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Full-Text Articles in Physical Sciences and Mathematics

Two Games Displayed By Butler’S 2017 Celebration Of Mind, Jeremiah Farrell Jun 2019

Two Games Displayed By Butler’S 2017 Celebration Of Mind, Jeremiah Farrell

Jeremiah Farrell

Jeremiah's two games displayed by Butler's 2017 Celebration of Mind.


Mhealth Games As Rewards: Incentive Or Distraction?, Kevin Gary, Ryan Stoll, Pooja Rallabhandi, Mandar Patwardhan, Derek Hamel, Ashish Amresh, Armando Pina, Kevin Cleary, Zenaide Quezado Jun 2017

Mhealth Games As Rewards: Incentive Or Distraction?, Kevin Gary, Ryan Stoll, Pooja Rallabhandi, Mandar Patwardhan, Derek Hamel, Ashish Amresh, Armando Pina, Kevin Cleary, Zenaide Quezado

Ashish Amresh

Games may be employed for delivery of a clinical protocol, or as an incentive for protocol tasks. We focus on serious games in mHealth apps for pediatric patients with a chronic disease as an incentive for behavior modification. A patient is rewarded with enhanced gameplay in proportion to her/his compliance with a clinical protocol. The game-as-reward prevents fatigue and sustains patient engagement as the mHealth apps are used on a frequent basis when the affliction is a chronic disease. However, our experience shows a fine line between games that encourage engagement and ones that distract patients from protocol tasks.


Mat-Rix-Toe: Improving Writing Through A Game-Based Project In Linear Algebra, Adam Graham-Squire, Elin Farnell, Julianna Stockton Jun 2015

Mat-Rix-Toe: Improving Writing Through A Game-Based Project In Linear Algebra, Adam Graham-Squire, Elin Farnell, Julianna Stockton

Elin R Farnell

The Mat-Rix-Toe project utilizes a matrix-based game to deepen students’ understanding of linear algebra concepts and strengthen students’ ability to express themselves mathematically. The project was administered in three classes using slightly different approaches, each of which included some editing component to encourage the improvement of the students’ mathematical thinking and writing. Differences in the implementation of the project illustrate the benefits and drawbacks of various methods of editing in the mathematics classroom and highlight recommendations for improvements in future implementations of the project.


A Real-Time Facial Expression Recognition System For Online Games, Ce Zhan, Wanqing Li, Philip Ogunbona, Farzad Safaei Jun 2013

A Real-Time Facial Expression Recognition System For Online Games, Ce Zhan, Wanqing Li, Philip Ogunbona, Farzad Safaei

Professor Farzad Safaei

Multiplayer online games (MOGs) have become increasingly popular because of the opportunity they provide for collaboration, communication, and interaction. However, compared with ordinary human communication, MOG still has several limitations, especially in communication using facial expressions. Although detailed facial animation has already been achieved in a number of MOGs, players have to use text commands to control the expressions of avatars. In this paper, we propose an automatic expression recognition system that can be integrated into an MOG to control the facial expressions of avatars. To meet the specific requirements of such a system, a number of algorithms are studied, …


Facial Expression Recognition For Multiplayer Online Games, Ce Zhan, Wanqing Li, Philip O. Ogunbona, Farzad Safaei Jun 2013

Facial Expression Recognition For Multiplayer Online Games, Ce Zhan, Wanqing Li, Philip O. Ogunbona, Farzad Safaei

Professor Farzad Safaei

The Multiplayer Online Game (MOG) becomes more popular than any other types of computer games for its collaboration, communication and interaction ability. However, compared with the ordinary human communication, the MOG still has many limitations, especially in communication using facial expressions. Although detailed facial animation has already been achieved in a number of MOGs, players have to use text commands to control avatars expressions. In this paper, we briefly review the state of the art in facial expression recognition and propose an automatic expression recognition system that can be integrated into a MOG to control the avatar’s facial expressions. We …


Demographics Of Undergraduates Studying Games In The United States: A Comparison Of Computer Science Students And The General Population, Monica M. Mcgill, Amber Settle, Adrienne Decker Jan 2013

Demographics Of Undergraduates Studying Games In The United States: A Comparison Of Computer Science Students And The General Population, Monica M. Mcgill, Amber Settle, Adrienne Decker

Amber Settle

Our study gathered data to serve as a benchmark of demographics of undergraduate students in game degree programs. Due to the high number of programs that are cross-disciplinary with computer science programs or that are housed in computer science departments, the data is presented in comparison to data from computing students (where available) and the US population. Participants included students studying games at four nationally recognized postsecondary institutions. The results of the study indicate that there is no significant difference between the ratio of men to women studying in computing programs or in game degree programs, with women being severely …


Towards Knowledge Management In Sports Event Management: Context Analysis Of Malaysian Biannual Games With Commonkads, Azizul Rahman Abdul Ghaffar, Ghassan Beydoun, Jun Shen, William Tibben Dec 2012

Towards Knowledge Management In Sports Event Management: Context Analysis Of Malaysian Biannual Games With Commonkads, Azizul Rahman Abdul Ghaffar, Ghassan Beydoun, Jun Shen, William Tibben

Dr William Tibben

Context Analysis (CA) is typically used as an early phase preceding the development of a knowledge-based systems in order to indicate how the system should interact with its environment and the various stakeholders. We undertake a detailed context analysis of business processes of the Malaysian Games (MG)to highlight blind spots of the process and enable the identification of an initial sports event knowledge management (KM) framework. Firstly, our CommonKADS driven analysis highlights how we can improve the business process and enable the organization to develop, distribute and apply its knowledge resources effectively. Secondly, the paper highlights specific features about the …


A Real-Time Facial Expression Recognition System For Online Games, Ce Zhan, Wanqing Li, Philip Ogunbona, Farzad Safaei Dec 2012

A Real-Time Facial Expression Recognition System For Online Games, Ce Zhan, Wanqing Li, Philip Ogunbona, Farzad Safaei

Associate Professor Wanqing Li

Multiplayer online games (MOGs) have become increasingly popular because of the opportunity they provide for collaboration, communication, and interaction. However, compared with ordinary human communication, MOG still has several limitations, especially in communication using facial expressions. Although detailed facial animation has already been achieved in a number of MOGs, players have to use text commands to control the expressions of avatars. In this paper, we propose an automatic expression recognition system that can be integrated into an MOG to control the facial expressions of avatars. To meet the specific requirements of such a system, a number of algorithms are studied, …


Face To Face Communications In Multiplayer Online Games: A Real-Time System, Ce Zhan, Wanqing Li, Farzad Safaei, Philip Ogunbona Dec 2012

Face To Face Communications In Multiplayer Online Games: A Real-Time System, Ce Zhan, Wanqing Li, Farzad Safaei, Philip Ogunbona

Associate Professor Wanqing Li

Multiplayer online games (MOG) bring HCI into a new era of human-human interactions in computer world. Although current MOG provide more interactivity and social interaction in the virtual world, natural facial expression as a key factor in emulating face to face communications has been neglected by game designers. In this work, we propose a real-time automatic system to recognize players’ facial expressions, so that the recognition results can be used to drive the MOG’s “facial expression engine” instead of “text commands”. Our major contributions are the evaluation, improvement and efficient implementation of existing algorithms to build a real-time system that …


Facial Expression Recognition For Multiplayer Online Games, Ce Zhan, Wanqing Li, Philip O. Ogunbona, Farzad Safaei Dec 2012

Facial Expression Recognition For Multiplayer Online Games, Ce Zhan, Wanqing Li, Philip O. Ogunbona, Farzad Safaei

Associate Professor Wanqing Li

The Multiplayer Online Game (MOG) becomes more popular than any other types of computer games for its collaboration, communication and interaction ability. However, compared with the ordinary human communication, the MOG still has many limitations, especially in communication using facial expressions. Although detailed facial animation has already been achieved in a number of MOGs, players have to use text commands to control avatars expressions. In this paper, we briefly review the state of the art in facial expression recognition and propose an automatic expression recognition system that can be integrated into a MOG to control the avatar’s facial expressions. We …


Towards Knowledge Management In Sports Event Management: Context Analysis Of Malaysian Biannual Games With Commonkads, Azizul Rahman Abdul Ghaffar, Ghassan Beydoun, Jun Shen, William Tibben Dec 2012

Towards Knowledge Management In Sports Event Management: Context Analysis Of Malaysian Biannual Games With Commonkads, Azizul Rahman Abdul Ghaffar, Ghassan Beydoun, Jun Shen, William Tibben

Associate Professor Ghassan Beydoun

Context Analysis (CA) is typically used as an early phase preceding the development of a knowledge-based systems in order to indicate how the system should interact with its environment and the various stakeholders. We undertake a detailed context analysis of business processes of the Malaysian Games (MG)to highlight blind spots of the process and enable the identification of an initial sports event knowledge management (KM) framework. Firstly, our CommonKADS driven analysis highlights how we can improve the business process and enable the organization to develop, distribute and apply its knowledge resources effectively. Secondly, the paper highlights specific features about the …


Towards Knowledge Management In Sports Event Management: Context Analysis Of Malaysian Biannual Games With Commonkads, Azizul Abdul Ghaffar, Ghassan Beydoun, Jun Shen, William Tibben Dec 2012

Towards Knowledge Management In Sports Event Management: Context Analysis Of Malaysian Biannual Games With Commonkads, Azizul Abdul Ghaffar, Ghassan Beydoun, Jun Shen, William Tibben

Dr Jun Shen

Context Analysis (CA) is typically used as an early phase preceding the development of a knowledge-based systems in order to indicate how the system should interact with its environment and the various stakeholders. We undertake a detailed context analysis of business processes of the Malaysian Games (MG)to highlight blind spots of the process and enable the identification of an initial sports event knowledge management (KM) framework. Firstly, our CommonKADS driven analysis highlights how we can improve the business process and enable the organization to develop, distribute and apply its knowledge resources effectively. Secondly, the paper highlights specific features about the …


One Fish, Two Fish, Red Fish, Blue Fish: The Use Of Simple Agent-Based Models And Role-Play Games To Communicate Key Messages To Community Groups, Deborah Cleland, Rollan Geronimo, A Dray, Pascal Perez, Abigail Trinidad Nov 2012

One Fish, Two Fish, Red Fish, Blue Fish: The Use Of Simple Agent-Based Models And Role-Play Games To Communicate Key Messages To Community Groups, Deborah Cleland, Rollan Geronimo, A Dray, Pascal Perez, Abigail Trinidad

Professor Pascal Perez

The principal anthropogenic factors driving reef degradation have been known for years, if not decades. Overfishing, sedimentation and nutrient loads are just some of the key impacts of human activities in and around reef communities. Therefore, the future of reefs does not rely on generating new knowledge, but rather on implementing and integrating the knowledge we already have. This will require creating effective links between researchers, managers and communities to promote mutual learning, negotiation and collaborative action for reef management. Combining agent-based models and role-play games, through a technique known as Companion Modelling (ComMod), creates a dynamic and interactive setting …


Face To Face Communications In Multiplayer Online Games: A Real-Time System, Ce Zhan, Wanqing Li, Farzad Safaei, Philip Ogunbona Sep 2012

Face To Face Communications In Multiplayer Online Games: A Real-Time System, Ce Zhan, Wanqing Li, Farzad Safaei, Philip Ogunbona

Professor Philip Ogunbona

Multiplayer online games (MOG) bring HCI into a new era of human-human interactions in computer world. Although current MOG provide more interactivity and social interaction in the virtual world, natural facial expression as a key factor in emulating face to face communications has been neglected by game designers. In this work, we propose a real-time automatic system to recognize players’ facial expressions, so that the recognition results can be used to drive the MOG’s “facial expression engine” instead of “text commands”. Our major contributions are the evaluation, improvement and efficient implementation of existing algorithms to build a real-time system that …


Facial Expression Recognition For Multiplayer Online Games, Ce Zhan, Wanqing Li, Philip O. Ogunbona, Farzad Safaei Sep 2012

Facial Expression Recognition For Multiplayer Online Games, Ce Zhan, Wanqing Li, Philip O. Ogunbona, Farzad Safaei

Professor Philip Ogunbona

The Multiplayer Online Game (MOG) becomes more popular than any other types of computer games for its collaboration, communication and interaction ability. However, compared with the ordinary human communication, the MOG still has many limitations, especially in communication using facial expressions. Although detailed facial animation has already been achieved in a number of MOGs, players have to use text commands to control avatars expressions. In this paper, we briefly review the state of the art in facial expression recognition and propose an automatic expression recognition system that can be integrated into a MOG to control the avatar’s facial expressions. We …


A Real-Time Facial Expression Recognition System For Online Games, Ce Zhan, Wanqing Li, Philip Ogunbona, Farzad Safaei Sep 2012

A Real-Time Facial Expression Recognition System For Online Games, Ce Zhan, Wanqing Li, Philip Ogunbona, Farzad Safaei

Professor Philip Ogunbona

Multiplayer online games (MOGs) have become increasingly popular because of the opportunity they provide for collaboration, communication, and interaction. However, compared with ordinary human communication, MOG still has several limitations, especially in communication using facial expressions. Although detailed facial animation has already been achieved in a number of MOGs, players have to use text commands to control the expressions of avatars. In this paper, we propose an automatic expression recognition system that can be integrated into an MOG to control the facial expressions of avatars. To meet the specific requirements of such a system, a number of algorithms are studied, …


Chess, Chance And Conspiracy, Mark Segal Dec 2006

Chess, Chance And Conspiracy, Mark Segal

Mark R Segal

Chess and chance are seemingly strange bedfellows. Luck and/or randomness have no apparent role in move selection when the game is played at the highest levels. However, when competition is at the ultimate level, that of the World Chess Championship (WCC), chess and conspiracy are not strange bedfellows, there being a long and colorful history of accusations levied between participants. One such accusation, frequently repeated, was that all the games in the 1985 WCC (Karpov vs Kasparov) were fixed and prearranged move by move. That this claim was advanced by a former World Champion, Bobby Fischer, argues that it ought …