oriented Heuristics  

Science Conference Proceedings (OSTI)

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

Susan L. Epstein; Jack Gelfand; Esther Lock

1998-06-01T23:59:59.000Z

186

Business Games for Leadership Development: A Systematic Review  

Science Conference Proceedings (OSTI)

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

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

2013-08-01T23:59:59.000Z

187

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

Science Conference Proceedings (OSTI)

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

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

2013-03-01T23:59:59.000Z

188

The community network game project: Enhancing collaborative activities  

E-Print Network (OSTI)

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

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

2010-01-01T23:59:59.000Z

189

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

Science Conference Proceedings (OSTI)

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

Claire Dormann; Robert Biddle

2009-12-01T23:59:59.000Z

190

Solving Multi-Leader-Follower Games  

E-Print Network (OSTI)

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

191

Audio interaction in computer mediated games  

Science Conference Proceedings (OSTI)

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

J. R. Parker; John Heerema

2008-01-01T23:59:59.000Z

192

Game Industry A (Very) Brief History  

E-Print Network (OSTI)

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

Stephenson, Ben

193

Evaluating pattern catalogs: the computer games experience  

Science Conference Proceedings (OSTI)

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

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

2006-05-01T23:59:59.000Z

194

Tricks of the Windows Game Programming Gurus  

Science Conference Proceedings (OSTI)

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

Andre LaMothe

1999-09-01T23:59:59.000Z

195

Location Games and Bounds for Median Problems  

E-Print Network (OSTI)

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

Haimovich, Mordecai

196

Adaptive display power management for mobile games  

Science Conference Proceedings (OSTI)

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

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

2011-06-01T23:59:59.000Z

197

Game-Theoretic Integration for Image Segmentation  

Science Conference Proceedings (OSTI)

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

Amit Chakraborty; James S. Duncan

1999-01-01T23:59:59.000Z

198

Electronic games for aged care and rehabilitation  

Science Conference Proceedings (OSTI)

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

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

2009-12-01T23:59:59.000Z

199

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

E-Print Network (OSTI)

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

Bailey, Joseph Harold

2003-05-01T23:59:59.000Z

200

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

Science Conference Proceedings (OSTI)

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

Lan Yang; Peerapong Sutinrerk

2007-07-01T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

ScriptEase: A generative/adaptive programming paradigm for game scripting  

Science Conference Proceedings (OSTI)

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

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

2007-06-01T23:59:59.000Z

202

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

Science Conference Proceedings (OSTI)

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

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

2010-11-01T23:59:59.000Z

203

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

Science Conference Proceedings (OSTI)

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

Juha-Matti Vanhatupa

2011-06-01T23:59:59.000Z

204

Bell nonlocality and Bayesian game theory  

E-Print Network (OSTI)

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

Nicolas Brunner; Noah Linden

2012-10-03T23:59:59.000Z

205

The Chooser-Picker 7-in-a-row-game  

E-Print Network (OSTI)

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

Csernenszky, András

2010-01-01T23:59:59.000Z

206

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

207

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

208

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

209

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

Science Conference Proceedings (OSTI)

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

Chafika Chettaoui; Franck Delaplace; Pierre Lescanne; Mun’delanji Vestergaard; René Vestergaard

2006-10-01T23:59:59.000Z

210

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

Science Conference Proceedings (OSTI)

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

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

2006-07-01T23:59:59.000Z

211

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

212

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

Science Conference Proceedings (OSTI)

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

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

2013-04-01T23:59:59.000Z

213

A Game-Theoretical Dynamic Model for Electricity Markets  

E-Print Network (OSTI)

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

214

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.

215

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

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

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

216

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

E-Print Network (OSTI)

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

Spronck, Pieter

217

Say it with Systems: Expanding Kodu's Expressive Power through Gender-Inclusive Mechanics  

E-Print Network (OSTI)

Say it with Systems: Expanding Kodu's Expressive Power through Gender-Inclusive Mechanics Teale@etr.org ° Microsoft FUSE Labs mattmac@microsoft.com ABSTRACT While game mechanics are a primary focus in game design and programming environments. But game mechanics are central here as well, with different tools supporting

California at Santa Cruz, University of

218

In polite company: rules of play in five Facebook games  

Science Conference Proceedings (OSTI)

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

Elizabeth Losh

2008-12-01T23:59:59.000Z

219

An application of a game development framework in higher education  

Science Conference Proceedings (OSTI)

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

Alf Inge Wang; Bian Wu

2009-01-01T23:59:59.000Z

220

Distributed Coalition Formation Games for Secure Wireless Transmission  

Science Conference Proceedings (OSTI)

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

Walid Saad; Zhu Han; Tamer Ba?ar; Mérouane Debbah; Are Hjřrungnes

2011-04-01T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

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

E-Print Network (OSTI)

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

222

A pilot study of four cultural touch-screen games  

Science Conference Proceedings (OSTI)

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

Li Wang; Erik Champion

2011-07-01T23:59:59.000Z

223

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

Science Conference Proceedings (OSTI)

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

Edgar Fisher; Nándor Sieben

2008-12-01T23:59:59.000Z

224

Changing the virtual self: avatar transformations in popular games  

Science Conference Proceedings (OSTI)

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

Pippin Barr; Robert Biddle; Judy Brown

2006-12-01T23:59:59.000Z

225

Influence of Black Masculinity Game Exemplars on Social Judgments  

Science Conference Proceedings (OSTI)

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

Karen E. Dill, Melinda C.R. Burgess

2013-08-01T23:59:59.000Z

226

Game Analytics: Maximizing the Value of Player Data  

Science Conference Proceedings (OSTI)

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

Magy Seif El-Nasr, Anders Drachen, Alessandro Canossa

2013-03-01T23:59:59.000Z

227

Multi-agent team cooperation: A game theory approach  

Science Conference Proceedings (OSTI)

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

E. Semsar-Kazerooni; K. Khorasani

2009-10-01T23:59:59.000Z

228

A differential game of joint implementation of environmental projects  

Science Conference Proceedings (OSTI)

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

MichčLe Breton; Georges Zaccour; Mehdi Zahaf

2005-10-01T23:59:59.000Z

229

Computer game design and the imaginative play of young children  

Science Conference Proceedings (OSTI)

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

Irina Verenikina; Jan Herrington

2009-06-01T23:59:59.000Z

230

The Economic Impact of One WVU Home Football Game  

E-Print Network (OSTI)

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

Mohaghegh, Shahab

231

A malware detector placement game for intrusion detection  

Science Conference Proceedings (OSTI)

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

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

2007-10-01T23:59:59.000Z

232

Cheating is not playing: Methodological Issues of Computational Game Theory  

Science Conference Proceedings (OSTI)

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

Bruno Beaufils; Philippe Mathieu

2006-05-01T23:59:59.000Z

233

CS1, arcade games and the free Java book  

Science Conference Proceedings (OSTI)

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

Daniel L. Schuster

2010-03-01T23:59:59.000Z

234

Multiplicative updates in coordination games and the theory of evolution  

Science Conference Proceedings (OSTI)

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

Erick Chastain; Adi Livnat; Christos Papadimitriou; Umesh Vazirani

2013-01-01T23:59:59.000Z

235

Parabolic PDEs and Deterministic Games Robert V. Kohn  

E-Print Network (OSTI)

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

236

A survey of students' computer game playing habits  

Science Conference Proceedings (OSTI)

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

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

2007-09-01T23:59:59.000Z

237

Wrestling with Ssireum: Korean Folk Game vs. Globalization  

E-Print Network (OSTI)

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

Sparks, Christopher A.

2011-08-01T23:59:59.000Z

238

Experience-Based Discrimination: Classroom Games  

E-Print Network (OSTI)

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

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

2005-01-01T23:59:59.000Z

239

Markovian Search Games in Heterogeneous Spaces  

SciTech Connect

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

Griffin, Christopher H [ORNL

2009-01-01T23:59:59.000Z

240

Essays in game theory and institutions  

E-Print Network (OSTI)

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

Rai, Birendra Kumar

2006-08-01T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

The Naming Game in Social Networks: Community Formation and Consensus Engineering  

E-Print Network (OSTI)

We study the dynamics of the Naming Game [Baronchelli et al., (2006) J. Stat. Mech.: Theory Exp. P06014] in empirical social networks. This stylized agent-based model captures essential features of agreement dynamics in a network of autonomous agents, corresponding to the development of shared classification schemes in a network of artificial agents or opinion spreading and social dynamics in social networks. Our study focuses on the impact that communities in the underlying social graphs have on the outcome of the agreement process. We find that networks with strong community structure hinder the system from reaching global agreement; the evolution of the Naming Game in these networks maintains clusters of coexisting opinions indefinitely. Further, we investigate agent-based network strategies to facilitate convergence to global consensus.

Lu, Qiming; Szymanski, B K; 10.1007/s11403-009-0057-7

2010-01-01T23:59:59.000Z

242

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

Science Conference Proceedings (OSTI)

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

Leon De Caluwé; Jac Geurts; Wouter Jan Kleinlugtenbelt

2012-10-01T23:59:59.000Z

243

Evaluation of a pervasive game for domestic energy engagement among teenagers  

Science Conference Proceedings (OSTI)

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

Anton Gustafsson; Magnus Bĺng

2008-12-01T23:59:59.000Z

244

Evaluation of a pervasive game for domestic energy engagement among teenagers  

Science Conference Proceedings (OSTI)

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

Anton Gustafsson; Cecilia Katzeff; Magnus Bang

2009-12-01T23:59:59.000Z

245

Using coevolution and gradient-based learning for the virus game  

Science Conference Proceedings (OSTI)

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

Munir H Naveed; Peter I Cowling

2006-12-01T23:59:59.000Z

246

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

Science Conference Proceedings (OSTI)

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

Monica M. McGill

2012-04-01T23:59:59.000Z

247

ScriptEase: Generating Scripting Code for Computer Role-Playing Games  

Science Conference Proceedings (OSTI)

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

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

2004-09-01T23:59:59.000Z

248

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

E-Print Network (OSTI)

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

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

2010-01-01T23:59:59.000Z

249

Information causality, entropy and the inner product game  

E-Print Network (OSTI)

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

Al-Safi, Sabri W

2011-01-01T23:59:59.000Z

250

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

E-Print Network (OSTI)

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

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

2003-01-01T23:59:59.000Z

251

Alaska Department of Fish and Game | Open Energy Information  

Open Energy Info (EERE)

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

252

Indian Gaming 2012 Tradeshow and Convention | Department of Energy  

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

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

253

Illuminati: the game of conspiracy: a close reading  

Science Conference Proceedings (OSTI)

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

Malcolm Ryan

2009-12-01T23:59:59.000Z

254

On the Chvátal-Erd?s triangle game  

E-Print Network (OSTI)

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

József Balogh; Wojciech Samotij

2010-01-01T23:59:59.000Z

255

On Characterizing Game-Perfect Graphs by Forbidden Induced Subgraphs  

E-Print Network (OSTI)

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

Stephan Dominique Andres

2010-01-01T23:59:59.000Z

256

Cooperative game-based routing approach for wireless sensor network  

Science Conference Proceedings (OSTI)

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

Fengyun Li; Guiran Chang; Lan Yao; Fuxiang Gao

2012-08-01T23:59:59.000Z

257

The Equivalence of Linear Programs and Zero-Sum Games  

E-Print Network (OSTI)

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

258

Parametrized regular infinite games and higher-order pushdown strategies  

Science Conference Proceedings (OSTI)

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

Paul Hänsch; Michaela Slaats; Wolfgang Thomas

2009-09-01T23:59:59.000Z

259

Cooperative Energy Network Optimization for Distributed Microgrids: Game Theoretic Approach  

E-Print Network (OSTI)

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

260

Marine Forecasting at the 1996 Centennial Olympic Games  

Science Conference Proceedings (OSTI)

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

Mark D. Powell; Stephen K. Rinard

1998-09-01T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

Motion and Scene Complexity for Streaming Video Games Mark Claypool  

E-Print Network (OSTI)

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

Claypool, Mark

262

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

263

A flexible system for Olympic villages  

E-Print Network (OSTI)

This thesis suggests a flexible system and its systems approach in constructing Olympic Villages which are used both during and after the Games. A historical overview of ancient Olympia and modern Olympia, as well as a ...

Chung, Se-Hack

1985-01-01T23:59:59.000Z

264

Automatic verification of competitive stochastic systems  

Science Conference Proceedings (OSTI)

We present automatic verification techniques for the modelling and analysis of probabilistic systems that incorporate competitive behaviour. These systems are modelled as turn-based stochastic multi-player games, in which the players can either collaborate ...

Taolue Chen; Vojt?ch Forejt; Marta Kwiatkowska; David Parker; Aistis Simaitis

2012-03-01T23:59:59.000Z

265

Global Maker-Breaker games on sparse graphs  

E-Print Network (OSTI)

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

Dan Hefetz; Michael Krivelevich; Tibor Szabó

2009-01-01T23:59:59.000Z

266

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

E-Print Network (OSTI)

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

Camper, Brett Bennett

2005-01-01T23:59:59.000Z

267

Noncooperative Games for Autonomous Consumer Load Balancing Over Smart Grid  

E-Print Network (OSTI)

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

Agarwal, Tarun

2010-08-01T23:59:59.000Z

268

On a base exchange game on graphs  

E-Print Network (OSTI)

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

Stephan Dominique Andres; Winfried Hochstättler; Markus Merkel

2010-01-01T23:59:59.000Z

269

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

Science Conference Proceedings (OSTI)

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

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

2010-01-01T23:59:59.000Z

270

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

Science Conference Proceedings (OSTI)

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

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

2010-11-01T23:59:59.000Z

271

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

Science Conference Proceedings (OSTI)

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

Ian Horswill; Yusuf Pisan

2010-06-01T23:59:59.000Z

272

Approximating game-theoretic optimal strategies for full-scale poker  

Science Conference Proceedings (OSTI)

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

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

2003-08-01T23:59:59.000Z

273

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

E-Print Network (OSTI)

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

Li, Zhan, 1979-

2004-01-01T23:59:59.000Z

274

Hitting time results for Maker-Breaker games  

E-Print Network (OSTI)

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

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

2011-01-01T23:59:59.000Z

275

A Winning Strategy for the Ramsey Graph Game  

E-Print Network (OSTI)

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

Aleksandar Pekec

1995-01-01T23:59:59.000Z

276

Who wants to terminate the game? The role of vested interests and metaplayers in the ATOLLGAME experience  

Science Conference Proceedings (OSTI)

Low coral islands are heavily dependent on groundwater for freshwater supplies. The declaration by the government of Kiribati of water reserves over privately owned land has led to conflicts, illegal settlements, and vandalism. Also, the water consumption ... Keywords: ATOLLGAME, Pacific, Tarawa, companion modeling, contamination, coral islands, dialogue, entrenched agendas, freshwater reserves, groundwater, multi-agent system, participation, pollution, poverty alleviation, role-playing game, staged process, sustainable development, water demand, water management, water management strategies, water reserves

Anne Dray; Pascal Perez; Christophe Le Page; Patrick D'Aquino; Ian White

2007-12-01T23:59:59.000Z

277

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

Science Conference Proceedings (OSTI)

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

Mark Peterson

2010-02-01T23:59:59.000Z

278

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

E-Print Network (OSTI)

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

Stearns, Max

2004-01-01T23:59:59.000Z

279

Emergence of Cooperative Internet Server Sharing Among Internet Search Agents Caught in the n-Person Prisoner’s Dilemma Game  

Science Conference Proceedings (OSTI)

Information on the Internet can be collected by autonomous agents that send out queries to the servers that may have the information sought. From a single agent’s perspective, sending out as many queries as possible maximizes the chances of finding ... Keywords: n-Person Iterated Dilemma Game, Emergence of cooperation, Internet search agents, Multiagent systems

Jae C. Oh

2005-01-01T23:59:59.000Z

280

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

Science Conference Proceedings (OSTI)

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

Rachel R. Chen; Shuya Yin

2010-11-01T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

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

Science Conference Proceedings (OSTI)

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

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

2010-04-01T23:59:59.000Z

282

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

Science Conference Proceedings (OSTI)

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

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

2010-08-01T23:59:59.000Z

283

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

Science Conference Proceedings (OSTI)

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

Nicholas Caporusso; Lusine Mkrtchyan; Leonardo Badia

2010-03-01T23:59:59.000Z

284

O3D-based game learning environments for cultural heritage online education  

Science Conference Proceedings (OSTI)

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

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

2010-08-01T23:59:59.000Z

285

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

Science Conference Proceedings (OSTI)

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

Martha Larson; Nitendra Rajput; Abhigyan Singh; Saurabh Srivastava

2013-02-01T23:59:59.000Z

286

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

Science Conference Proceedings (OSTI)

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

Jacob Engwerda

2010-03-01T23:59:59.000Z

287

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

Science Conference Proceedings (OSTI)

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

Mark R. Mine; Joe Shochet; Roger Hughston

2003-10-01T23:59:59.000Z

288

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

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

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

289

Idaho Department of Fish & Game | Open Energy Information  

Open Energy Info (EERE)

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

290

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

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

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

291

Game-Changing Advancements in Solar Energy | Department of Energy  

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

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

292

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

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

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

293

California Department of Fish & Game | Open Energy Information  

Open Energy Info (EERE)

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

294

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

E-Print Network (OSTI)

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

Fisher, Edgar

2010-01-01T23:59:59.000Z

295

Biased positional games and small hypergraphs with large covers  

E-Print Network (OSTI)

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

Michael Krivelevich; Tibor Szabó

2008-01-01T23:59:59.000Z

296

Fast strategies in Maker-Breaker games played on random boards  

E-Print Network (OSTI)

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

Clemens, Dennis; Krivelevich, Michael; Liebenau, Anita

2012-01-01T23:59:59.000Z

297

Fast Strategies In Maker-Breaker Games Played on Random Boards  

E-Print Network (OSTI)

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

Dennis Clemens; Asaf Ferber; Michael Krivelevich; Anita Liebenau

2012-01-01T23:59:59.000Z

298

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

Science Conference Proceedings (OSTI)

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

Edward Shih-Tse Wang

2014-01-01T23:59:59.000Z

299

Olympic voting system proposal  

Science Conference Proceedings (OSTI)

In an effort to address the contentious issue of judged Olympic events, the Olympic committee has proposed a pilot audience participation system to score the gymnastics and diving competitions in the upcoming 2004 Athens Summer Games. The system would ... Keywords: Olympics usability, audience, design methodology, ergonomics, industrial design, interaction design, interactive, interface, voting

Seamus Costello; Kari Kubala; Matt Turley; Mehmet Uzer

2004-04-01T23:59:59.000Z

300

Random Access Game in Fading Channels with Capture: Equilibria and Braess-like Paradoxes  

E-Print Network (OSTI)

The Nash equilibrium point of the transmission probabilities in a slotted ALOHA system with selfish nodes is analyzed. The system consists of a finite number of heterogeneous nodes, each trying to minimize its average transmission probability (or power investment) selfishly while meeting its average throughput demand over the shared wireless channel to a common base station (BS). We use a game-theoretic approach to analyze the network under two reception models: one is called power capture, the other is called signal to interference plus noise ratio (SINR) capture. Contrary to one's intuition, we show analytically the occurrence of Braess-like paradoxes that the performance of the system may degrade when channel state information (CSI) is available at the nodes.

Hsu, Fu-Te

2010-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

PingPong++: Community Customization in Games and Entertainment  

E-Print Network (OSTI)

-It-Yourself (DIY) and community contribution principles to the world of physical sports and play. Ping-Source, DIY 1. INTRODUCTION While software games like CounterStrike and Minecraft thrive on community, we introduce PingPong++, an augmented ping pong table that embodies these Do-It-Yourself (DIY

Bejerano, Gill

302

Revenue model innovations in the Chinese online game market  

Science Conference Proceedings (OSTI)

This paper examines how incumbent firms with different levels of market dominance respond to revenue model innovation, i.e. the process by which revenues are generated and captured, and investigates the relationship between market dominance and different ... Keywords: chinese online game market, evolutionary model innovation, levels of market dominance, revenue model innovation, revolutionary model innovation

Jessie Qun Ren; Philip Hardwick

2008-10-01T23:59:59.000Z

303

Multi-modal annotation of quest games in Second Life  

Science Conference Proceedings (OSTI)

We describe an annotation tool developed to assist in the creation of multimodal action-communication corpora from on-line massively multi-player games, or MMGs. MMGs typically involve groups of players (5--30) who control their avatars, perform various ...

Sharon Gower Small; Jennifer Stromer-Galley; Tomek Strzalkowski

2011-06-01T23:59:59.000Z

304

Weather Support for the 2002 Winter Olympic and Paralympic Games  

Science Conference Proceedings (OSTI)

The 2002 Winter Olympic and Paralympic Games will be hosted by Salt Lake City, Utah, during February-March 2002. Adverse weather during this period may delay sporting events, while snow and ice-covered streets and highways may impede access by ...

J. Horel; T. Potter; L. Dunn; W. J. Steenburgh; M. Eubank; M. Splitt; D. J. Onton

2002-02-01T23:59:59.000Z

305

Battery-State Dependent Power Control as a Dynamic Game  

E-Print Network (OSTI)

1 Battery-State Dependent Power Control as a Dynamic Game Ishai Menache and Eitan Altman Faculty number of mobile users with limited batteries. Whenever the battery drains out, the user pays a fixed price to recharge the battery. Users, assumed to have always traffic to send, control their transmission

306

Tabletop games using real environment and physical simulation  

Science Conference Proceedings (OSTI)

The recent widespread of RGBD cameras such as Kinect® device from Microsoft® opens many new interaction metaphors available to the general public. In this poster we introduce a tabletop interaction metaphor using the depth map from the Kinect: ... Keywords: depth camera, physics engine, video game, virtual reality

Jeremy Laviole; Martin Hachet; Christophe Schlick

2011-06-01T23:59:59.000Z

307

TOPLEAGUE and BUNDESLIGA MANAGER: new generation online soccer games  

Science Conference Proceedings (OSTI)

This paper describes a new generation online soccer manager. More than 210,000 users operate TOPLEAGUE and the OFFICIAL BUNDESLIGA MANAGER, complex real-time soccer simulators that are based on actual data of real professional soccer players. The underlying ... Keywords: facial expressions, manager games, motion capture, robotic entertainment, soccer simulation, teamwork and heterogeneous agents

Ubbo Visser

2011-01-01T23:59:59.000Z

308

A leader-follower game in competitive facility location  

Science Conference Proceedings (OSTI)

We address the problem of locating new facilities of a firm or franchise that enters a market where a competitor operates existing facilities. The goal of the new entrant firm is to decide the location and attractiveness of its new facilities that maximize ... Keywords: Competitive facility location, Hybrid tabu search heuristic, Leader-follower game, Mixed-integer nonlinear programming

Hande Küçükayd?n; Necati Aras; ?. Kuban Alt?nel

2012-02-01T23:59:59.000Z

309

Norms of Cooperation in a Game of Partnership  

Science Conference Proceedings (OSTI)

We study a model of partnership with costly commitment in an evolutionary game-theoretic framework. We introduce various types of cooperative players with different degrees of strategic sophistication. We find that a necessary condition for cooperation ... Keywords: evolution, replicator dynamics, social norms

Massimiliano Landi; Pier Luigi Sacco

2001-10-01T23:59:59.000Z

310

Neighbor Selection Game in Wireless Ad Hoc Networks  

Science Conference Proceedings (OSTI)

In wireless ad hoc networks, there is no infrastructure to enforce cooperation between nodes. As a result, nodes may act selfishly when running network protocols to conserve their energy resources as much as possible. In this paper, we consider the "neighbor ... Keywords: Energy efficiency, Game theory, Neighbor selection, Selfish nodes, Wireless ad hoc networks

Sajjad Zarifzadeh; Nasser Yazdani

2013-05-01T23:59:59.000Z

311

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

312

Motivations for play in computer role-playing games  

Science Conference Proceedings (OSTI)

In this paper the motivations for play in the context of single- and multi-player digital Role-Playing Games (RPGs) are examined. Survey data were drawn from respondents online and participants in a related experimental study. The results indicate that ...

Anders Tychsen; Michael Hitchens; Thea Brolund

2008-11-01T23:59:59.000Z

313

Modeling player session times of on-line games  

Science Conference Proceedings (OSTI)

One of the most important aspects in determining the global traffic characteristics of on-line games is to model the traffic behavior of the client. While modeling the client ON-OFF times in web traffic has allowed researchers to generate accurate fractal ...

Francis Chang; Wu-chang Feng

2003-05-01T23:59:59.000Z

314

Selection of cooperative partners in n-player games  

Science Conference Proceedings (OSTI)

We address the problem of finding the appropriate agents to interact with in n-player games. In our model an agent only requires knowledge about the payoff and identification of its partners. This information is used to update a probability distribution ...

Pedro Mariano; Luís Correia; Carlos Grilo

2009-09-01T23:59:59.000Z

315

Designing a Real-time Strategy Game about Sustainable Energy Use  

E-Print Network (OSTI)

This thesis documents the development of a video game about sustainable energy use that unites fun with learning. Many other educational games do not properly translate knowledge, facts, and lessons into the language of games: mechanics, rules, rewards, and feedback. This approach differs by using game mechanics in new ways to express lessons about energy sustainability. This design is based on the real time strategy (RTS) genre. Players of these types of games must manage economic problems such as extracting, refining, and allocating resources, as well as industrial problems such as producing buildings and military units. These games often use imaginative fantasy elements to connect with their audience, but also made-up economic numbers and fictional resources such as magic crystals which have little to do with the real world. This thesis' approach retains the fantasy elements and gameplay conventions of this popular genre, but uses numbers, resources, and situations based on research about real-world energy production. The intended result is a game in which the player learns about energy use simply by trying to overcome the game's challenges. In addition, a combined quantitative/qualitative study was performed, which shows that players of the game learned new things, enjoyed the game, and became more interested in the topic of energy use.

Doucet, Lars Andreas

2010-05-01T23:59:59.000Z

316

Adaptive Resource Allocation in Jamming Teams Using Game Theory  

E-Print Network (OSTI)

In this work, we study the problem of power allocation and adaptive modulation in teams of decision makers. We consider the special case of two teams with each team consisting of two mobile agents. Agents belonging to the same team communicate over wireless ad hoc networks, and they try to split their available power between the tasks of communication and jamming the nodes of the other team. The agents have constraints on their total energy and instantaneous power usage. The cost function adopted is the difference between the rates of erroneously transmitted bits of each team. We model the adaptive modulation problem as a zero-sum matrix game which in turn gives rise to a a continuous kernel game to handle power control. Based on the communications model, we present sufficient conditions on the physical parameters of the agents for the existence of a pure strategy saddle-point equilibrium (PSSPE).

Khanafer, Ali; Ba?ar, Tamer

2011-01-01T23:59:59.000Z

317

Game-theory approach to consumer incentives for solar energy  

SciTech Connect

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

Sharp, J.K.

1981-11-01T23:59:59.000Z

318

Excuse me, I need better AI!: employing collaborative diffusion to make game AI child's play  

Science Conference Proceedings (OSTI)

The idea of end-user game authoring environments is quickly gaining momentum in education. Environments such as AgentSheets have been used by thousands of children to learn about programming and design by creating their own computer games. With only ... Keywords: collaborative agents, diffusion, distributed artificial intelligence, end-user programming, game AI, incremental AI, multi-agent architecture, object-oriented programming, psychology of programming

Alexander Repenning

2006-07-01T23:59:59.000Z

319

A new infinite game in Banach spaces with applications  

E-Print Network (OSTI)

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

Odell, Edward; Zsák, András

2007-01-01T23:59:59.000Z

320

Key Distribution based on Three Player Quantum Games  

E-Print Network (OSTI)

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

Norihito Toyota

2010-10-09T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

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

322

Competition and Personality in a Restaurant Entry Game: Is there an Entrepreneurial Personality Type?  

E-Print Network (OSTI)

34, 1993. [15] Cline Group. Restaurant start-up and growthfail. Cornell Hotel and Restaurant Administration Quarterly,and Personality in a Restaurant Entry Game Theodore

Bergstrom, Ted C; Sonstelie, Jon C; Parendo, Shane

2011-01-01T23:59:59.000Z

323

Configuration of Detection Software: A comparison of Decision and Game Theory Approaches. Decision Analysis  

E-Print Network (OSTI)

Firms are increasingly relying on software to detect fraud in domains such as security, financial services, tax, and auditing. A fundamental problem in using detection software for fraud detection is achieving the optimal balance between the detection and false-positive rates. Many firms use decision theory to address the configuration problem. Decision theory is based on the presumption that the firm’s actions do not influence the behavior of fraudsters. Game theory recognizes the fact that fraudsters do modify their strategies in response to firms ’ actions. In this paper, we compare decision and game theory approaches to the detection software configuration problem when firms are faced with strategic users. We find that under most circumstances firms incur lower costs when they use the game theory as opposed to the decision theory because the decision theory approach frequently either over- or underconfigures the detection software. However, firms incur the same or lower cost under the decision theory approach compared with the game theory approach in a simultaneousmove game if configurations under decision theory and game theory are sufficiently close. A limitation of the game theory approach is that it requires user-specific utility parameters, which are difficult to estimate. Decision theory, in contrast to game theory, requires the fraud probability estimate, which is more easily obtained. Key words: detection software; fraud detection; intrusion detection; false alarm rate; detection rate; ROC curve; decision theory; game theory

Huseyin Cavusoglu; Srinivasan Raghunathan

2004-01-01T23:59:59.000Z

324

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

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

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

325

The Enculturative Function of Toys and Games in Ancient Greece and Rome.  

E-Print Network (OSTI)

??Title of Thesis: THE ENCULTURATIVE FUNCTION OF TOYS AND GAMES IN ANCIENT GREECE AND ROME Jaime Marie Layne, Master of Arts, 2008 Thesis directed by:… (more)

Layne, Jaime Marie

2008-01-01T23:59:59.000Z

326

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

327

Playful bottle: a mobile social persuasion system to motivate healthy water intake Ubicomp'09  

E-Print Network (OSTI)

This study of mobile persuasion system explores the use of a mobile phone, when attached to an everyday object used by an everyday behavior, becomes a tool to sense and influence that behavior. This mobile persuasion system, called Playful Bottle system, makes use of a mobile phone attached to an everyday drinking mug and motivates office workers to drink healthy quantities of water. A camera and accelerometer sensors in the phone are used to build a vision/motion-based water intake tracker to detect the amount and regularity of water consumed by the user. Additionally, the phone includes hydration games in which natural drinking actions are used as game input. Two hydration games are developed: a single-user TreeGame with automated computer reminders and a multi-user ForestGame with computer-mediated social reminders from members of the group playing the game. Results from 7-week user study with 16 test subjects suggest that both hydration games are effective for encouraging adequate and regular water intake by users. Additionally, results of this study suggest that adding social reminders to the hydration game is more effective than system reminders alone.

Meng-chieh Chiu; Shih-ping Chang; Yu-chen Chang; Hao-hua Chu; Cheryl Chia-hui Chen; Fei-hsiu Hsiao; Ju-chun Ko

2009-01-01T23:59:59.000Z

328
329

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

E-Print Network (OSTI)

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

Lin, C.-Y. Cynthia

2007-01-01T23:59:59.000Z

330

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

Science Conference Proceedings (OSTI)

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

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

2011-12-01T23:59:59.000Z

331

Promoting new patterns in household energy consumption with pervasive learning games  

Science Conference Proceedings (OSTI)

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

Magnus Bang; Anton Gustafsson; Cecilia Katzeff

2007-04-01T23:59:59.000Z

332

Equilibrium in a two dimensional queueing game: When inspecting the queue is costly  

E-Print Network (OSTI)

Equilibrium in a two dimensional queueing game: When inspecting the queue is costly Refael Hassin parameters such as waiting time and cost, inspection cost, service quality, etc. An appropriate model are established in supermodular and submodu- lar games (Topicks (1979), Yao (1995)). Supermodular (submodular

Hassin, Refael

333

The Game Analysis of Eco-efficiency Driven Restructuring of China's Coal Industry  

Science Conference Proceedings (OSTI)

Based on the analysis of affecting factors of the coal industry structure, the method for taking eco-efficiency as the standard evaluation criterion of coal enterprises is proposed. The eco-efficiency supervise game model is established to analyze local ... Keywords: Coal industry, industry restructuring, eco-efficiency, supervise game, mixed strategy equilibrium

Peng Yi

2010-05-01T23:59:59.000Z

334

A proposal for mobile game based learning to promote knowledge of the a famosa fortress  

Science Conference Proceedings (OSTI)

The A Famosa fortress in Melaka is an important historical site which offers a significant insight into the history of Melaka and Malaysia. A research project was carried out over the period between 2007 to 2010 in order to develop a conjectural layout ... Keywords: a famosa, game-based learning, game-play, historical heritage

Mohamad Izani; Michael Grant; Aishah Razak

2012-10-01T23:59:59.000Z

335

Lessons Learned in Using Social Media for Disaster Relief -ASU Crisis Response Game  

E-Print Network (OSTI)

Lessons Learned in Using Social Media for Disaster Relief - ASU Crisis Response Game Mohammad disasters. In the light of these facts, the results from the ASU Crisis Response Game show that people do.Liu)@asu.edu,Augustoa@icmc.usp.br Abstract. In disasters such as the earthquake in Haiti and the tsunami in Japan, people used social media

Liu, Huan

336

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

Science Conference Proceedings (OSTI)

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

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

2007-12-01T23:59:59.000Z

337

Similarity in visual designs: effects on workload and performance in a railed-shooter game  

Science Conference Proceedings (OSTI)

Games are a popular form of digital entertainment and one elusive question is how complex visual designs affect the player experience. We address one aspect of this topic in terms of similarity of visual features, explored both as an organizing principle ... Keywords: cognitive load, game design, user research, visual design

David Milam; Magy Seif El-Nasr; Lyn Bartram; Bardia Aghabeigi; Perry Tan

2012-09-01T23:59:59.000Z

338

Deploying a massively multiplayer online game with a low-latency server infrastructure  

Science Conference Proceedings (OSTI)

The massively multiplayer online game (MMOG) industry has become an important e-commerce segment due to its impact on the economy. A MMOG requires the deployment of dozens to hundreds of n-tiered servers around the world to support millions of concurrent ... Keywords: Facility, Location, Massively multiplayer online games, Model

Yi Sun; Jack Y. Leu

2011-03-01T23:59:59.000Z

339

An R&D Investment Game under Uncertainty in Real Option Analysis  

Science Conference Proceedings (OSTI)

One of the problems of using the financial options methodology to analyse investment decisions is that strategic considerations become extremely important. So, the theory of real option games combines two successful theories, namely real options and ... Keywords: C72, D80, Exchange Options, G13, Information Revelation, Option games, Real Options

Giovanni Villani

2008-09-01T23:59:59.000Z

340

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

Science Conference Proceedings (OSTI)

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

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

2010-08-01T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

Patterns in the distribution of digital games via BitTorrent  

Science Conference Proceedings (OSTI)

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

Anders Drachen, Robert W. D. Veitch

2013-05-01T23:59:59.000Z

342

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

Science Conference Proceedings (OSTI)

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

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

2009-08-01T23:59:59.000Z

343

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

Science Conference Proceedings (OSTI)

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

Kim P. Bryceson

2009-06-01T23:59:59.000Z

344

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

Science Conference Proceedings (OSTI)

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

Mike Carbonaro; Duane Szafron; Maria Cutumisu; Jonathan Schaeffer

2010-11-01T23:59:59.000Z

345

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

Science Conference Proceedings (OSTI)

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

Christian Winkler; Patrick Hutflesz; Clemens Holzmann; Enrico Rukzio

2012-09-01T23:59:59.000Z

346

Classic Home Video Games, 1972-1984: A Complete Reference Guide  

Science Conference Proceedings (OSTI)

This reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering virtually every official United States release for programmable home game consoles of the pre-Nintendo NES era. Included are ...

Brett Weiss

2012-03-01T23:59:59.000Z

347

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

Science Conference Proceedings (OSTI)

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

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

2011-08-01T23:59:59.000Z

348

XNA 3.1 Game Development for Teens, 1st edition  

Science Conference Proceedings (OSTI)

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

Jerry Lee Ford

2010-02-01T23:59:59.000Z

349

Games, Risks, and Analytics: Several Illustrative Cases Involving National Security and Management Situations  

Science Conference Proceedings (OSTI)

This paper presents and compares four models of games and risk analyses designed to support strategic and policy decisions, three focusing on national security issues and one on project management. They share a common core of probability, linked decisions ... Keywords: analytics, counterterrorism, failure probability, game analysis, national security, nuclear proliferation, practice, principal--agent model, risk analysis

M. Elisabeth Paté-Cornell

2012-06-01T23:59:59.000Z

350

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

Science Conference Proceedings (OSTI)

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

Andrew Chiou

2007-09-01T23:59:59.000Z

351

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

Science Conference Proceedings (OSTI)

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

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

2005-11-01T23:59:59.000Z

352

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

Science Conference Proceedings (OSTI)

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

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

2005-04-01T23:59:59.000Z

353

Multi-market minority game: breaking the symmetry of choice  

E-Print Network (OSTI)

Generalization of the minority game to more than one market is considered. At each time step every agent chooses one of its strategies and acts on the market related to this strategy. If the payoff function allows for strong fluctuation of utility then market occupancies become inhomogeneous with preference given to this market where the fluctuation occured first. There exists a critical size of agent population above which agents on bigger market behave collectively. In this regime there always exists a history of decisions for which all agents on a bigger market react identically.

Karol Wawrzyniak; Wojciech Wislicki

2008-09-23T23:59:59.000Z

354

Multi-market minority game: breaking the symmetry of choice  

E-Print Network (OSTI)

Minority game is generalized to more than one market. At each time step every agent chooses one of its strategies and acts on the market related to this strategy. If the payoff function allows for strong fluctuation of utility then market occupancies become inhomogeneous with preference given to this market where the fluctuation occured first. There exists a critical size of agent population above which agents on bigger market behave collectively. In this regime there always exists a history of decisions for which all agents on a bigger market react identically.

Wawrzyniak, Karol

2008-01-01T23:59:59.000Z

355

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

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

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

356

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

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

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

357

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

E-Print Network (OSTI)

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

Lee, Kyung-Sook

2005-12-01T23:59:59.000Z

358

A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games MMORPGs as a Learning and Teaching Tool for Second Language Learners  

Science Conference Proceedings (OSTI)

Massively Multiplayer Online Role Playing Games MMORPGs create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language ... Keywords: E-Learning, Massively Multiplayer Online Role Playing Games MMORPGs, Online Education, Online Gaming, Personalized Learning, Second Language Learning, Virtual Environment

Isara Kongmee; Rebecca Strachan; Alison Pickard; Catherine Montgomery

2012-10-01T23:59:59.000Z

359

Statistical and Multifractal Properties of the Time Series Generated by a Modified Minority Game  

E-Print Network (OSTI)

In this paper it was developed a modification of the known multiagent model Minority Game, designed to simulate the behavior of traders in financial markets and the resulting price dynamics on the abstract resource. The model was implemented in the form of software. The modified version of Minority Game was investigated with the aim of reproducing the basic properties of real financial time series. It was proved that such properties as the clustering of volatility, the Levy distribution and multifractality are inherent for generated by this version of the Minority Game time series of prices.

Kuperin, Yu A

2010-01-01T23:59:59.000Z

360

Multifractal regime transition in a modified minority game model  

E-Print Network (OSTI)

The search for more realistic modeling of financial time series reviews several stylized facts of real markets. In this work we focus on the multifractal properties found in price and index signals. Although the usual Minority Game (MG) models do not exhibit multifractality, we study here one of its variants that does. We show that the nonsynchronous MG models in the nonergodic phase is multifractal and in this sense, together with other stylized facts, constitute a better modeling tool. Using the Structure Function (SF) approach we detected the stationary and the scaling range of the time series generated by the MG model and, from the linear (nonlinear) behavior of the SF we identified the fractal (multifractal) regimes. Finally, using the Wavelet Transform Modulus Maxima (WTMM) technique we obtained its multifractal spectrum width for different dynamical regimes.

Crepaldi, Antonio F; Ferreira, Fernando F; Francisco, Gerson

2007-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

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

Open Energy Info (EERE)

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

362

FREE PLAY 2007_ Free Play is Next Wave's Independent Game Developers Conference  

E-Print Network (OSTI)

, Melbourne ABOUT_ Free Play caters for independent and DIY game developers, creatively frustrated-fi, 4-track, DIY and it's probably one of the best and most vibrant areas of Australian culture. Binh

Loke, Seng W. - Loke, Seng W.

363

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

E-Print Network (OSTI)

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

Kassens, Eva

2005-01-01T23:59:59.000Z

364

Customer research, customer-driven design, and business strategy in Massively Multiplayer Online Games  

E-Print Network (OSTI)

This thesis is a part of an exploration of how the relationships between the customers of Massively Multiplayer Online Games (MMOGs) shape customer experience, and can be used to diminish customer churn and improve customer ...

Andrivet, Sébastien

2007-01-01T23:59:59.000Z

365

Field-based coordination of mobile intelligent agents: an evolutionary game theoretic analysis  

Science Conference Proceedings (OSTI)

The paper deals with field-based coordination of agent team in which the continental divide game is applied as a coordination mechanism. The agent team consists of self-interested mobile intelligent agents whose behaviour is modelled using coordination ...

Krunoslav Trzec; Ignac Lovrek

2007-09-01T23:59:59.000Z

366

Wind Forecasting for the Sailing Events at the Sydney 2000 Olympic and Paralympic Games  

Science Conference Proceedings (OSTI)

The Australian Bureau of Meteorology was the official provider of weather services for the 2000 Olympic and Paralympic Games in Sydney, Australia. The sailing events took place on Sydney Harbor and an offshore area adjacent to the harbor ...

Elly Spark; Gregory J. Connor

2004-04-01T23:59:59.000Z

367

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

E-Print Network (OSTI)

The case of o?shore petroleum leases. Quarterly Journal of100 (401), 367-390. [29] Petroleum Production Tax website. (timing game in o?shore petroleum production. Working paper.

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

2007-01-01T23:59:59.000Z

368

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

E-Print Network (OSTI)

of usage nationwide, we can estimate total national energythe total combined energy use. 3. Average usage over alltotal game console usage, this suggests that an appreciable fraction of console energy

Desroches, Louis-Benoit

2013-01-01T23:59:59.000Z

369

On the complexity of Nash equilibria of action-graph games  

E-Print Network (OSTI)

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

Daskalakis, Constantinos

2009-01-01T23:59:59.000Z

370

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

E-Print Network (OSTI)

Fire emergency responders work in teams where they must communicate and coordinate to save lives and property, yet contemporary emergency response training expends few resources teaching team coordination. The present research investigates re emergency response team coordination practice to develop a zero- delity simulation game to teach team coordination skills. It begins with an ethnographic investigation of re emergency response work practice, develops the concept of nonmimetic simulation with games, iterates game designs, then evaluates game designs with non- re emergency responders and re emergency response students. The present research de nes a new type of simulation, non-mimetic simulation: an operational environment in which participants exercise skills without a re-creation of the concrete environment. In traditional simulation, the goal is to re-create the world as faithfully as possible, as this has clear value for teaching skills. Non-mimetic simulations capture abstract, human-centered aspects of a work environment from a grounding in practice. They provide an alternative, economical, focused environment in which to exercise skills. Constructed as games, they can provide intrinsic and extrinsic motivation to practice and learn. The present work iterates a series of game designs in which players transform and share information with each other while under stress, engaging in processes of team coordination found in re emergency response work practice. We demonstrate how the game successfully teaches participants how to become more e ective at coordinating and communicating through user studies with non- re emergency responders and re emergency response students. Principles for the design of team coordination education, non-mimetic simulation, and cooperative game play are developed.

Dugas Toups, Zachary Oliver

2010-08-01T23:59:59.000Z

371

Khar: The Oral Tradition of Game of Riddles in Tshanglakha Speaking Community of Eastern Bhutan  

E-Print Network (OSTI)

Nyen ngag gi tenchey chenpo melong la jhug pey shaed jar danyidhiye gong jan zhe jawa zhug so (1999) by Mepham Geyleg Namgyal. 60 Khar: The Oral Tradition of Game of Riddles There is a second very strong argument with regard to independent origin... Nyen ngag gi tenchey chenpo melong la jhug pey shaed jar danyidhiye gong jan zhe jawa zhug so. Delhi: Tibetan Cultural & Religious Publication Centre. 76 Khar: The Oral Tradition of Game of Riddles Pelden, Setshang Lobzang (2004). Tshangsey...

Dorji, Tshering

2007-01-01T23:59:59.000Z

372

A graph theoretical model for the total balancedness of combinatorial optimization games, Revista de la Unión Matemática Argentina 53  

E-Print Network (OSTI)

Abstract. In this paper we present a model for the study of the total balancedness of packing and covering games, concerning some aspects of graph theory. We give an alternative proof of van Velzen’s characterization of totally balanced covering games. We introduce new types of graph perfection, which allows us to give another approach to the open problem of characterizing totally balanced packing games. 1.

M. Escalante; V. Leoni; G. Nasini

2012-01-01T23:59:59.000Z

373

Systems  

E-Print Network (OSTI)

Abstract Developing usable and robust mixed reality systems requires unique human–computer interaction techniques and customized hardware systems. The design of the hardware is directed by the requirements of the rich 3D interactions that can be performed using immersive mobile MR systems. Geometry modeling and capture, navigational annotations, visualizations, and training simulations are all enhanced using augmented computer graphics. We present the design guidelines that have led us through 10 years of evolving mobile outdoor MR hardware systems.

Benjamin Avery; Ross T. Smith; Wayne Piekarski; Bruce H. Thomas

2009-01-01T23:59:59.000Z

374

On a base exchange game on bispanning graphs  

E-Print Network (OSTI)

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

Stephan Dominique Andres; Winfried Hochstättler; Markus Merkel

2011-01-01T23:59:59.000Z

375

Coordination and Emergence in the Cellular Automated Fashion Game  

E-Print Network (OSTI)

We investigate a heterogeneous cellular automaton, where there are two types of agents, conformists and rebels. Each agent has to choose between two actions, 0 and 1. A conformist likes to choose an action that most of her neighbors choose, while in contrast a rebel wants to be different with most of her neighbors. Theoretically, this model is equivalent to the matching pennies game on regular networks. We study the dynamical process by assuming that each agent takes a myopic updating rule. An uniform updating probability is also introduced for each agent to study the whole spectrum from synchronous updating to asynchronous updating. Our model characterizes the phenomenon of fashion very well and has a great potential in the study of the finance and stock markets. A large number of simulations show that in most case agents can reach extraordinarily high degree of coordination. This process is also quite fast and steady. Considering that these dynamics are really simple, agents are selfish, myopic, and have ve...

Cao, Zhigang; Qu, Xinglong; Yang, Mingmin; Yang, Xiaoguang

2012-01-01T23:59:59.000Z

376

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

Science Conference Proceedings (OSTI)

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

Elizabeth Losh

2007-08-01T23:59:59.000Z

377

Forecasting Market Prices in a Supply Chain Game Christopher Kiekintveld, Jason Miller, Patrick R. Jordan, and Michael P. Wellman  

E-Print Network (OSTI)

Forecasting Market Prices in a Supply Chain Game Christopher Kiekintveld, Jason Miller, Patrick R, to forecast market prices in the Trading Agent Com- petition Supply Chain Management Game. As a guiding, Experimentation, Measurement Keywords Forecasting, Markets, Price prediction, Trading agent competition, Supply

Wellman, Michael P.

378

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

Science Conference Proceedings (OSTI)

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

Breno José Andrade de Carvalho, Marcelo Márcio Soares, Andre Menezes Marques das Neves, Rodrigo Pessoa Medeiros

2013-07-01T23:59:59.000Z

379

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

E-Print Network (OSTI)

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

Shaikh, Anees

380

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

E-Print Network (OSTI)

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

Shaikh, Anees

Note: This page contains sample records for the topic "tv-based game systems" 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

A conversation on the efficacies of the game engine to address notions of sacred space: the digital songlines project and transgressions of sacredness  

Science Conference Proceedings (OSTI)

The Digital Songlines (DSL) game engine is used as a vehicle for Indigenous Australian storytelling. Their storytelling is inextricably linked to the 'country' from which it emerges. The game engine provides a simulation of that country for embedding ... Keywords: 3D games, cultural heritage, digital songlines, sacred places, sacredness, uluru

Theodor G. Wyeld; Patrick Crogan; Brett Leavy

2007-09-01T23:59:59.000Z

382

SF STATE Extended Learning INFORMATION SYSTEMS (GIS)  

E-Print Network (OSTI)

, state agencies such as the Department of Fish and Game, and federal agencies such as the US ForestSF STATE Extended Learning 2013/2014 GEOGRAPHIC INFORMATION SYSTEMS (GIS) at San Francisco State of environmental decision making is being increasingly relied upon by businesses and agencies in Northern

383

Digital radiographic systems detect boiler tube cracks  

SciTech Connect

Boiler water wall leaks have been a major cause of steam plant forced outages. But conventional nondestructive evaluation techniques have a poor track record of detecting corrosion fatigue cracking on the inside surface of the cold side of waterwall tubing. EPRI is performing field trials of a prototype direct-digital radiographic system that promises to be a game changer. 8 figs.

Walker, S. [EPRI, Charlotte, NC (United States)

2008-06-15T23:59:59.000Z

384

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

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

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

385

Energy Department Support Brings Game-Changing Advancements in Solar Energy  

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

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

386

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

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

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

387

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

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

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

388

Energy Department Support Brings Game-Changing Advancements in Solar Energy  

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

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

389

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

E-Print Network (OSTI)

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

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

2010-01-01T23:59:59.000Z

390

Game Theoretic Approach for Elastic and Inelastic Demand Management in Microgrid  

E-Print Network (OSTI)

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

unknown authors

2011-01-01T23:59:59.000Z

391

Energy Efficiency in Multi-Hop CDMA Networks: a Game Theoretic Analysis Considering Operating Costs  

E-Print Network (OSTI)

A game-theoretic analysis is used to study the effects of receiver choice and transmit power on the energy efficiency of multi-hop networks in which the nodes communicate using Direct-Sequence Code Division Multiple Access (DS-CDMA). A Nash equilibrium of the game in which the network nodes can choose their receivers as well as their transmit powers to maximize the total number of bits they transmit per unit of energy spent (including both transmit and operating energy) is derived. The energy efficiencies resulting from the use of different linear multiuser receivers in this context are compared for the non-cooperative game. Significant gains in energy efficiency are observed when multiuser receivers, particularly the linear minimum mean-square error (MMSE) receiver, are used instead of conventional matched filter receivers.

Betz, Sharon

2008-01-01T23:59:59.000Z

392

A Repeated Game Formulation of Energy-Efficient Decentralized Power Control  

E-Print Network (OSTI)

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

Mael Le Treust; Samson Lasaulce

2010-07-28T23:59:59.000Z

393

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

SciTech Connect

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

Lin, E

2009-08-06T23:59:59.000Z

394

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

SciTech Connect

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

Lin, E

2009-08-06T23:59:59.000Z

395

SYSTEM FOR AUTOMATED INTERACTIVE LIGHTING.  

E-Print Network (OSTI)

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

Zupko, Joseph

2009-01-01T23:59:59.000Z

396

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

Science Conference Proceedings (OSTI)

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

Harkeerat Singh Bedi; Sajjan Shiva

2012-08-01T23:59:59.000Z

397

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

E-Print Network (OSTI)

A Sequential Game Perspective and Optimization of the Smart Grid with Distributed Data Centers to their enormous energy consumption, data centers are expected to have major impact on the electric grid]. Data centers are expected to have a major impact on the electric grid by significantly increasing

Pedram, Massoud

398

Texas Revolution Introduction: In this lesson, students will play a game to represent the Texas Revolution.  

E-Print Network (OSTI)

Texas Revolution Introduction: In this lesson, students will play a game to represent the Texas to use in conjunction with teaching the battles of the Texas Revolution. A large area is needed the students into two teams: the Mexican Army and the Texas Army. Line each team up, shoulder to shoulder

Wilkins, Neal

399

The critical bias for the Hamiltonicity game is n / ln n  

E-Print Network (OSTI)

We prove that in the biased (1: b) Hamiltonicity Maker-Breaker game, ( played on the edges of the complete graph Kn, Maker has a winning strategy for b(n) ? 1 ? 30 ln1/4) n n ln n, for all large enough n. 1

Michael Krivelevich

2009-01-01T23:59:59.000Z

400

The critical bias for the Hamiltonicity game is (1 + o(1))n / ln n  

E-Print Network (OSTI)

We prove that in the biased (1: b) Hamiltonicity Maker-Breaker game, ( played on the edges of the complete graph Kn, Maker has a winning strategy for b(n) ? 1 ? 30 ln1/4) n n ln n, for all large enough n. 1

Michael Krivelevich

2010-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

Forecasting Sun versus Shade in Complex Terrain for the 2010 Winter Olympic and Paralympic Games  

Science Conference Proceedings (OSTI)

During the 2010 Vancouver Winter Olympic and Paralympic Games in Canada, there were 10 mostly sunny days at the outdoor Olympic venues. The warmth and sunshine, possibly a result of El Nińo conditions at the time, significantly reduced snow cover at one ...

Rosie Howard; Roland Stull

2011-10-01T23:59:59.000Z

402

Components of an Incident Management Simulation and Gaming Framework and Related Developments  

Science Conference Proceedings (OSTI)

The nation's emergency responders need to work in a coordinated, well-planned manner to best mitigate the impact of an emergency incident. They need to be trained and ready to act in view of the increased security threat. The training has been traditionally ... Keywords: architecture, component, emergency response, gaming, incident management, integration, modeling, simulation

Sanjay Jain; Charles R. Mclean

2008-01-01T23:59:59.000Z

403

The bilateral consistent prekernel for (boundary) balanced games and ordinal prekernels for economic environments  

Science Conference Proceedings (OSTI)

It is proved that the bilateral consistent prekernel is not empty and intersects the core of (boundary) balanced games. The proof is introduced in a general framework, which enables us to apply it to pure exchange economy environments. As a result a ...

Guni Orshan; Peter Sudhölter; José Manuel Zarzuelo

2010-05-01T23:59:59.000Z

404

A Game-Theoretic Model of E-Marketplace Participation Growth  

Science Conference Proceedings (OSTI)

Despite their potential to significantly reduce transaction costs for both buyers and sellers, e-marketplaces have struggled. Recent literature has examined the value propositions of e-marketplaces and proposed conceptual frameworks for their analysis. ... Keywords: Business-To-Business E-Commerce, E-Marketplace, Game Theory, Network Effect

Michael R. Galbreth; Salvatore T. March; Gary D. Scudder; Mikhael Shor

2005-05-01T23:59:59.000Z

405

Wind Power Integration via Aggregator-Consumer Coordination: A Game Theoretic Approach  

E-Print Network (OSTI)

Wind Power Integration via Aggregator-Consumer Coordination: A Game Theoretic Approach Chenye Wu@ie.cuhk.edu.hk Abstract--Due to the stochastic nature of wind power, its large-scale integration into the power grid-side resources via pricing in order to tackle the intermittency and fluctuations in wind power generation

Huang, Jianwei

406

Wind Farm Power Maximization Based On A Cooperative Static Game Approach  

E-Print Network (OSTI)

Wind Farm Power Maximization Based On A Cooperative Static Game Approach Jinkyoo Parka, Soonduck efficiency of wind farms using cooperative control. The key factors in determining the power production and the loading for a wind turbine are the nacelle yaw and blade pitch angles. However, the nacelle and blade

Stanford University

407

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

Science Conference Proceedings (OSTI)

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

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

2013-05-01T23:59:59.000Z

408

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

E-Print Network (OSTI)

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

Song, Lingyang; Zhang, Zhongshan; Jiao, Bingli

2011-01-01T23:59:59.000Z

409

Utility deregulation and business ethics: More openness through gaming/simulation  

Science Conference Proceedings (OSTI)

Deregulation in the utilities industry is putting pressure on the utility companies to operate more efficiently. This efficiency drive seems to have had an impact on commitment to established safety procedures and ethical standards. Analyzing three ... Keywords: corporate accident, deregulation, ethical standard, gaming/simulation, learning by doing, openness, utilities industry

Shigehisa Tsuchiya

2005-03-01T23:59:59.000Z

410

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

Science Conference Proceedings (OSTI)

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

Marc Olano; Carlo Séquin

2006-03-01T23:59:59.000Z

411

Tracing insider knowledge across time and spaces: a connective ethnography in a teen online game world  

Science Conference Proceedings (OSTI)

In this study our goal is to conduct a "connective ethnography" that focuses on how gaming expertise spreads across a network of youth at an after-school club that simultaneously participates in a multi-player virtual environment (MUVE). We draw on multiple ...

Deborah A. Fields; Yasmin B. Kafai

2007-07-01T23:59:59.000Z

412

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

Science Conference Proceedings (OSTI)

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

Erin Reynolds

2013-07-01T23:59:59.000Z

413

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

Science Conference Proceedings (OSTI)

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

Katerina Diamantaki; Charalampos Rizopoulos; Dimitris Charitos; Nikos Tsianos

2011-01-01T23:59:59.000Z

414

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

Science Conference Proceedings (OSTI)

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

Ramin Neshati; Tugrul U. Daim

2010-04-01T23:59:59.000Z

415

Using semiotic grammars for the rapid design of evolving video game mechanics  

Science Conference Proceedings (OSTI)

In prior work, we proposed the model of cardboard semiotics. The model applies the use of semiotics (the study of signs and symbols and their interpretations) as a conceptual prototyping tool for game story development. In this paper we adapt the theoretical ...

Erik Henry Vick; Rudy McDaniel; Stephen Jacobs

2010-07-01T23:59:59.000Z

416

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

Science Conference Proceedings (OSTI)

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

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

2012-06-01T23:59:59.000Z

417

Forecasting market prices in a supply chain game q Christopher Kiekintveld a,*, Jason Miller b  

E-Print Network (OSTI)

), the simulation day, and the linear trend of selling prices from the previous ten days. For predicting future prices, we used the same set of features with the addition of the estimated customer demand trend (s). 4Forecasting market prices in a supply chain game q Christopher Kiekintveld a,*, Jason Miller b

Wellman, Michael P.

418

A medical game changer New device shows early promise for detecting heart disease  

E-Print Network (OSTI)

Fall 2012 A medical game changer New device shows early promise for detecting heart disease It as a functional test for people at high risk of developing heart disease, the leading cause of death in the United for enhancing auscultation (listening to heart sounds). Her husband, Robert Guion, was a convenient, good

Minnesota, University of

419

ScriptEase: Generative Design Patterns for Computer Role-Playing Games  

Science Conference Proceedings (OSTI)

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

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

2004-09-01T23:59:59.000Z

420

Designing a project decision making game Pieter W.G. Bots  

E-Print Network (OSTI)

farm: an array of wind turbines that generate electrical power. The method we use for problem. The paper focuses in particular on the game design method, which consists of two phases: (1) decision a single choice to be made) or composite (the decision problem may require several choices to be made

Paris-Sud XI, Université de

Note: This page contains sample records for the topic "tv-based game systems" 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

The evolution game analysis of clustering for asymmetrical multi-factors in WSNs  

Science Conference Proceedings (OSTI)

This paper considers the impact of the distance from cluster heads (CHs) to the sink, and uses evolution game-theoretic model to analyze the communication energy optimization. We present the area division scheme of sensors so as to achieve a desirable ...

Yong Zhang, Dan Huang, Min Ji, Fuding Xie

2013-08-01T23:59:59.000Z

422

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

Science Conference Proceedings (OSTI)

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

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

2012-01-01T23:59:59.000Z

423

Blending the real and virtual in games: the model of fantasy sports  

Science Conference Proceedings (OSTI)

Fantasy sports provide participants with the opportunity to play the role of coach for a team of athletes they select. The better the athletes perform in their real-world competitions, the better the virtual teams they are on will perform. Leagues for ... Keywords: fantasy sports, games, on-line rhetoric, spectatorship, virtual communities

Frank M. Shipman

2009-04-01T23:59:59.000Z

424

An Energy-Efficient Power Allocation Game with Selfish Channel State Reporting in Cellular Networks  

E-Print Network (OSTI)

An Energy-Efficient Power Allocation Game with Selfish Channel State Reporting in Cellular Networks With energy-efficient resource allocation, mobile users and base station have different objectives. While the base station strives for an energy-efficient operation of the complete cell, each user aims to maximize

Paris-Sud XI, Université de

425

Repeated games for eikonal equations, integral curvature flows and non-linear parabolic  

E-Print Network (OSTI)

Repeated games for eikonal equations, integral curvature flows and non-linear parabolic integro works of Kohn and the second author (2006 and 2009): general fully non-linear parabolic integro- surfaces. For parabolic integro-differential equations, players choose smooth functions on the whole space

Paris-Sud XI, Université de

426

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

Science Conference Proceedings (OSTI)

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

Marina Papastergiou

2009-11-01T23:59:59.000Z

427

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

E-Print Network (OSTI)

1 Electrical Vehicles in the Smart Grid: A Mean Field Game Analysis Romain Couillet, Samir M that a way to improve reliability is to allow EV and PHEV to buy and sell energy to or from the smart grid) have been recognized as natural components of future electricity distribution networks, known as smart

Paris-Sud XI, Université de

428

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

E-Print Network (OSTI)

Demand Side Management for Wind Power Integration in Microgrid Using Dynamic Potential Game Theory the intermittency in wind power generation. Our focus is on an isolated microgrid with one wind turbine, one fast supply and demand in an isolated microgrid [2], which is an important concept for renewable energy

Huang, Jianwei

429

Pricing Games among Interconnected Microgrids Gaurav S. Kasbekar and Saswati Sarkar  

E-Print Network (OSTI)

1 Pricing Games among Interconnected Microgrids Gaurav S. Kasbekar and Saswati Sarkar Abstract--We consider a scenario with multiple independent microgrids close to each other in a region that are connected to each other and to the central grid (macrogrid). In each time slot, a given microgrid may produce more

Sarkar, Saswati

430

Spatial approaches to broadband jamming in heterogeneous mobile networks: a game-theoretic approach  

Science Conference Proceedings (OSTI)

In this paper, we address the problem of a mobile intruder jamming the communication network in a vehicular formation. In order to understand the spatial aspect of the jamming problem, we consider a jamming model that takes into account the relative ... Keywords: AGVs, Jamming, Multi-player games, Nash equilibrium, Pursuit-evasion, UAVs

Sourabh Bhattacharya; Tamer Ba?ar

2011-11-01T23:59:59.000Z

431

Demand Response Design based on a Stackelberg Game in Smart Grid  

E-Print Network (OSTI)

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

Bahk, Saewoong

432

A mean field game analysis of electric vehicles in the smart grid  

E-Print Network (OSTI)

1 A mean field game analysis of electric vehicles in the smart grid Romain Couillet1, Samir Medina electrical vehicles (EV) or electrical hybrid oil-electricity vehicles (PHEV) in the smart grid energy market to the smart grid and sell their energy surpluses, when needed. It is therefore an important economical

Paris-Sud XI, Université de

433

Squidball: an experiment in large-scale motion capture and game design  

Science Conference Proceedings (OSTI)

This paper describes Squidball, a new large-scale motion capture based game. It was tested on up to 4000 player audiences last summer at SIGGRAPH 2004. It required the construction of the world's largest motion capture space at the time, and many ...

Christoph Bregler; Clothilde Castiglia; Jessica DeVincezo; Roger Luke DuBois; Kevin Feeley; Tom Igoe; Jonathan Meyer; Michael Naimark; Alexandru Postelnicu; Michael Rabinovich; Sally Rosenthal; Katie Salen; Jeremi Sudol; Bo Wright

2005-11-01T23:59:59.000Z

434

Communication and the culture of fantasy in role-playing games  

E-Print Network (OSTI)

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

Barry, P. J

1995-01-01T23:59:59.000Z

435

A systems approach in examining optimization opportunities and dynamics of the global steel industry  

Science Conference Proceedings (OSTI)

This paper takes a systems perspective in exploring and analyzing optimization possibilities and market dynamics of the global steel industry. To assess and improve this industry's performance, two analytical approaches are used. First, a multiple regression ... Keywords: China, Co-opetition, Nash equilibrium, Porter, SWOT analysis, Steel industry, exports, forecasts, game theory, imports, multiple regression analysis, production, systems management strategies, systems thinking

Sameer Kumar; Nidhi Ghildayal; Cheryl Ostor

2008-12-01T23:59:59.000Z

436

Final Environmental Assessment - Idaho Department of Fish and Game Captive Rearing Initiative for Salmon River Chinook Salmon  

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

Department of Fish and Game Department of Fish and Game Captive Rearing Initiative for Salmon River Chinook Salmon Finding of No Significant Impact October 2000 DEPARTMENT OF ENERGY Bonneville Power Administration Idaho Department of Fish and Game Captive Rearing Initiative for Salmon River Chinook Salmon Finding of No Significant Impact Summary: Bonneville Power Administration (BPA), Department of Energy (DOE), is proposing to fund the Idaho Department of Fish and Game (IDFG) Captive Rearing Initiative for Salmon River Chinook Salmon Program (IDFG Program). The IDFG Program is a small-scale research and production initiative designed to increase numbers of three weak but recoverable populations of spring/summer chinook salmon in the Salmon River drainage. This would increase numbers of spring/summer chinook salmon within the Snake River

437

Can Nintendo get its crown back? : examining the dynamics of the U.S. video game console market  

E-Print Network (OSTI)

Several generations of video game consoles have competed in the market since 1972. Overall, the entire market shares many similar characteristics, such as network effects and switching cost, which are found in other ...

Chow, Samuel W

2007-01-01T23:59:59.000Z

438

Evaluating Ginnungagap: a middleware for migration of partial game-state utilizing core-selection for latency reduction  

Science Conference Proceedings (OSTI)

Massively multi-player online games (MMOGs) have stringent latency requirements and must support large numbers of concurrent players. To handle these conflicting requirements, it is common to divide the virtual environment into virtual regions, and spawn ...

Paul B. Beskow; Geir A. Erikstad; Pĺl Halvorsen; Carsten Griwodz

2009-11-01T23:59:59.000Z

439

I-Vote: an audience voting system  

Science Conference Proceedings (OSTI)

In this paper, we describe the I-Vote system for audience response voting at the Olympic Games. The audience members vote by using a $2 handheld device that they can keep as a souvenir. The devices are simple to use, come in multiple designs, and are ... Keywords: I-Vote, Olympics, ZigBee, active RFID, audience response system, design process, display-less device, handheld device, prototypes, scenarios, ubiquitous computing, visualization, voting, wireless

M. Cameron Jones; Karen E. Medina; Abhijit Rao; Dinesh Rathi; Vandana Singh

2004-04-01T23:59:59.000Z

440

Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics  

Science Conference Proceedings (OSTI)

While game mechanics are a primary focus in game design and game studies, they have been little discussed in the context of introductory game creation and programming environments. But game mechanics are central here as well, with different tools supporting ... Keywords: Kodu, children, computer science education, game design, game mechanics, gender, motivation, programming, programming environments

Teale Fristoe; Jill Denner; Matt MacLaurin; Michael Mateas; Noah Wardrip-Fruin

2011-06-01T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

Final Environmental Assessment - Idaho Department of Fish and Game Captive Rearing Initiative for Salmon River Chinook Salmon  

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

Idaho Department of Fish and Game Captive Rearing Initiative for Salmon River Chinook Salmon Final Environmental Assessment DOE/EA-1301 October 2000 Idaho Department of Fish and Game Captive Rearing Initiative for Salmon River Chinook Salmon Final Environmental Assessment - Need and Purpose for Action Bonneville Power Administration i Contents 1. NEED AND PURPOSE FOR ACTION ..................................................................................1 1.1. Introduction ........................................................................................................................1 1.2. Need for Action ...................................................................................................................1 1.3. Purposes (Decision Factors)...............................................................................................2

442

PCPs for Arthur-Merlin games and communication protocols  

E-Print Network (OSTI)

Probabilistically Checkable Proofs (PCPs) are an important class of proof systems that have played a key role in computational complexity theory. In this thesis we study the power of PCPs in two new settings: Arthur-Merlin ...

Drucker, Andrew Donald

2010-01-01T23:59:59.000Z

443

Chinese Restaurant Game - Part I: Theory of Learning with Negative Network Externality  

E-Print Network (OSTI)

In a social network, agents are intelligent and have the capability to make decisions to maximize their utilities. They can either make wise decisions by taking advantages of other agents' experiences through learning, or make decisions earlier to avoid competitions from huge crowds. Both these two effects, social learning and negative network externality, play important roles in the decision process of an agent. While there are existing works on either social learning or negative network externality, a general study on considering both these two contradictory effects is still limited. We find that the Chinese restaurant process, a popular random process, provides a well-defined structure to model the decision process of an agent under these two effects. By introducing the strategic behavior into the non-strategic Chinese restaurant process, in Part I of this two-part paper, we propose a new game, called Chinese Restaurant Game, to formulate the social learning problem with negative network externality. Throu...

Wang, Chih-Yu; Li, K J Ray

2011-01-01T23:59:59.000Z

444

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

E-Print Network (OSTI)

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

Steven A. Bleiler; Faisal Shah Khan

2009-10-21T23:59:59.000Z

445

Power Allocation in Team Jamming Games in Wireless Ad Hoc Networks  

E-Print Network (OSTI)

In this work, we study the problem of power allocation in teams. Each team consists of two agents who try to split their available power between the tasks of communication and jamming the nodes of the other team. The agents have constraints on their total energy and instantaneous power usage. The cost function is the difference between the rates of erroneously transmitted bits of each team. We model the problem as a zero-sum differential game between the two teams and use {\\it{Isaacs'}} approach to obtain the necessary conditions for the optimal trajectories. This leads to a continuous-kernel power allocation game among the players. Based on the communications model, we present sufficient conditions on the physical parameters of the agents for the existence of a pure strategy Nash equilibrium (PSNE). Finally, we present simulation results for the case when the agents are holonomic.

Bhattacharya, Sourabh; Ba?ar, Tamer

2011-01-01T23:59:59.000Z

446

Stochastic Geometry based Medium Access Games in Mobile Ad hoc Networking  

E-Print Network (OSTI)

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

Hanawal, Manjesh Kumar; Baccelli, Francois

2011-01-01T23:59:59.000Z

447

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

Science Conference Proceedings (OSTI)

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

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

2010-11-01T23:59:59.000Z

448

Increasing fault-tolerance in cellular automata-based systems  

Science Conference Proceedings (OSTI)

In the light of emergence of cellular computing, new cellular computing systems based on yet-unknown methods of fabrication need to address the problem of fault tolerance in a way which is not tightly connected to used technology. This may not be possible ... Keywords: Byl's loop, Game of Life, TMR, cellular automata, cellular computing, fault tolerance, rule 30, static module redundance

Lud?k Žaloudek; Lukáš Sekanina

2011-06-01T23:59:59.000Z

449

The development of high definition television : an ecology of games  

E-Print Network (OSTI)

This study is an analysis of the forces that shaped the overall character of a new US television system, high definition or HDTV, between the early 1980s and 2010, with a primary focus on the period leading up the Federal ...

Neil, Suzanne Chambliss

2010-01-01T23:59:59.000Z

450

Virtual Economy Simulation and Gaming - An Agent Based Approach  

Science Conference Proceedings (OSTI)

In this paper we analyze an economic systems as agent based bottom up models. For the purpose we introduce a small national economy called a virtual economy and an exchange algebra for state space description. We construct dynamical agent based simulation ...

Hiroshi Deguchi; Takao Terano; Koichi Kurumatani; Taro Yuzawa; Shigeji Hashimoto; Hiroyuki Matsui; Akio Sashima; Toshiyuki Kaneda

2001-01-01T23:59:59.000Z

451

A study of probability collectives multi-agent systems on optimization and robustness  

Science Conference Proceedings (OSTI)

We present a study on optimization and robustness of Probability Collectives Multi-agent Systems (PCMAS). This framework for distributed optimization is deeply connected with both game theory and statistical physics. In contrast to traditional biologically-inspired ... Keywords: genetic algorithms, multi-agent systems, optimization, probability collectives, search robustness

Chien-Feng Huang; Bao Rong Chang

2011-01-01T23:59:59.000Z

452

Combinatorial optimization in Biology using Probability Collectives Multi-agent Systems  

Science Conference Proceedings (OSTI)

We present a study of Probability Collectives Multi-agent Systems (PCMAS) for combinational optimization problems in Biology. This framework for distributed optimization is deeply connected with both game theory and statistical physics. In contrast to ... Keywords: Biological networks, Combinational optimization, Multi-agent Systems, Mycobacterium tuberculosis, Probability Collectives

Chien-Feng Huang

2012-02-01T23:59:59.000Z

453

A Strategy for Maker in the Clique Game which Helps to Tackle some Open Problems by Beck  

E-Print Network (OSTI)

We study Maker/Breaker games on the edges of the complete graph, as introduced by Chvatal and Erdos. We show that in the (m:b) clique game played on K_{N}, the complete graph on N vertices, Maker can achieve a K_{q} for q = (m/(log_{2}(b + 1)) - o(1)) * log N, which partially solves an open problem by Beck. Moreover, we show that in the (1:1) clique game played on K_{N} for a sufficiently large N, Maker can achieve a K_{q} in only 2^(2q/3) moves, which improves the previous best bound and answers a question of Beck. Finally we consider the so called tournament game. A tournament is a directed graph where every pair of vertices is connected by a single directed edge. The tournament game is played on K_{N}. At the beginning Breaker fixes an arbitrary tournament T_{q} on q vertices. Maker and Breaker then alternately take turns at claiming one unclaimed edge e and selecting one of the two possible orientations. Maker wins if his graph contains a copy of the goal tournament T_{q}; otherwise Breaker wins. We show ...

Gebauer, Heidi

2009-01-01T23:59:59.000Z

454

Evaluating the Relationship between Cognitive Style and Pre-Service Teachers' Preconceived Notions about Adopting Console Video Games for Use in Future Classrooms  

Science Conference Proceedings (OSTI)

This article explores the impact of perceptual cognitive styles on pre-service teachers' attitudes toward video games. Using a cognitive style continuum measuring field dependence and field independence, the authors conducted an exploratory study to ... Keywords: Attitudes, Classrooms, Console, Education, Field Dependence, Field Independence, Group Embedded Figures Test GEFT, Learning, Microsoft Xbox 360, Nintendo Wii, Teaching, Video Games

Rudy McDaniel, Robert Kenny

2013-04-01T23:59:59.000Z

455

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

E-Print Network (OSTI)

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

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

2008-01-01T23:59:59.000Z

456

Market response to external events and interventions in spherical minority games  

E-Print Network (OSTI)

We solve the dynamics of large spherical Minority Games (MG) in the presence of non-negligible time dependent external contributions to the overall market bid. The latter represent the actions of market regulators, or other major natural or political events that impact on the market. In contrast to non-spherical MGs, the spherical formulation allows one to derive closed dynamical order parameter equations in explicit form and work out the market's response to such events fully analytically. We focus on a comparison between the response to stationary versus oscillating market interventions, and reveal profound and partially unexpected differences in terms of transition lines and the volatility.

Papadopoulos, P

2008-01-01T23:59:59.000Z

457

Subsidized Security and Stability of Equilibrium Solutions in an N-Player Game with Errors ?  

E-Print Network (OSTI)

Optimizing resource allocation in interdependent security problems is a serious challenge for U.S. homeland security. In this paper, game theory is applied to this challenge in the case where investment by one defender has positive externalities for other players. The phenomena of tipping and cascading are discussed, and we explore how to target subsidized security in order to achieve the best results from tipping. We show that subsidization of security investments can increase the stability of equilibrium solutions, and also decrease the total expected social costs. The above findings are illustrated in numerical examples. 1

Jun Zhuang; Vicki M. Bier

2006-01-01T23:59:59.000Z

458

Albeni Falls Wildlife Mitigation Project; Idaho Department of Fish and Game 2007 Final Annual Report.  

DOE Green Energy (OSTI)

The Idaho Department of Fish and Game maintained a total of about 2,743 acres of wildlife mitigation habitat in 2007, and protected another 921 acres. The total wildlife habitat mitigation debt has been reduced by approximately two percent (598.22 HU) through the Department's mitigation activities in 2007. Implementation of the vegetative monitoring and evaluation program continued across protected lands. For the next funding cycle, the IDFG is considering a package of restoration projects and habitat improvements, conservation easements, and land acquisitions in the project area.

Cousins, Katherine [Idaho Department of Fsh and Game

2009-04-03T23:59:59.000Z

459

A Game Theoretic Approach to Dynamic Energy Minimization in Wireless Transceivers  

E-Print Network (OSTI)

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

Ali Iranli; Hanif Fatemi; Massoud Pedram

2003-01-01T23:59:59.000Z

460

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

Science Conference Proceedings (OSTI)

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

Hansen, A.J.

1986-06-01T23:59:59.000Z

Note: This page contains sample records for the topic "tv-based game systems" 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

Hellsgate Big Game Winter Range Wildlife Mitigation Project : Annual Report 2008.  

DOE Green Energy (OSTI)

The Hellsgate Big Game Winter Range Wildlife Mitigation Project (Hellsgate Project) was proposed by the Confederated Tribes of the Colville Reservation (CTCR) as partial mitigation for hydropower's share of the wildlife losses resulting from Chief Joseph and Grand Coulee Dams. At present, the Hellsgate Project protects and manages 57,418 acres (approximately 90 miles2) for the biological requirements of managed wildlife species; most are located on or near the Columbia River (Lake Rufus Woods and Lake Roosevelt) and surrounded by Tribal land. To date we have acquired about 34,597 habitat units (HUs) towards a total 35,819 HUs lost from original inundation due to hydropower development. In addition to the remaining 1,237 HUs left unmitigated, 600 HUs from the Washington Department of Fish and Wildlife that were traded to the Colville Tribes and 10 secure nesting islands are also yet to be mitigated. This annual report for 2008 describes the management activities of the Hellsgate Big Game Winter Range Wildlife Mitigation Project (Hellsgate Project) during the past year.

Whitney, Richard P.; Berger, Matthew T.; Rushing, Samuel; Peone, Cory

2009-01-01T23:59:59.000Z

462

Alexandru Iosup Parallel and Distributed Systems Group  

E-Print Network (OSTI)

Online Games: High Performance Computing and High Quality Time 1 Massivizing Social Games: High,000,000 active players Massivizing Social Games: High Performance Computing and High Quality Time ­ A. Iosup 3 Games: High Performance Computing and High Quality Time ­ A. Iosup 4 Sources: MMOGChart, own research

Iosup, Alexandru

463

Alexandru Iosup Parallel and Distributed Systems Group  

E-Print Network (OSTI)

Online Games: High Performance Computing and High Quality Time 1 Massivizing Social Games: High used to be art, may now be computing Massivizing Social Games: High Performance Computing and High,000,000 active players Massivizing Social Games: High Performance Computing and High Quality Time ­ A. Iosup 3

Iosup, Alexandru

464

A new PowerPC microprocessor for low power computing systems  

Science Conference Proceedings (OSTI)

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

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

1995-03-01T23:59:59.000Z

465

Cross evaluation using weight restrictions in unitary input DEA models: theoretical aspects and application to olympic games ranking  

Science Conference Proceedings (OSTI)

There is no official method to establish a final ranking for the Olympic Games. The usual ranking is based on the Lexicographic Multicriteria Method, the main drawback of which is to overvalue gold medals. Furthermore, it does not take into account the ... Keywords: cross evaluation, data envelopment analysis, ranking, unitary input, weights restrictions

Joăo Carlos Correia Baptista Soares De Mello; Eliane Gonçalves Gomes; Lidia Angulo Meza; Luiz Biondi Neto

2008-01-01T23:59:59.000Z

466

SocialMapExplorer: visualizing social networks of massively multiplayer online games in temporal-geographic space  

Science Conference Proceedings (OSTI)

Massively Multiplayer Online Games (MMOGs) provide unique opportunities to investigate large social networks, such as player (working-group), trading, and communication (chat) networks. This paper presents a visualization tool -- SocialMapExplorer ... Keywords: MMOGs, network dynamics, social networks, temporal-geographic space, virtual networks, visualization

Y. Dora Cai; Channing Brown; Iftekhar Ahmed; Yannick Atouba; Andrew Pilny; Marshall Scott Poole

2013-07-01T23:59:59.000Z

467

Seasonal Contrasting Features of Heat and Moisture Budgets between the Eastern and Western Tibetan Plateau during the GAME IOP  

Science Conference Proceedings (OSTI)

Using the Global Energy and Water Cycle Experiment (GEWEX) Asian Monsoon Experiment (GAME) four-dimensional data assimilation (4DDA) upper-air data, the large-scale heat source (Q1) and moisture sink (Q2) over the western and eastern Tibetan ...

Hiroaki Ueda; Hirotaka Kamahori; Nobuo Yamazaki

2003-07-01T23:59:59.000Z

468

Application of linear programming with I-fuzzy sets to matrix games with I-fuzzy goals  

Science Conference Proceedings (OSTI)

In this paper we study a class of linear programming problems having fuzzy goals/constraints that can be described by (Atanassov's) I-fuzzy sets. Duality theory is developed for this class of problems in the I-fuzzy sense which is subsequently applied ... Keywords: Fuzzy duality, Fuzzy goals, Fuzzy optimization, I-fuzzy sets, Zero-sum matrix games

A. Aggarwal; A. Mehra; S. Chandra

2012-12-01T23:59:59.000Z

469

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

Science Conference Proceedings (OSTI)

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

C. Botella; J. Breton-López; S. Quero; R. M. Bańos; A. García-Palacios; I. Zaragoza; M. Alcaniz

2011-01-01T23:59:59.000Z

470

Avoid painting walls with a hammer: a methodology for leveraging COTS/GOTS games for military training  

Science Conference Proceedings (OSTI)

Today' military faces an increasingly arduous commitment to maintain readiness for a multitude of taskings including full-scale conflicts, reconstruction and stability operations and humanitarian efforts. On a unit level, commanders often face this challenge ... Keywords: COTS, GOTS, games, military training, selection methodology

Major Joseph M. Nolan

2007-03-01T23:59:59.000Z

471

Energy-Efficient Spectrum Sharing in Relay-Assisted Cognitive Radio Systems  

E-Print Network (OSTI)

Energy-Efficient Spectrum Sharing in Relay-Assisted Cognitive Radio Systems (Invited Paper) Mariem of a relevant spectrum game. Two energy-efficient sources communicating with their respective destination energy-efficient sources. Keywords: resource allocation, cognitive radio, cooperative transmission, Nash

Paris-Sud XI, Université de

472

A Visual Network Analysis Method for Large Scale Parallel I/O Systems  

E-Print Network (OSTI)

VAMPIRE ENERGY GAME SYSTEM: ON FOR 2 HOURS A DAY #12;4 How to get rid of your vampire plug loads You to eliminate all plug loads and the spooky vampire plug loads. Or, the simplest solution of course than was used by the machine in the factory that created it in the first place. Vampire energy Some

473

Regulation Games  

E-Print Network (OSTI)

capital required to meet baseload demand. We show that suchGas turbines rather than baseload thermal, for example). It

Gilbert, Richard J.; Newbery, David M.

1988-01-01T23:59:59.000Z

474

Regulation Games  

E-Print Network (OSTI)

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

Gilbert, Richard J.; Newbery, David M.

1988-01-01T23:59:59.000Z

475

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

Science Conference Proceedings (OSTI)

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

Jon Schwartz; Walt Morrison; David Witus

2007-02-01T23:59:59.000Z

476

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

Science Conference Proceedings (OSTI)

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

Manuela Vieira Pak; Daniel Castillo Brieva

2010-11-01T23:59:59.000Z

477

Main Campus | 1600 Holloway Avenue | San Francisco | www.cel.sfsu.edu | 415-405-7700 information systems (gis)  

E-Print Network (OSTI)

, state agencies such as the Department of Fish and Game, and federal agencies such as the US Forest-405-7700 geographic information systems (gis) at san francisco state University Learn to use state-of-the-art mapping of environmental decision making is be- ing increasingly relied upon by businesses and agencies in Northern

478

A real-time system for crowd rendering: parallel LOD and texture-preserving approach on GPU  

Science Conference Proceedings (OSTI)

In modern games, rendering a massive scene with a large number of animated character is imminent and a very challenging task. In this paper, we present a real-time crowd rendering system on GPUs with a special focus on how to preserve texture appearance ... Keywords: GPGPU, crowd animation, crowd rendering, level of detail, texture-preserving

Chao Peng; Seung In Park; Yong Cao; Jie Tian

2011-11-01T23:59:59.000Z

479

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

DOE Green Energy (OSTI)

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

Isaacs, Eric (Director, Argonne National Laboratory)

2011-05-25T23:59:59.000Z

480

Energy Efficient Rondavels in the Kruger National Game Reserve, South Africa  

E-Print Network (OSTI)

Unique huts are being used as guest lodges in the South African National Kruger Game Park. These are inspired by the rondavels (indigenous round thatched adobe building), but have been westernized by adding glazed window areas, higher cement block walls and asbestos fiber cement roofs. Serious overheating and overcooling occurs if the huts are not air-conditioned. The summer design day indoor temperature then remains above 27°C (81°F), while in winter it remains below 18°C (64°F) for 20 hours per day. Tourist accommodation typically makes up 65% of the power consumption of camps. Where camps are not grid-connected this led to high costs. Various passive design alternatives have been simulated using the Quick program, developed by the University of Pretoria. A combination of envelope optimization, earth connected ventilation pipes and ceiling fans led to thermal comfort while cost-effectively reducing peak demand by 30% and consumption by 33% without impairing the architecture. This paper shows that indigenous designs are a good starting point throughout the world (no matter if it is Africa, Mexico,. . .). They are a "window" to designing low embodied energy to passive solar design for their particular region!

Holm, D.

2000-01-01T23:59:59.000Z

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


481

A demonstration of the Polaris poker system  

Science Conference Proceedings (OSTI)

Poker games provide a useful testbed for modern Artificial Intelligence techniques. Unlike many classical game domains such as chess and checkers, poker includes elements of imperfect information, stochastic events, and one or more adversarial agents ...

Michael Bowling; Nicholas Abou Risk; Nolan Bard; Darse Billings; Neil Burch; Joshua Davidson; John Hawkin; Robert Holte; Michael Johanson; Morgan Kan; Bryce Paradis; Jonathan Schaeffer; David Schnizlein; Duane Szafron; Kevin Waugh; Martin Zinkevich

2009-05-01T23:59:59.000Z

482

A Stochastic Maximum Principle for a Stochastic Differential Game of a Mean-Field Type  

Science Conference Proceedings (OSTI)

We construct a stochastic maximum principle (SMP) which provides necessary conditions for the existence of Nash equilibria in a certain form of N-agent stochastic differential game (SDG) of a mean-field type. The information structure considered for the SDG is of a possible asymmetric and partial type. To prove our SMP we take an approach based on spike-variations and adjoint representation techniques, analogous to that of S. Peng (SIAM J. Control Optim. 28(4):966-979, 1990) in the optimal stochastic control context. In our proof we apply adjoint representation procedures at three points. The first-order adjoint processes are defined as solutions to certain mean-field backward stochastic differential equations, and second-order adjoint processes of a first type are defined as solutions to certain backward stochastic differential equations. Second-order adjoint processes of a second type are defined as solutions of certain backward stochastic equations of a type that we introduce in this paper, and which we term conditional mean-field backward stochastic differential equations. From the resulting representations, we show that the terms relating to these second-order adjoint processes of the second type are of an order such that they do not appear in our final SMP equations. A comparable situation exists in an article by R. Buckdahn, B. Djehiche, and J. Li (Appl. Math. Optim. 64(2):197-216, 2011) that constructs a SMP for a mean-field type optimal stochastic control problem; however, the approach we take of using these second-order adjoint processes of a second type to deal with the type of terms that we refer to as the second form of quadratic-type terms represents an alternative to a development, to our setting, of the approach used in their article for their analogous type of term.

Hosking, John Joseph Absalom, E-mail: j.j.a.hosking@cma.uio.no [University of Oslo, Centre of Mathematics for Applications (CMA) (Norway)

2012-12-15T23:59:59.000Z

483

Pairing mega events and hydrological systems for urban sustainability : strategy framework for Delhi beyond the Commonwealth Games 2010  

E-Print Network (OSTI)

(cont.) initiate a process by which the city learns to seize opportunities through benign and sustainable change. Furthermore, this thesis intends to inform decision makers with a checklist of crucial tradeoffs, risks and ...

Cherian, Danny, 1978-

2004-01-01T23:59:59.000Z

484

166 IEEE TRANSACTIONS ON POWER SYSTEMS, VOL. 17, NO. 1, FEBRUARY 2002 An Empirical Study of Applied Game Theory  

E-Print Network (OSTI)

, Member, IEEE, and Martin L. Baughman, Fellow, IEEE Abstract--Restructured energy markets present for energy. States currently restructuring, such as Texas, have the advan- tage of reviewing the "lessons, University of Texas, Austin, TX 78712 USA. Publisher Item Identifier S 0885-8950(02)01017-9. strategy

Baldick, Ross

485

Technology Transition in the National Air Transportation System: Market Failure and Game Theoretic Analysis with Application to ADS-B  

E-Print Network (OSTI)

Air traffic demand is increasing, but capacity is constrained by an antiquated air traffic control (ATC) infrastructure. The number of air traffic passengers in the U.S. is expected to grow from 738 ...

Hu, Xiaojie

486

A Hierarchical Security Architecture for Cyber-Physical Systems  

SciTech Connect

Security of control systems is becoming a pivotal concern in critical national infrastructures such as the power grid and nuclear plants. In this paper, we adopt a hierarchical viewpoint to these security issues, addressing security concerns at each level and emphasizing a holistic cross-layer philosophy for developing security solutions. We propose a bottom-up framework that establishes a model from the physical and control levels to the supervisory level, incorporating concerns from network and communication levels. We show that the game-theoretical approach can yield cross-layer security strategy solutions to the cyber-physical systems.

Quanyan Zhu; Tamer Basar

2011-08-01T23:59:59.000Z

487

Framework for a visual energy use system  

E-Print Network (OSTI)

The goals of this research include developing and identifying software technologies, which facilitate the use of buildings described in Building Information Modeling (BIM) tools in both a simulation and visualization. The study focused on the development of a tool to fulfill the visualization needs of a Visual Energy Use System. To accomplish this, the study identified an open BIM file standard, the Industry Foundation Classes (IFC). The study also identified a video game based 3D virtual environment, the Doom 3 Engine. A tool developed during the study, IFCtoMAP, converts IFC data into the .MAP file format understood by the Doom 3 Engine. Finally, the study identified the IFCtoIDF utility, which translates IFC data into a format understood by the building energy simulation program EnergyPlus. Data from the Building Information Modeling tool Revit Building exports to the .IFC file format, which in turn drives the two conversion utilities IFCtoMAP and IFCtoIDF. The output of the IFCtoIDF tool consists of an .IDF file that EnergyPlus uses to perform an energy simulation. The output of the IFCtoMAP tool consists of a .MAP file, which the Doom 3 game engine uses to display three dimensional first person perspective visualization. The result of the study was the successful creation of an automated tool that converts building geometry found in .IFC files into the .MAP file format understood by Doom 3 game engine. This document details the methods employed by the IFCtoMAP software along with a brief discussion of the IFCtoIDF conversion utility.

McDonald, Christopher Ernest

2007-08-01T23:59:59.000Z

488

Game theory analysis of aircraft manufacturer innovation strategies in the face of increasing airline fuel costs.  

E-Print Network (OSTI)

??The air transportation system is a vital infrastructure that enables economic growth and provides significant social benefits. Future increases and volatility in crude oil prices,… (more)

Morrison, James K. D. (James Kelley Douglas)

2011-01-01T23:59:59.000Z

489

Price of Anarchy for Non-atomic Congestion Games with Stochastic ...  

E-Print Network (OSTI)

Oct 18, 2013 ... on the price of anarchy for three different settings of link cost ... Keywords: price of anarchy, user equilibrium, system optimum, stochastic.

490

A Game Theoretic Approach to Dynamic Energy Minimization in Wireless Transceivers  

E-Print Network (OSTI)

and planned consumption needs, agreed electric power deliveries and agreed electric power import, in order) as well as the other power plants, telecommunication system, information system and other infrastructure 3590108 Source: EPS Supply and consumption of electric power of 2004 and 2005 is given in Table 5

Pedram, Massoud

491

Design and performance of the Georgia Tech Aquatic Center photovoltaic system. Final report  

DOE Green Energy (OSTI)

A building-integrated DC PV array has been constructed on the Georgia Tech campus. The array is mounted on the roof of the Georgia Tech Aquatic Center (GTAC), site of the aquatic events during the 1996 Paralympic and Olympic Games in Atlanta. At the time of its construction, it was the world`s largest roof-mounted photovoltaic array, comprised of 2,856 modules and rates at 342 kW. This section describes the electrical and physical layout of the PV system, and the associated data acquisition system (DAS) which monitors the performance of the system and collects measurements of several important meteorological parameters.

Rohatgi, A.; Begovic, M.; Long, R.; Ropp, M.; Pregelj, A.

1996-12-31T23:59:59.000Z

492

Game theory analysis of aircraft manufacturer innovation strategies in the face of increasing airline fuel costs  

E-Print Network (OSTI)

The air transportation system is a vital infrastructure that enables economic growth and provides significant social benefits. Future increases and volatility in crude oil prices, as well as environmental charges, are ...

Morrison, James K. D. (James Kelley Douglas)

2011-01-01T23:59:59.000Z

493

Games Daughters and Parents Play: Teenage Childbearing, Parental Reputation, and Strategic Transfers  

E-Print Network (OSTI)

level ($1,000) Missing AFDC level County manufacturingSocial Approval, Values and AFDC: A Re-Examination of thenatalist incentives of the AFDC system. For simplicity, we

Hao, Lingxin; Hotz, V. Joseph; Ginger, Ginger Zhe

2000-01-01T23:59:59.000Z

494

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

E-Print Network (OSTI)

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

Klopfer, Eric

495

Essays on horizontal merger simulation: the curse of dimensionality, retail price discrimination, and supply channel stage-games  

E-Print Network (OSTI)

In the words of Joel I. Klein, former Assistant Attorney General of the United States, �[a]ntitrust enforcement in the merger area has never been as time-consuming, complex, or as central to the functioning of our economy as it is today� (Klein, 1998). As such, the development of transparent, efficient, and accurate merger analysis tools is an endeavor whose value continues to increase in the eyes of regulators and industry participants alike. Arguably, the most visible result of such endeavors is the emergence and advancement of a practice known as merger simulation. The first goal of this dissertation is to evaluate the merits of the Distance Metric (DM) demand model and its usefulness in merger simulations. Revered by its creators as easy-to-use, flexible, and able to handle large numbers of products, the DM approach has not received the �road-testing� necessary for establishing its practical usefulness. The DM model is used to estimate demand elasticities for 45 bottled-juice products. Elasticities are then used to simulate numerous hypothetical mergers. While adding validity to the alleged strengths of the DM approach, an additional contribution is made by demonstrating the robustness of merger simulation results across 22 DM specifications. Despite the oft-recognized reality of zone pricing by food retailers, this form of price discrimination has received little attention within the context of upstream merger analysis. Thus, the second objective of this dissertation is to relax the conventional merger simulation assumption of uniform pricing by retailers, allowing us to explore the impacts of zone pricing on post-merger price effects. Using the ready-to-eat cereals industry as a backdrop, it is shown that ignoring retail price discrimination veils a potentially diverse set of price effects that are otherwise lost in uniform pricing analyses. The goal of the final essay is to explore the implementation of more realistic supply channel interactions in merger simulations. In particular, a two-stage pricing game is used to conduct merger simulations in the refrigerated orange juice category. The overriding finding is that comparisons with conventionally used models will not be practical until the relationship between demand specification and two-stage game modeling is better understood.

Pofahl, Geoffrey Michael

2006-12-01T23:59:59.000Z

496

PEV-based Reactive Power Compensation for Wind DG Units: A Stackelberg Game Approach  

E-Print Network (OSTI)

turbine's inductive load to ensure a stable voltage profile in the system. Since reactive power can only from the load centers, DG units will speed up the revolution of providing power on site with little unit. Reactive power compensa- tion is needed since the load is not pure resistive and may include

Wu, Chenye

497

SUBMITTED TO IEEE TRANSACTION ON AUTOMATIC CONTROL 1 Bi-Cumulant Games: A Generalization of H  

E-Print Network (OSTI)

(SDS1) Trip Computer Software Redesign Project is shown in Figure 3. The Darlington Shutdown Systems Qualification Reports Fig. 3. SDS1 lifecycle phases, documents and tools necessitated by regulatory requirements-affirmed by domain experts working on SDS1 being able to read and understand the formal requirements specifications

Won, Chang-Hee

498

Bread Basket: a gaming model for estimating home-energy costs  

SciTech Connect

An instructional manual for answering the twenty variables on COLORADO ENERGY's computerized program estimating home energy costs. The program will generate home-energy cost estimates based on individual household data, such as total square footage, number of windows and doors, number and variety of appliances, heating system design, etc., and will print out detailed costs, showing the percentages of the total household budget that energy costs will amount to over a twenty-year span. Using the program, homeowners and policymakers alike can predict the effects of rising energy prices on total spending by Colorado households.

1982-01-01T23:59:59.000Z

499

Proceedings of the Seventh International Symposium on Methodologies for Intelligent Systems (Poster Session)  

SciTech Connect

This report contains the following papers: Implications in vivid logic; a self-learning Bayesian Expert System; a natural language generation system for a heterogeneous distributed database system; ``competence-switching`` managed by intelligent systems; strategy acquisition by an artificial neural network: Experiments in learning to play a stochastic game; viewpoints and selective inheritance in object-oriented modeling; multivariate discretization of continuous attributes for machine learning; utilization of the case-based reasoning method to resolve dynamic problems; formalization of an ontology of ceramic science in CLASSIC; linguistic tools for intelligent systems; an application of rough sets in knowledge synthesis; and a relational model for imprecise queries. These papers have been indexed separately.

Harber, K.S. [ed.

1993-05-01T23:59:59.000Z

500

Proceedings of the Seventh International Symposium on Methodologies for Intelligent Systems (Poster Session)  

SciTech Connect

This report contains the following papers: Implications in vivid logic; a self-learning bayesian expert system; a natural language generation system for a heterogeneous distributed database system; competence-switching'' managed by intelligent systems; strategy acquisition by an artificial neural network: Experiments in learning to play a stochastic game; viewpoints and selective inheritance in object-oriented modeling; multivariate discretization of continuous attributes for machine learning; utilization of the case-based reasoning method to resolve dynamic problems; formalization of an ontology of ceramic science in CLASSIC; linguistic tools for intelligent systems; an application of rough sets in knowledge synthesis; and a relational model for imprecise queries. These papers have been indexed separately.

Harber, K.S. (ed.)

1993-05-01T23:59:59.000Z