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1

Bechervaise, Neil. "The Literacy Game at Palm Island." Aboriginal Child at School 20, no. 3 (July 1992): 41–52. http://dx.doi.org/10.1017/s0310582200007872.

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AbstractThe commercially available Pictionary provides the basis for the game described in this paper and the outcomes of its introduction to a class of grade three aboriginal students on Palm Island in North Queensland are explore. Suggestions are made for the preparation and extension of the game into classes and topic areas specific to a broad variety of learning situations at both primary and secondary level.
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Ramadhan, Aditio Reza. "GAME EXPLORE SUMATERA ISLAND SEBAGAI MEDIA PELESTARIAN BUDAYA BANGSA." Jurnal Ilmiah Infrastruktur Teknologi Informasi 1, no. 2 (January 2, 2021): 1–6. http://dx.doi.org/10.33365/jiiti.v1i2.581.

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Pulau sumatera merupakan pulau ke-3 terbesar di indonesia pulau yang memiliki luas 473,481 km2. Pulau sumatera memiliki kebudayaan yang beragam salah satunya keunikan pakaian adat di tiap daerahnya. Penelitian ini akan membahas tentang merancang dan membangun game petualangan tentang budaya. Game tersebut berisi kebudayaan yang ada di pulau sumatera, game tersebut diberi nama Game Explore Sumatera Island. Kebudayaan yang akan dimasukkan ke dalam Game Explore Sumatera Island ini adalah pakaian adat di pulau sumatera. Tujuan dari pembuatan game ini adalah untuk memperkenalkan dan melestarikan budaya berupa pakaian adat yang ada dipulau sumatera. Pembangunan game ini menggunakan tools Construct 2 dan beberapa tools pendukung lainnya seperti, corel draw x5, photoshop cs6. Hasil implementasi game telah diuji dengan pengujian alpha dan beta. Pengujian alpha melalui pengujian aspek fungsionalitas dengan metode blackbox, dan dapat berjalan dengan baik dengan validasi 100%. Pengujian beta dengan melalui aspek usability, dan didapatkan hasil 80%, sedangkan untuk pengujian perangkat lunak sistem cukup baik di beberapa perangkat. Dari hasil pengujian tersebut, dapat disimpulkan bahwa aplikasi Game Explore sumatra Island dapat berjalan dengan baik dan dapat digunakan.
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Azzmi, Naufal, Lailatul Husniah, and Ali Sofyan Kholimi. "Island Generator pada Game Open world Menggunakan Algoritma Perlin noise." Jurnal Repositor 2, no. 7 (July 23, 2020): 965. http://dx.doi.org/10.22219/repositor.v2i7.601.

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AbstrakPerkembangan game pada saat ini berkembang dengan sangat cepat, dalam perkermbangan game topik AI adalah topik yang paling banyak diteliti oleh beberapa peneliti khususnya pada pembuatan suatu konten game menggunakan metode PCG (procedural content generation). Pada pembuatan sebuah game world menggunakan metode PCG sudah banyak developer game yang sukses dengan mengimplementasikan metode ini, metode ini banyak digunkan pada geme dengan genre RPG, Rouglikes, Platformer, SandBox, Simulation dan lain sebagainya, Pada penelitian ini berfokus pada pengembangan sebuah game world generator untuk game berjenis open world yang berupa sebuah kepulauan dengan metode PCG dengan menggunakan algoritma perlin noise sebagai algoritma pembentuk textur utama pulau yang dimana pada penelitian ini memanfaatkan beberapa variable noise seperti octave, presistance dan lacunarity guna untuk menambah kontrol dari hasil textur yang dihasilkan serta algoritma penempatan pulau untuk membuat sebuah game world yang menyerupai sebuah kepulauan. Dari hasil uji generator terkait degan pengujian playability dan performa dapat disimpulkan bahwa generator yang dikembangkan playable serta performa yang dianaliasa menggunakan notasi Big O menunjukkan (linear). Abstract Game development is currently growing very fast, game development AI is the most discussed topic by most researchers especially in the developing of game content using the PCG (procedural content generation) method. In making a game world using the PCG method, many game developers have succeeded by implementing this method, this method is widely used on RPGs, Rouglikes, Platformers, SandBox, Simulations and ect,. This study focuses on developing a game world generator game for open world type games in the form of an archipelago using the PCG method using the noise perlin algorithm as the island's main texturizing algorithm which in this study utilizes several noise variables such as octave, presistance and use for add control of the texture results as well as the island placement algorithm’s to create a game world that resembles an archipelago form. From the generator test results related to the playability and performance testing, it shows that map are being generated by the generators are playable and performance that are analyzed using Big O notation show O (n) (linear).
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4

Lester, James C., Eun Y. Ha, Seung Y. Lee, Bradford W. Mott, Jonathan P. Rowe, and Jennifer L. Sabourin. "Serious Games Get Smart: Intelligent Game-Based Learning Environments." AI Magazine 34, no. 4 (December 15, 2013): 31–45. http://dx.doi.org/10.1609/aimag.v34i4.2488.

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Intelligent game-based learning environments integrate commercial game technologies with AI methods from intelligent tutoring systems and intelligent narrative technologies. This article introduces the CRYSTAL ISLAND intelligent game-based learning environment, which has been under development in the authors’ laboratory for the past seven years. After presenting CRYSTAL ISLAND, the principal technical problems of intelligent game-based learning environments are discussed: narrative-centered tutorial planning, student affect recognition, student knowledge modeling, and student goal recognition. Solutions to these problems are illustrated with research conducted with the CRYSTAL ISLAND learning environment.
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5

Chen, Jr-Chang, and Chin-Lin Shiue. "An investigation of the game of Defend the Island." ICGA Journal 40, no. 4 (March 25, 2019): 330–40. http://dx.doi.org/10.3233/icg-180052.

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6

Vieira, José Cabral, and Marcos Carolino Antunes. "Touristic big-game fishing in Saint Michael Island (Azores)." Tourism Economics 23, no. 6 (January 4, 2017): 1362–68. http://dx.doi.org/10.1177/1354816616686414.

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This article examines anglers’ opinions about the destination, angler profiles and business revenues of touristic big-game fishing in the island of Saint Michael, Azores (Portugal). For this purpose, a survey was carried out among visitors who engaged in that activity and vessels’ owners. In addition, some information was gathered from official data sources. The results reveal that this activity already generates a reasonable contribution to the touristic revenue of the island. There is also evidence based on respondents’ opinions that such an emerging market niche has the potential to expand and compete with other touristic regions in the practice of this recreational activity.
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Chung, Chien-Peng. "Resolving China’s Island Disputes: A Two-Level Game Analysis." Journal of Chinese Political Science 12, no. 1 (June 21, 2007): 49–70. http://dx.doi.org/10.1007/s11366-007-9001-7.

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8

Gutica, Mirela, and Stephen Petrina. "Emotional Agents in Educational Game Design." International Journal of Game-Based Learning 11, no. 4 (October 2021): 72–89. http://dx.doi.org/10.4018/ijgbl.2021100104.

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Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an animated monkey. Fifteen students (seven boys and eight girls) from grades six and seven participated in this quasi-experimental study (pretest, intervention, post-test, followed by post-questionnaire and interview). This research presents a detailed analysis of students' subjective reactions with respect to Heroes of Math Island and to the underlying mathematics content, their learning gains and emotions triggered during gameplay, and design issues resulting from the evaluation of the game and of its emotional agent. The findings from this study inform how ALTs and educational games can be designed in order to be effective and provide emotional engagement, enjoyment, and learning.
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Yunus, Mursid, Indah Fitri Astuti, and Dyna Marisa Khairina. "Game Edukasi Matematika Untuk Sekolah Dasar." Informatika Mulawarman : Jurnal Ilmiah Ilmu Komputer 10, no. 2 (September 11, 2015): 59. http://dx.doi.org/10.30872/jim.v10i2.192.

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Game telah menjadi sebuah sarana hiburan yang paling banyak diminati masyarakat dari yang muda sampai yang tua belakangan ini. Inilah salah satu faktor yang mendorong banyak pengembang game berinovasi dengan produk-produk game yang menyasar para peminatnya. Penelitian ini bertujuan untuk memberikan kontribusi dalam dunia game, khususnya game yang bersifat edukatif. Sisi edukatif dalam game ini berupa pembelajaran berhitung yang simple dan menarik. Dalam game ini pemain dapat menikmati permainan animasi fantasi sekaligus menambah pengetahuan dan pembelajaran berhitung dengan menjawab soal pertanyaan yang ada dalam permainan. Skor akan didapatkan berdasarkan jumlah jawaban benar. Metode penelitian yang digunakan dalam penelitian ini diantaranya adalah metode analisis yaitu dengan menggunakan teknik pengambilan data melalui studi literatur dengan melakukan pencarian data melalui buku-buku teks ataupun sumber lainnya dan perbandingan game dengan game sejenis. Hasil yang dicapai dari penelitian ini ialah terselesaikanya pembuatan aplikasi game edukasi berbasis Dekstop Game Berhitung : “Taimer Island” menggunakan Swishmax. Game edukasi “Taimer Island” berbasis Dekstop ini diharapkan dapat memberikan nuansa baru dalam dunia pembelajaran dan diharapkan mampu meningkatkan minat anak untuk belajar khususnya belajar berhitung.
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10

Barnes, Stephanie, and Nick Milton. "Serious game: Knoco’s Bird Island, making the point for KM." World Journal of Science, Technology and Sustainable Development 14, no. 2/3 (April 6, 2017): 194–203. http://dx.doi.org/10.1108/wjstsd-06-2016-0043.

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Purpose Knowledge management really does make a difference; it is not just an academic idea. There are lots of case studies and examples of knowledge management activities having a significant impact on the results of an organization, and some examples will be cited in the body of the paper. However, Knoco’s Bird Island serious game is one of the quickest, easiest, and most enjoyable ways to make the point. The paper aims to discuss these issues. Design/methodology/approach This paper will review how Knoco’s Bird Island serious game is played. It will also discuss the results of over the almost 20 years that it has been played: what participants have experienced, what has been learned, and most importantly, the data that have been collected that help prove that sharing knowledge is a very powerful thing to do. Findings By using three different KM processes (after action reviews, peer assists, and best practice sharing) results of the activity go from abysmal to unbelievable, increasing by an average of 258 per cent, all because of reflecting, sharing, and learning. Even if participants want to continue to be sceptical of the results that making better use of their organization’s knowledge can have and they think they can only attain a fraction of this, 10 per cent of the demonstrated result is still almost 26 per cent. Isn’t that worth at least giving it a try? Originality/value Knoco has been running their serious game for almost two decades and have the data to prove it.
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11

Shaw, Matthew. "The Cyprus game: crossing the boundaries in a divided island." Globalisation, Societies and Education 12, no. 2 (April 3, 2014): 262–74. http://dx.doi.org/10.1080/14767724.2014.892424.

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12

Chu, Yun-han. "Taiwan in 2007: The Waiting Game." Asian Survey 48, no. 1 (January 2008): 124–32. http://dx.doi.org/10.1525/as.2008.48.1.124.

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After years of escalating tension in the Taiwan Strait, protracted partisan gridlock, and a stagnating economy, the island anxiously awaited a fresh start after the March 2008 presidential election. The election will offer the potential for a dramatic shift in the tone and trajectory of cross-strait relations, and with it the opportunity for decreased risk that the U.S. could be drawn into an armed conflict with China.
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13

Shen, Simon. "From Zero-sum Game to Positive-sum Game: why Beijing tolerates Pacific Island states' recognition of Taipei." Journal of Contemporary China 24, no. 95 (April 17, 2015): 883–902. http://dx.doi.org/10.1080/10670564.2015.1013378.

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14

Ohtsuki, Hisashi. "EVOLUTIONARY GAMES IN WRIGHT'S ISLAND MODEL: KIN SELECTION MEETS EVOLUTIONARY GAME THEORY." Evolution 64, no. 12 (September 29, 2010): 3344–53. http://dx.doi.org/10.1111/j.1558-5646.2010.01117.x.

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15

Bradley, P. M., and P. Monaghan. "Audouin's gull and the Chafarinas Islands Game Reserve." Oryx 20, no. 3 (July 1986): 161–64. http://dx.doi.org/10.1017/s0030605300020019.

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The breeding population of Audouin's gull, a Red Data Book species, is endemic to the Mediterranean. Its population was estimated at 4000 pairs in 1985, but its restricted distribution and vulnerability to disturbance and competition necessitate active conservation measures. The gull's most important breeding colony is on Rey Island in the Chafarinas group, and in 1983 a three-year study was started to discover the factors limiting the size of the colony and to formulate a management plan.
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WINDADRI, FLORENTINA INDAH. "Mosses from Kakenauwe Natural Reserve and Lambusango Game Reserve, Buton Island, Southeast Sulawesi." Biodiversitas, Journal of Biological Diversity 8, no. 3 (July 1, 2007): 197–203. http://dx.doi.org/10.13057/biodiv/d080307.

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17

Wendel, Viktor, Stefan Krepp, Michael Oliver Gutjahr, Stefan Göbel, and Ralf Steinmetz. "Game Mastering in Collaborative Serious Games." International Journal of Game-Based Learning 5, no. 4 (October 2015): 27–49. http://dx.doi.org/10.4018/ijgbl.2015100103.

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In collaborative learning scenarios, the role of the instructor is vital. This aspect directly carries over to the concept of collaborative multiplayer Serious Games, where a group of players is learning together using a Serious Game. In this paper, the authors propose a novel approach for integration and support of instructors in collaborative multiplayer Serious Game scenarios. Their approach considers instructor tasks and responsibilities. It defines an interface for 3D action adventure-like games, defining relevant game information and adaptation access. It further includes a Game Mastering framework for orchestrating and adapting such games at runtime via an instructor. The concept was implemented on top of an existing Serious Game (Escape from Wilson Island) and evaluated in a user-centric study with N=40 participants (age m=23.39; SD=3.05). Results show that an instructor using our framework in a collaborative learning scenario can positively influence players' game experience (p<.05) and success towards the intended goals, as well as recognize and counteract problems at runtime.
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18

Taillandier, Franck, and Carole Adam. "Games Ready to Use: A Serious Game for Teaching Natural Risk Management." Simulation & Gaming 49, no. 4 (April 19, 2018): 441–70. http://dx.doi.org/10.1177/1046878118770217.

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Background.Risk management, and in particular the management of natural hazards and territorial risks has become an essential skill for civil engineers. Teaching risk management to engineering students is therefore crucial, but is also challenging: it looks too abstract to students, and practical works are complex and expensive to organise. It also involves interconnected mechanisms coupling human and technical aspects, that are difficult to explain. Aim. The challenge is then to propose a serious game able to support the teaching of territorial risk management to engineering students. As part of their curriculum, these students are expected to learn various concepts and notions: territorial risk, vulnerability of a territory, resilience, risk perception, multi-criteria analysis and balanced management. Method. In order to support risk management teaching, we propose SPRITE, an agent-based serious game using a concrete case study which is exemplary in terms of risk management: the coastal floods on the Oleron Island (France). SPRITE places the player (the student) in the role of a local councillor of the Oleron Island, who must ensure the safety and well-being of the island residents, while maximising performance with respect to economic and environmental issues, in a context of coastal flood risk. Results. The model is fully implemented in GAMA, an open-source multi-agent geographical simulation platform, and the game is already playable. It was used at the University of Bordeaux in a course on risk management dedicated to students in the Master of Geology and Civil Engineering. The evaluation of engagement and motivation with the game and learning from playing is very positive. Conclusions. The results from the game evaluation are encouraging. Short term future work will mainly be dedicated to pursuing this evaluation, and comparing results between students using SPRITE vs students following a more traditional course. Longer term prospects include several improvements of the model and the interface and implemented multiplayer features.
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Bertozzi, Elena, Leonard R. Krilov, and Dilys Walker. "Successful Game Development Partnerships between Academics and Physicians." International Journal of Gaming and Computer-Mediated Simulations 5, no. 3 (July 2013): 97–107. http://dx.doi.org/10.4018/jgcms.2013070107.

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This paper discusses the creation of two serious games developed by the Engender Games Group with the intention of meeting specific outcomes in the healthcare field. The processes and pitfalls of developing games of this kind are outlined with the intention of demonstrating how game developers and health care professionals can collaborate to produce compelling, fun games that meet specific goals. The Atendiendo el Parto en Casa (Home Birth), game is a collaboration with Drs. Dilys Walker and Carrie Rouse at the University of Washington Medical School to educate traditional midwives working in rural Mexico. The Flu Busters! game is a collaboration with a group of pediatric specialists at Winthrop-University Hospital on Long Island led by Dr. Leonard Krilov which explains how the flu vaccine works and encourages children to get vaccinated.
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Braz Dias, Ana Lúcia, and Juliana Braz Dias. "An Understanding of Socially-Constructed Knowledge in the Context of Traditional Game-Playing as Theorems-in-Action." Revista Baiana de Educação Matemática 1 (August 3, 2020): 01. http://dx.doi.org/10.47207/rbem.v1i0.9237.

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In this article the authors describe data from an ethnographical study about the playing of Uril, a mancala-type game played in the island of São Vicente, Cape Verde. They interpret observed game strategies as theorems-in-actions, constructed socially and throughout a long period of time, influenced by socially shared norms and beliefs, as well as by knowledge construction at the individual level. The authors also use knowledge obtained from a computer-generated database to explore a sequence of game moves observed ethnographically, verifying its robustness and the necessary conditions that make it a winning strategy. The authors use evidence from ethnographical data to argue that those necessary conditions are tacitly assumed by the players observed.
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Bozdog, Mona, and Dayna Galloway. "Performing walking sims: From Dear Esther to Inchcolm Project." Journal of Gaming & Virtual Worlds 12, no. 1 (March 1, 2020): 23–47. http://dx.doi.org/10.1386/jgvw_00003_1.

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In 2012 The Chinese Room launched Dear Esther, a video game that would go on to shape video game history and define a new genre: the walking simulator. Walking simulators renounce traditional game tropes and foreground walking as an aesthetic and as a dramaturgical practice, which engages the walker/player in critical acts of reading, challenging and/or performing a landscape. In October 2016, Dear Esther was adapted as a site-responsive, promenade performance set on the Scottish island of Inchcolm in the Firth of Forth. The resulting performance, Dear Rachel, was then experienced alongside the game under the umbrella name Inchcolm Project. This hybrid event ‐ multimedia (promenade performance, gameplay and musical performance) and mixed-reality (with physical, augmented and virtual components) ‐ required the development and implementation of complex processes of remediation and adaptation. Drawing from a range of theories and practitioner reflection, this article puts forward a design framework ‐ storywalking ‐ which reconciled the two adaptation challenges: responding to the site and to the game.
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Lee, Jaehyung, and Heesun Jang. "Groundwater Extraction in the South Korea’s Jeju Island: A Real Options Game Approach under Price Uncertainty." Sustainability 13, no. 6 (March 19, 2021): 3431. http://dx.doi.org/10.3390/su13063431.

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This paper uses a standard non-cooperative sequential game with two homogeneous players to analyze investment options of groundwater development project in South Korea’s Jeju island. The model is constructed as an option game taking the uncertainty of water price and the irreversibility of investment into account. The results show that the threshold water price of follower increases with the investment scale of both the leader and the follower while the threshold water price for the leader decreases as the investment scale of the leader increases. This makes the leader choose strategies to maximize the amount of groundwater extraction regardless of the follower’s strategy. Based on the results, it is recommended for policymakers to manage sustainable use of groundwater based on the policy measures such as the groundwater extraction quota system.
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Wang, Tian Yong, Ge Gao, Qian Qian Wang, and Yu Lei Wang. "The Analysis of the Government Information Sharing Based on the Game Theory." Applied Mechanics and Materials 303-306 (February 2013): 2433–36. http://dx.doi.org/10.4028/www.scientific.net/amm.303-306.2433.

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Focusing on the "information island", "information black hole" phenomenon of the government information resources sharing, it can't meet the demand of information to the public. The work analyzes the interests between the same level governments departments, superior and subordinate departments, and between the government and the public based on the game theory. Find out the obstacle of the sharing information. Then the work give some advices on solving the questions .It can contribute to the government information resources sharing.
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Saleh, Asmalina, Cindy E. Hmelo-Silver, Krista D. Glazewski, Bradford Mott, Yuxin Chen, Jonathan P. Rowe, and James C. Lester. "Collaborative inquiry play." Information and Learning Sciences 120, no. 9/10 (October 14, 2019): 547–66. http://dx.doi.org/10.1108/ils-03-2019-0024.

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Purpose This paper aims to present a model of collaborative inquiry play: rule-based imaginary situations that provide challenging problems and support agentic multiplayer interactions (c.f., Vygotsky, 1967; Salen and Zimmerman, 2003). Drawing on problem-based learning (PBL, Hmelo-Silver, 2004), this paper provides a design case to articulate the relationship between the design goals and the game-based learning environment. Design/methodology/approach Drawing on conjecture mapping (Sandoval, 2014), this paper presents an iterative development of the conjecture map for crystal island: ecojourneys and highlights the development of the story and tools in crystal island: ecojourneys, an immersive game based on PBL pedagogy. By articulating this development, the authors highlight the affordances and constraints of designing for collaborative inquiry play and address challenges in supporting learner agency. Findings The PBL inquiry process served as the foundation of collaborative inquiry play. Attending to the rules of inquiry fostered student agency, and in turn, playful engagement in the game-based learning environment. Agency however meant holding students accountable to actions undertaken, especially as it pertained to generating group-based explanations and reflecting on productive collaboration. Moreover, socially shared regulation of learning and systems thinking concepts (i.e. phenomenon, mechanisms, and components) must also be externalized in representations and interactions in the game such that students have the agency to decide on their learning paths. Originality/value This paper presents the model of collaborative inquiry play and highlights how to support player agency and design content-rich play environments which are not always completely open.
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Aziz Hussin, Anealka, and Tuan Sarifah Aini Syed Ahmad. "Conquer and Score: A Word Formation Game for Language Learners." International Journal of Modern Languages And Applied Linguistics 3, no. 1 (June 1, 2019): 10. http://dx.doi.org/10.24191/ijmal.v3i1.7426.

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Engaging students in language activities can sometimes be challenging for language educators. One of the ways to engage students in language activities is through language games. Language games can motivate students to communicate, strengthens their ability to comprehend the language and enhance their problem-solving and cognitive skills. Language games also have a vast potential to increase engagement of the students, thus lead to the creation of the Conquer & Score: The Derivational Island. It is a word formation enrichment game catering to students learning lexicology and linguistics. The topic was chosen based on the result of an online quiz on the types of morphemes. The game focuses on the derivational morphemes used to form the English language words. The game requires knowledge of morphology as well as basic lexical analysis skills. The game provides educators a fun and engaging reinforcement activity for the students. Gamification elements used in the game such as rewards, flexible learning path and progress indicator offer a safe environment for competition, which can motivate students to outdo each other to win the game. This paper also highlights some important aspects of games in learning.
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FITHRIYANA, RINDA. "HUBUNGAN DURASI BERMAIN VIDIO GAME DENGAN KETAJAMAN PENGLIHATAN PADA ANAK SEKOLAH DI SDN 007 PULAU BIRANDANG." Jurnal Ners 3, no. 2 (October 26, 2019): 11–18. http://dx.doi.org/10.31004/jn.v3i2.396.

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Vision is one of the most important factors in all aspects of life including in the educational process. Although its function for human life is very important, but often eye health is less noticed, so many diseases that attack the eye are not treated properly and cause vision problems. In 2013 the prevalence of visual acuity disorders in school-age children in Indonesia increased due to activities in front of the electronic media screen such as playing video games. The purpose of this study was to determine the relationship of the duration of playing video games with visual acuity in school children at SDN 007 Birandang Island in 2017. The design of this study was analytic with cross sectional design. The population in this study were all students in grade V and VI SDN 007 Birandang Island, amounting to 85 people, using a sampling technique with total sampling. The results showed that the majority of respondents played video games> 2 hours (60%), the majority of respondents had abnormal vision as many as 44 people (51.8%). The results showed that there is a relationship between the duration of playing video games with visual acuity in school children at SDN 007 Birandang Island in 2017. It is hoped that the school can create a new program in the form of extracurricular activities that are made as attractive as possible to divert student activities from playing video games.
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Fecher, Franziska. "Patolli Petroglyphs in Northeast Honduras." Latin American Antiquity 30, no. 03 (August 28, 2019): 624–29. http://dx.doi.org/10.1017/laq.2019.52.

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Patolli petroglyphs were recently identified at two archaeological sites in northeast Honduras. Patolli is a Mesoamerican game of chance described in ethnohistoric sources and documented in archaeological contexts in many parts of Mesoamerica. Thus, it has been characterized as an important element of Mesoamerican culture. The existence of patolli boards at Plan Grande, on the island of Guanaja, and at Sawacito in northeast Honduras shows that the practice of the game extended farther to the east than earlier presumed and indicates long-distance interaction. Given the considerable number of five patolli petroglyphs at Plan Grande, I characterize the site as an important center.
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Yonathan, Orville, and Sinta Paramita. "Representasi Budaya Termarginalisasi dalam Game." Koneksi 5, no. 1 (March 4, 2021): 194. http://dx.doi.org/10.24912/kn.v5i1.10234.

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Games as a form of mass communication carry messages for the audience. One of the games called marginalization was Player Unknown's Battlegrounds (PUBG). This study aims to identify the existence of marginalization in minority cultures in the PUBG game. The PUBG game is a survival game against 100 people where the players are placed on an island. How to survive is done by killing opposing players using the weapons that have been provided. This game can be done alone or in groups of four. The research method used by researchers is qualitative research methods. The research technique used is the Semiotic analysis of Roland Barthes. The data collection technique used was the observation technique. Observations made by researchers include how the characters in this game are made and how the forms of communication performed by the players while playing so that the marginalization of the minority culture appears. This study found that in an online game it has the potential to bring bad things to the intercultural society which is described by Roland Barthes that a bad habit will become a habit that is tolerated.Permainan atau game sebagai bentuk komunikasi massa membawa pesan bagi audiens. Salah satu game yang disebut melakukan marginalisasi adalah game PlayerUnknown’s Battlegrounds (PUBG). Penelitian ini ingin mengidentifikasi adanya marginalisasi pada budaya minoritas dalam game PUBG. Permainan PUBG merupakan permainan bertahan hidup dengan melawan 100 orang di mana para pemainnya ditempatkan di sebuah pulau. Cara bertahan hidup dilakukan dengan membunuh pemain lawan menggunakan senjata yang sudah disediakan. Permainan ini dapat dilakukan sendiri atau berkelompok dengan anggota empat orang. Metode penelitian yang dipakai peneliti adalah metode penelitian kualitatif. Teknik penelitian yang digunakan adalah analisis Semiotika Roland Barthes. Teknik pengumpulan data yang digunakan adalah teknik observasi. Pengamatan yang dilakukan peneliti meliputi bagaimana karakter dalam game ini dibuat dan bagaimana bentuk komunikasi yang dilakukan para pemain pada saat bermain sehingga muncul marginalisasi budaya minoritas tersebut. Penelitian ini menemukan bahwa di dalam sebuah game online memiliki potensi memunculkan hal buruk untuk masyarakat antar budaya yang digambarkan menurut Roland Barthes bahwa sebuah kebiasaan buruk akan menjadi suatu kebiasaan yang ditoleransi.
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Cloude, Elizabeth B., Dan Carpenter, Daryn A. Dever, Roger Azevedo, and James Lester. "Game-Based Learning Analytics for Supporting Adolescents’ Reflection." Journal of Learning Analytics 8, no. 2 (September 3, 2021): 51–72. http://dx.doi.org/10.18608/jla.2021.7371.

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Reflection is critical for adolescents’ problem solving and learning in game-based learning environments (GBLEs). Yet challenges exist in the literature because most studies lack a theoretical perspective and clear operational definition to inform how and when reflection should be scaffolded during game-based learning. In this paper, we address these issues by studying the quantity and quality of 120 adolescents’ written reflections and their relation to their learning and problem solving with Crystal Island, a GBLE. Specifically, we (1) define reflection and how it relates to skill and knowledge acquisition; (2) review studies examining reflection and its relation to problem solving and learning with emerging technologies; and (3) provide direction for building reflection prompts into GBLEs that are aligned with the learning goals built into the learning session (e.g., learn about microbiology versus successfully solve a problem) to maximize adolescents’ reflection, learning, and performance. Overall, our findings emphasize how important it is to examine not only the quantity of reflection but also the depth of written reflection as it relates to specific learning goals. We discuss the implications of using game-learning analytics to guide instructional decision making in the classroom.
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Laba, Suzanne Cataldi. "Trust and Truth in Shutter Island." Film-Philosophy 23, no. 3 (October 2019): 351–71. http://dx.doi.org/10.3366/film.2019.0120.

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This article examines questions of trust in cinema through the lens of Shutter Island (Martin Scorsese, 2010). With its self-referential allusion to the mechanical “eye” of a camera, a stage-managed fantasy embedded within its plot and image of a dark lighthouse, Shutter Island explores its spectators' and its own cinematic sense of suspicion. The plot revolves around a protagonist who has locked himself out of certain memories and into a fantasy world. The article links pathological and therapeutic aspects of trust with interpersonal and institutional trust issues in ways that blur distinctions between trusting others and trusting oneself, and shows how reliant each is on the other. Construing trust as a type of participant attitude and highlighting techniques used to render it cinematically, the article tracks its emergence and erosion, both in terms of the diegesis and its bearing on film spectatorship. As a post-classical commentary on film-making, Shutter Island is viewed as intricately exemplifying what Robert Sinnerbrink (2016) describes as an action-driven film with “a highly reflective consciousness of cinematic spectatorship” (p. 70), as well as what Thomas Elsaesser (2009) describes as a “mind-game film”. To make sense of its ending, which may strike viewers as baffling and unnerving, and show how the protagonist's seemingly irrational decision is part of its film-philosophical point, traumatic disturbances in subjectivity and “monstrosities” depicted in the film are linked to Jean Epstein's notion of “something monstrous” in cinematic imagery. The protagonist's deliberately chosen fate is interpreted as a reparative gesture, expressing a desire for psychological healing and a way of helping him to marshal and recover a semblance of moral order and integrity under demoralizing circumstances.
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Перова, Е. А. "BUSINESS SIMULATION VS BUSINESS GAME: CHALLENGES OF CONTEMPORARY VOCATIONAL FOREIGN LANGUAGE TEACHING." Вестник ГГНТУ. Гуманитарные и социально-экономические науки, no. 3(21) (December 29, 2020): 49–56. http://dx.doi.org/10.34708/gstou.2020.76.22.008.

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Множество исследований посвящено теории деловых игр, но цифровизация образования диктует необходимость перехода современной лингводидактики к интенсивному применению практико-ориентированных методов и технологий электронного обучения. В данном контексте представленная статья нацелена на выявление основных теоретико-методологических различий в определении терминов «бизнес-симуляция» и «деловая игра». Для реализации целей данного исследования рассмотрена эффективность применения виртуальной симуляции «Virtual Manager» и бизнес-симуляции на основе проектной деятельности «Sea Island» в качестве средств лингво- профессиональной подготовки студентов направлений «Cервис» и «Гостиничное дело». Важным выводом данного исследования является то, что корректно подобранная и интегрированная в программу обучения бизнес-симуляция, соответствующая языковому и когнитивному уровню, профессиональным компетенциям обучаемых, профильно ориентированному содержанию, обладающая междисциплинарной спецификой, позволяет внести не только весомый аффективный компонент, но и стать эффективным инструментом когнитивно-деятельностного обучения. Although numerous studies were devoted to the taxonomy of business games, contemporary vocational foreign language training has transformed its methods and techniques to web-based computer assisted language learning practices and scenarios in order to meet the needs of education in the digital age. In this context, the paper aims to identify the theoretical and methodological difference between the definitions “business simulation” and “business game”. Relating to the issue, this study dwells upon the effective application of virtual simulation “Virtual Manager” along with project-based simulation “Sea Island” as tools for vocational foreign language teaching of future hospitality professionals. The important finding of the research is the ability of business simulation to become an effective tool for affective, cognitive and behavioral learning in case it is properly selected and carefully integrated into a subject-matter and interdisciplinary curriculum and consistent with students’ language proficiency, cognitive level and professional expertise.
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Karuniawaty, Titi Pambudi, Adnanto Wiweko, Ajeng Hardanti, Intan Karmila, and Nurul Imaniaty As-Syarifiah. "AFTERSHOCK GAME: Bermain dan Belajar Mitigasi Gempa Bumi dengan Cara yang Menyenangkan." Jurnal Gema Ngabdi 2, no. 1 (March 30, 2020): 83–87. http://dx.doi.org/10.29303/jgn.v2i1.81.

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Indonesia's position in the ring of fire and the great earthquake experience on Lombok Island a while ago led to the education and mitigation of earthquakes is very important. These two things should be introduced early on and carried out continuously. The mitigation of earthquakes in school-age children will be more effective through a fun game as learning activity as well as educational tools. Aftershock Game is a non-digital card game specially designed to teach players to take attitudes quickly and precisely in the event of an earthquake. Playing activities while learning by using Aftershock Game has been conducted at MI Tazhib Kekait, one of the earthquakes affected locations. 90 elementary school children on 3rd-5th grade played this game as disaster mitigation education. This game was conducted in 15 small groups of 4-6 people. Activities are accompanied by a facilitator for 15-20 minutes per group, then at the end of each game students are required to give feedback on the Aftershock game. The performance of the game's aspect assessment shows that Aftershock Game is easy to play, fun and has high replay ability with a mean score of 8.89 out of a maximum score of 10. The game's design aspect also shows good value (mean score 8.32). Repairs are required on illustration and packaging boxes to be more durable when used. Educational materials on the earthquake and the mitigations are well delivered, with comprehensive content (mean score 8.82). Aftershock Game is an earthquake education game that is easy to play, interesting and comprehensive. This game is suitable for school aged children and can be developed as a community educational tools regarding the mitigation of earthquakes
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Kriz, Peter K., Steven J. Staffa, David Zurakowski, Matthew MacAskill, Tyler Kirchberg, Kyle Robert, Janette Baird, and Greg Lockhart. "Effect of Penalty Minute Rule Change on Injuries and Game Disqualification Penalties in High School Ice Hockey." American Journal of Sports Medicine 47, no. 2 (December 20, 2018): 438–43. http://dx.doi.org/10.1177/0363546518815886.

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Background: Recent efforts have focused on eliminating dangerous hits in ice hockey. Fair play rule changes have successfully reduced injury risk but have not been widely implemented. Purpose: To determine the effect of a penalty infraction minutes (PIM) rule change in high school boys’ ice hockey on injuries and game disqualification penalties. Study Design: Cohort study; Level of evidence, 3. Methods: Injury data were collected from 2 Rhode Island hospital systems and game/penalty data through the Rhode Island Hockey Coaches Association website. Participants included high school boys’ hockey varsity players aged 13 to 19 years presenting to 5 emergency departments for hockey injuries during 6 seasons (December 2012–April 2018). Rule change for the 2015-2016 season implemented varying suspensions for players accumulating ≥50 PIM and ≥70 PIM during regular season and playoffs. Injuries were classified as body checking or non–body checking related, and injury rates pre– versus post–rule change were compared via the Cochran-Mantel-Haenszel chi-square test with the odds ratio (OR) to measure risk reduction. Results: During the study period, 1762 boys’ high school varsity hockey games were played. Of 134 game-related injuries, 82 (61.2%) were attributable to body checking. The PIM rule change was associated with a significant reduction in all injuries (OR, 0.55; 95% CI, 0.35-0.86; P = .008), concussion/closed head injury (OR, 0.44; 95% CI, 0.23-0.85; P = .012), and combined subgroups of concussion/closed head injury and upper body injury (OR, 0.50; 95% CI, 0.31-0.80; P = .003). Game disqualification penalties per season were not significantly reduced following the rule change, occurring in 5.2% of games before the rule change and 4.4% of games after (OR, 0.84; 95% CI, 0.54-1.31; P = .440). Conclusion: Implementation of a statewide PIM restriction rule change effectively reduced the mean number of game-related injuries per season among high school boys’ hockey varsity players.
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Wibowo, Ari, and Euis Happy Wangloan. "STUDENTS’ ATTITUDE AND TEAMWORK." Dinasti International Journal of Management Science 1, no. 2 (November 21, 2019): 126–32. http://dx.doi.org/10.31933/dijms.v1i2.40.

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This research has a purpose to give contribution about the effectiveness of gamification onchanging students’ attitude towards teamwork and attitude components in attitude toward teamwork. This study was designed to measure the effectiveness of the use of gamification, especially board game. The researcher collected the primary data by conduct experimental research with compare the result of before-after experiment. The tools that used for treatment is the Forbidden Island game. Then the questionnaire of pre-test and post-test that given as treatment refer to preliminary research for question guidelines components of attitude (affect, behavior and cognition) and for question guidelines of attitude toward teamwork. Gamification especially board game is one of method that popularly used in education world. However, the study that measure effectiveness of board game as apparatus for learning and achieve desirable attitude and behavior was still limited. Therefore, researcher conducted this research to prove whether the board game can achieve certain level of attitude toward teamwork and the components of attitude toward teamwork which is affect, behavior, and cognition. In order to answer the research objective, the results showed there was a significant difference between the pretest and posttest result after treatment for attitude toward teamwork and components of attitude toward teamwork.
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Hsu, Tien-Yu. "Constructing a gamed-based learning website for children." International Journal of Humanities and Arts Computing 6, no. 1-2 (March 2012): 184–203. http://dx.doi.org/10.3366/ijhac.2012.0048.

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To realise the of promotion and sustainable development for the digital archives programme, the National Museum of Natural Science (NMNS) developed a game-based learning website for children with knowledgeable, storytelling, explorative learning, joyful and personalised characteristics. This website applied design principles including interdisciplinary island maps for exploration, theme-based design with learning content and games, multi-user interactive learning environments, good use of digital archives knowledge repositories, supporting school teaching and learning and personalised membership service. Some game factors were also infused into the website including curiosity, fantasy, self value, challenge, sense of control, exploring experience, sense of achievement, competitiveness, interpersonal interaction and virtual socialisation. An evaluation result indicates that the game-based learning website can inspire learning motivation and enhance learning effectiveness for children. In the near future a virtual-and-physical blended learning service model will be delivered to children by creating personalised and collaborative learning services across onsite and online spaces.
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Wang, Chung-Hsiang, Ko-Chiu Wu, and Saiau-Yue Tsau. "Flow Learning Experience: Applying Marketing Theory to Serious Game Design." Journal of Educational Computing Research 57, no. 2 (January 24, 2018): 417–47. http://dx.doi.org/10.1177/0735633117752454.

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The aim of this study was to design a digital game that imparts the concept of urban heat island effects to aid in environmental education. Within the play-time limits, gamers must be alert to signs of warning from the environment and keep the balance between economic growth and the temperature of the environment, so they can safely manage the development of a virtual city. We investigated gamers’ learning efficiency in terms of a city’s development scale, socioeconomics and the environment, environmental sustainability, increasing areas of green metropolitan space, and heat management of environmental knowledge and gaming experience through a survey of 209 sixth graders. Interestingly, results indicate that heavy gamers are less interested in serious games; they exhibit shorter periods of concentration and lower levels of immersion. If an individual exhibits a high level of fluency in the dimensions of challenge, player skills, control, and clear goals, then she or he is able to acquire knowledge through message involvement when gaming. This allows a serious game to appear less didactic and more fun. This study explored the means by which gamers acquire procedural and descriptive knowledge related to environmental protection through gameflow and immersion.
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Sánchez, Juan A., Angela P. Fuentes-Pardo, Íde Ní Almhain, Néstor E. Ardila-Espitia, Jaime Cantera-Kintz, and Manu Forero-Shelton. "The masquerade game: marine mimicry adaptation between egg-cowries and octocorals." PeerJ 4 (August 2, 2016): e2051. http://dx.doi.org/10.7717/peerj.2051.

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Background.Background matching, as a camouflage strategy, is one of the most outstanding examples of adaptation, where little error or mismatch means high vulnerability to predation. It is assumed that the interplay of natural selection and adaptation are the main evolutionary forces shaping the great diversity of phenotypes observed in mimicry; however, there may be other significant processes that intervene in the development of mimicry such as phenotypic plasticity. Based on observations of background mismatching during reproduction events of egg-cowries, sea snails of the family Ovulidae that mimic the octocoral where they inhabit, we wondered if they match the host species diversity. Using observations in the field and molecular systematics, we set out to establish whether the different egg-cowrie color/shape polymorphisms correspond to distinct lineages restricted to specific octocoral species.Methods.Collection and observations of egg-cowries and their octocoral hosts were done using SCUBA diving between 2009 and 2012 at two localities in the Tropical Eastern Pacific (TEP), Malpelo Island and Cabo Corrientes (Colombia). Detailed host preference observations were done bi-annually at Malpelo Island. We analyzed the DNA sequence of the mitochondrial genesCOIand16S rDNA, extensively used in phylogenetic and DNA barcoding studies, to assess the evolutionary relationship among different egg-cowrie colorations and morphologies.Results.No genetic divergence among egg-cowries associated to different species of the same octocoral genus was observed based on the two mitochondrial genes analyzed. For instance, all egg-cowrie individuals from the two sampled localities observed on 8 differentPacifigorgia-Eugorgiaspecies showed negligible mitochondrial divergence yet large morphologic divergence, which suggests that morphologies belonging to at least two sea snail species,Simnia avena(=S. aequalis) andSimnialena rufa, can cross-fertilize.Discussion.Our study system comprised background-matching mimicry, of the masquerade type, between egg-cowries (Simnia/Simnialena) and octocorals (Pacifigorgia/Eugorgia/Leptogorgia). We observed mimicry mismatches related to fitness trade-offs, such as reproductive aggregations vs. vulnerability against predators. Despite the general assumption that coevolution of mimicry involves speciation, egg-cowries with different hosts and colorations comprise the same lineages. Consequently, we infer that there would be significant tradeoffs between mimicry and the pursuit of reproductive aggregations in egg-cowries. The findings of this study not only contribute to the understanding of the evolution of mimicry in egg-cowries, a poorly studied group of marine gastropods, but also to the development of a new biologically meaningful board game that could be implemented as a learning tool.
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Forcina, Giovanni, Panicos Panayides, Nikolaos Kassinis, Monica Guerrini, and Filippo Barbanera. "Genetic characterization of game bird island populations: The conservation of the black francolin (Francolinus francolinus) of Cyprus." Journal for Nature Conservation 22, no. 1 (February 2014): 15–22. http://dx.doi.org/10.1016/j.jnc.2013.07.004.

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Aditya, T., and D. Laksono. "GEOGAME ON THE PEAT: DESIGNING EFFECTIVE GAMEPLAY IN GEOGAMES APP FOR HAZE MITIGATION." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-4 (September 19, 2018): 5–10. http://dx.doi.org/10.5194/isprs-archives-xlii-4-5-2018.

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<p><strong>Abstract.</strong> The Southeast Asian Haze in 2014 and 2015 is the worst transboundary haze episodes recorded to date. The haze mainly originated from burning of biomass material in peatland area, caused major health problems and economic losses. Peat forest conversion to forest and agriculture industry by utilizing drainage canals is one of main fire drivers that need to be restored, while conflicts on land and livelihood further adding complexity on the issue. Water and peatland management are among the key activities for reducing the peat fire risk and for eliminating the transboundary haze problems. Geospatial data have been collected in peatland areas in Indonesia to support hydrological restoration plans to prevent drying of peat biomasses. Aside from satellite and UAV data, crowdsourcing could also be conducted by engaging residents in collecting spatial data on peat environment while at the same time raising awareness on peatland management and peat fire prevention. This paper elaborates our findings in developing a Geogame App for mitigating haze in peatland area. The study area is situated in Padang Island, Riau, Indonesia. The gamification was implemented as a location-based, augmented reality adventure game. The storyline revolves around peat-related theme, with game elements represent different aspects of peatland management. The game incorporates real-world data as a game element, which also serves as a platform for collecting data around the users. Game mockup and use case scenario are provided to model the spatial data collected through the game for decision makers related to peat fire management.</p>
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Veligorskiy, Georgiy A. ""And follow round the forest track / Away behind the sofa back": the game of "Robinson Crusoe" and its space (river, forest, estate) in children’s literature and memories (Russian-English context)." Vestnik of Kostroma State University, no. 4 (2019): 75–82. http://dx.doi.org/10.34216/1998-0817-2019-25-4-75-82.

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The article analyses the image of Robinson and his interpretation in a children’s game in the literature of Great Britain and Russia of the late 19th to the early 20th centuries. We will try to analyse how and for what reasons the image of Robinson Crusoe was so attractive to several generations of children, how it transformed and how the hero manifested himself differently in children’s games. Our analysis will be based on literary material, mainly works of children's literature (poetry by Robert Louis Balfour Stevenson, Sir Joseph Rudyard Kipling, prose by Kenneth Grahame), as well as writers’ recollections of childhood and autobiographical prose. Special attention is paid to the peculiarity of the "game of Robinson", which was conducted according to special rules and consisted of several options, sometimes involving only children’s imagination, sometimes transforming the world around, and sometimes requiring theatrical props. In addition, the "Robinson game" required a certain space, and a child who was not able to go to a real island was forced to adapt the world around him, giving objects new and lands new assignments.
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Cantrell, Walter Alan, Mikel D. Petty, Samantha L. Knight, and Whitney K. Schueler. "Physics-based modeling of crowd evacuation in the Unity game engine." International Journal of Modeling, Simulation, and Scientific Computing 09, no. 04 (August 2018): 1850029. http://dx.doi.org/10.1142/s1793962318500290.

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Crowds of people are often found in enclosed or constricted spaces. Evacuation in such situations is usually conducted calmly, but real or perceived danger may trigger panic. In panicked crowds, the interpersonal distance crowd members normally observe is often overwhelmed by the physical pressure of crowd members pushing against each other. That pressure can both slow evacuation and lead to injury or death. Models have been developed to study crowd evacuation in a range of situations. This paper describes the implementation, testing, and validation of a crowd evacuation model using Unity, a commercial computer game engine. A realistic physics-based model of crowd movement that calculates and considers the physical pressure crowd members exert on each other was implemented in Unity. The implemented model was tested under both nonpanicked and panicked scenarios; those tests exhibited known qualitative characteristics of such scenarios. The model was then quantitatively validated by comparing its results to the outcome of an actual evacuation event, the 2003 fire at The Station nightclub in Rhode Island. The implementation and validation show that Unity can be an effective tool for evacuation modeling.
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Hess, Steven C., and James D. Jocobi. "How much land is needed for feral pig hunting in Hawai‘i?" Pacific Conservation Biology 20, no. 1 (2014): 54. http://dx.doi.org/10.1071/pc140054.

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Hunting is often considered to be incompatible with conservation of native biota and watershed functions in Hawai‘i. Management actions for conservation generally exclude large non-native mammals from natural areas, thereby reducing the amount of land area available for hunting activities and the maintenance of sustainable game populations. An approach which may be useful in addressing the necessary minimum amount of land area allocated for hunting in Hawai‘i is to determine the amount of land area necessary for sustaining populations of hunted animals to meet current levels harvested by the public. We ask: What is the total amount of land necessary to provide sustained-yield hunting of game meat for food at the current harvest level on Hawai‘i Island if only feral pigs (Sus scrofa) were to be harvested? We used a simplistic analysis to estimate that 1 317.6 km2–1 651.4 km2 would be necessary to produce 187 333.6 kg of feral pig meat annually based on the range of dressed weight per whole pig, the proportion of a pig population that can be sustainably removed annually, and the density of pig populations in the wild. This amount of area comprises 12.6–15.8% of the total land area of Hawai‘i Island, but more likely represents 27.6–43.5% of areas that may be compatible with sustained-yield hunting.
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Iwashita, A. "Constructed Territories: Featuring A Fantasy of East Asian Border Disputes." Journal of International Analytics, no. 4 (December 28, 2015): 33–42. http://dx.doi.org/10.46272/2587-8476-2015-0-4-33-42.

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The author considers practical and historical aspects of territorial conflicts between Japan and neighboring countries, i.e. with Russia on South Kuril islands (Northern territories), with China on Diaoyudao (Senkaku) islands and with Korea on Tokto (Takeshima) island. Theoretical issues of so called “constructed territories” in these three cases are analyzed. These constructed territories act as a diplomatic tool for a state to maximize its interests in the international field. But no win for no country in this dangerous game is expected.
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Kurniawan, Arsi, Kodrat Iman Satoto, and Rinta Kridalukmana. "Perancangan dan Pengembangan Permainan Jelajah Indonesia Berbasis iOS Menggunakan GameSalad." Jurnal Teknologi dan Sistem Komputer 3, no. 1 (January 30, 2015): 26–35. http://dx.doi.org/10.14710/jtsiskom.3.1.2015.26-35.

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Indonesia is the largest archipelago in the world is made up of thousands of islands. Even in each island, the Indonesian people have a variety of ethnic, regional languages and different customs. And of course in every region in Indonesia has the characteristic of each, ranging from traditional foods, folk song, a mainstay of tourism, and unique customs. It is inevitable because of the vast territory of Indonesia and the many traits that exist in each region as mentioned above, it is no wonder that most Indonesian people themselves do not know the area well characteristic of their own region and other areas. Therefore, it is developing the game Exploration of Indonesia as a medium to introduce the characteristic of regions in Indonesia is through game-based mobile devices iOS. The game is built using GameSalad. Multimedia development method that used is the Multimedia Development Life Cycle (MDLC) from initial concept through distribution determination. For the method of application testing using Black Box Test. The results of this study in the form of an application with the name of the game Exploration of Indonesia that can run well on iOS-based mobile devices. This games can be a media campaign for characteristic of regions in Indonesia, both for citizens of Indonesia itself or to a foreign national who indirectly promote Indonesia to the international
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Senchik, Aleksandr, Aleksandr Toushkin, Hiromasa Igota, and Aliya Toushkina. "Production of ecological wild meat products in the hunting organizations of the Hokkaido island (Japan) and the Amur region (Russia)." E3S Web of Conferences 203 (2020): 04005. http://dx.doi.org/10.1051/e3sconf/202020304005.

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With the growth of the population of our planet, the problem of food production is increasing. In this situation, the importance of hunting farms in providing people with environmentally friendly meat products is increasing. During the study period, about 380 elk, 350 red deer, 2800 roe deer, 240 reindeer, 400 musk deer and 125 bears were harvested annually in Amur region. In Japan, game meat products are obtained mainly from sika deer, wild boar and brown bear. Meat products are used in food by hunters, sold to restaurants within the country and exported. As a result of our research, we came to the following conclusions: the game products in Amur region are mainly used by the hunters themselves in their private consumption, and only a small part of them goes for sale in food stores and agricultural markets. Even smaller amounts of wild meat products go to restaurants. Hunting is unpopular in Japan, and young people in general are not ready to engage in it. In our opinion, "wild meat" is an attractive environmentally friendly product for people in Russia and Japan and can undoubtedly serve to attract tourists to places of recreation and into gastronomic tours in Japan and Russia.
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Nyman, Elizabeth, and Ryan Lee Teten. "Lost and Found and Lost Again." Games and Culture 13, no. 4 (November 20, 2015): 370–84. http://dx.doi.org/10.1177/1555412015616510.

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The popularity of video games is at an all-time high among today’s population. Game designers and producers spend years on plot and character development, the creation of appropriate settings, and providing the player with a ludic experience that is both enriching and perplexing. This article looks at the creation of virtual utopian societies as the basis for contemporary video games. Just as the world today sees many conflicts over island rights, island sovereignties, and, sometimes, the creation of artificial islands that seek to escape governance of existing countries, video games have embraced the creation of a separate society for settings that explore new or extreme forms of individual, societal, and political development. Examining the BioShock series, this article looks at how video games and their designers have used utopic theories of society to create new experiences, potentialities, and ethical dilemmas for the players.
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Barnosky, Anthony D. "“Big Game” Extinction Caused by Late Pleistocene Climatic Change: Irish Elk (Megaloceros Giganteus) in Ireland." Quaternary Research 25, no. 1 (January 1986): 128–35. http://dx.doi.org/10.1016/0033-5894(86)90049-9.

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Megaloceros giganteus, the largest Eurasian deer, inhabited Ireland from ca. 12,000 yr B.P. to the time of its extinction ca. 10,600 yr B.P. The archaeologic record documents that people arrived on the island no earlier than 9000 yr B.P., so they could not have caused the extinction in Ireland. Close stratigraphic association of the geologically youngest elk fossils with sediments indicating the onset of the Nahanagan Stadial (approximately = Younger Dryas) implicates climatic change as the exterminator. Palynologic data support the idea that extinction probably resulted when forage quantity and quality along with length of the spring green-up decreased during the Nahanagan Stadial. For M. giganteus, this meant that the energy intake required to sustain large bodies, grow enormous antlers, and build fat reserves for winter was increasingly difficult to maintain, until deaths, primarily by winterkill, outnumbered births.
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48

Hongseo Park. "A Game-Theoretic Explanation of China’s Korea Policy in the Cases of Cheonan Ship Sinking and Yeonpyeong Island Attack." China Studies 52, no. ll (July 2011): 353–73. http://dx.doi.org/10.18077/chss.2011.52..018.

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49

Christensen, NH. "Serological survey of the infectious disease status of Old English Game fowl in the lower North Island, New Zealand." New Zealand Veterinary Journal 54, no. 4 (August 2006): 193–94. http://dx.doi.org/10.1080/00480169.2006.36694.

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50

Suhud, Usep, Sri Zulaihati, and Indra Pahala. "PENDIRIAN RUMAH BACA DAN PELATIHAN SOFTSKILL UNTUK GURU-GURU SEKOLAH DASAR DI DESA MADOBAK DAN DESA MUARA SIBERUT KEPULAUAN MENTAWAI." Sarwahita 14, no. 01 (May 31, 2017): 35–47. http://dx.doi.org/10.21009/sarwahita.141.05.

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ABSTRACT: Activities devotion the community aims to build a house read in the village madobak and village Muara siberut and training soft skill about science game for school teachers primary and secondary on the island of siberut, the archipelago Mentawai.Although the implementation of the devotion was conducted in June 2009, but this writing has been updated based on the latest data and references so novelty writing is still.The implementation of the devotion performed along with professionals from jakarta. ABSTRAK: Kegiatan pengabdian masyarakat ini bertujuan untuk mendirikan Rumah Baca di Desa Madobak dan Desa Muara Siberut dan pelatihan softskill tentang science game untuk guru-guru sekolah dasar dan menengah di Pulau Siberut, kepulauan Mentawai. Meskipun pelaksanaan pengabdian ini dilakukan pada Juni 2009, namun tulisan ini telah dimutakhirkan berdasarkan data dan referensi termutakhir sehingga kebaruan tulisan tetap ada. Pelaksanaan pengabdian dilakukan bersama dengan para professional dari Jakarta. Kata Kunci: Mentawai, pengabdian masyarakat, rumah baca, pelatihan soft-skill, guru
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