Academic literature on the topic 'Labyrinth game'

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Journal articles on the topic "Labyrinth game"

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Krisdiawan, Rio Andriyat, Ramdoni Ramdoni, and Aji Permana. "RANCANG BANGUN GAME TREASURE OF LABYRINTH DENGAN ALGORITMA BACKTRACKING BERBASIS ANDROID." NUANSA INFORMATIKA 14, no. 1 (January 16, 2020): 46. http://dx.doi.org/10.25134/nuansa.v14i1.2442.

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Games are one of the entertainment media which is the choice of almost everyone to get rid of boredom or just fill in spare time, there are also games used as hobbies and moreover games are now used as electronic sports (e-sports). Currently the game has many types of games, one of which is a type of puzzle game (puzzle). One puzzle game is a maze game. The labyrinth is a puzzle that has a complex branching form and has many dead ends. At the moment there are many labyrinth type games, but rarely are labyrinth games equipped with characters, enemies and a dynamic maze that can change if the game is repeated. To create a labyrinth game that has a dynamic labyrinth arena requires a labyrinth generator or can be called a labyrinth generator by utilizing the backtracking algorithm. This algorithm is powerful enough to be used in some problem solving and also to provide artificial intelligence in the game. The software methodology used in making games is the GDLC (Game Development Life Cycle). GDLC is a game development model that adopts an iterative approach consisting of 6 development phases, starting from the innitiation, pre-production, production, testing, beta and realese phases. for the generation of the labyrinth arena using the Backtracking algorithm while for testing this game uses the UAT (User Acceptment Test). The results of this study in the form of an adventure game based on a maze puzzle that is applied to mobile android. This game is played to train players in problem solving and entertainment facilities.Keywords: Puzzle Game, GDLC (Game Development Life Cycle), Backtracking Algorithm, Android
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Sier, André. "Non-human labyrinths: Roots and additional other than human formation methods." Technoetic Arts 17, no. 1 (June 1, 2019): 5–23. http://dx.doi.org/10.1386/tear_00002_1.

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Abstract Within the context of exploring new electronic arts' aesthetic regions and unexampled connections between generative art, games and mythology, my practical artistic research was led to focus on labyrinthine structures as exquisite legendary spatial gaming devices and as possible pathways to gain deeper humane insights, resulting into discoveries of original methods of labyrinth formation by means other than human. Labyrinths and mazes are inextricable paths, human made millennial structures that provide spatial challenges often connected with feedback, compression, entanglement and hyper complexification of goal oriented displacement. They are perhaps the most ancient example of structure for spatial and serious games. Novel methods for labyrinth creation ‐ non-human methods ‐ are introduced and exemplified through artistic constructs. These new methods utilize non-human bioelectronic techniques and are initially grouped into three distinct sub-categories: the 'open' method, the 'mathematical flower' method, the 'animal' method. Four case examples of artistic non-human labyrinths resorting to the introduced novel methods are explored: k. video games (2007, 2010), Wolfanddotcom video game (2017), 8-bit Maze Gardens vegetable paintings (2018‐present), Ant Ennae Labyrinths bio-electronic apparatus (2019‐present).
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Pratiwi, Heny, Ita Arfyanti, and M. Za’iem Sururi. "Membangun Game Edutainment “Pengenalan Komputer” Menggunakan Shuffle Random (SR) Dan Finite State Machine (FSM) Untuk Anak Tunagrahita Ringan." J-SAKTI (Jurnal Sains Komputer dan Informatika) 3, no. 2 (September 13, 2019): 307. http://dx.doi.org/10.30645/j-sakti.v3i2.149.

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Research to build an Edutainment Game "Introduction to Computers" for mild retarded children is a study designed for teachers to deliver material to special school students (SLB) with special needs such as children with visual impairment, hearing impairment, mental retardation, intellectual disability, autism and blindness. . In this game the player will be presented with a variety of learning menus about "Computer Devices" and a game menu consisting of a guessing picture quiz to train memory, then there are typing games and labyrinth games to develop motor movements and increase students' responses and interests. Shuffle and Finite State Machine randomization algorithms will be applied in this study, with the aim of arranging the image position to be randomized in the learning menu and typing games as well as randomizing the position of the main characters and enemies in the labyrinth game made in three levels. This is done to improve students' learning and curiosity. The technology applied in this research is intelligent agent (intelligent system) which has a game agent character that will accompany children to learn and play.
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Prihandoko, Galih Kuat, and Tri Nova Hasti Yunianta. "Pengembangan Board Game “Labyrinth in the Forest” Untuk Siswa Sekolah Menengah Pertama Materi Bilangan." Jurnal Cendekia : Jurnal Pendidikan Matematika 5, no. 1 (March 18, 2021): 578–90. http://dx.doi.org/10.31004/cendekia.v5i1.548.

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Media pembelajaran yang menarik dapat membuat suasana dalam pembelajaran menjadi tidak membosankan, dan dapat meningkatkan hasil belajar. Pengembangan media pembelajaran yaitu board game “Labyrinth In the Forest” untuk siswa Sekolah Menengah Pertama (SMP) materi bilangan diperlukan dan inilah menjadi tujuan penelitian ini. Jenis penelitian pengembangan ini menggunakan model pengembangan ADDIE. Subjek penelitian ini menggunakan tujuh siswa kelas 7 SMP di Kota Salatiga. Media board game dinyatakan valid dan praktis dengan hasil persentase keduanya yaitu 90% dan 85% dengan kategori sangat baik. Hasil signifikasi uji paired t-test adalah 0,000 (kurang dari 0,005) didukung dengan nilai rata-rata posttest lebih tinggi dibandingkan pretest. Hasil respons siswa menyatakan 96,5% memilih dalam kategori sangat baik atau sangat praktis untuk digunakan. Simpulan penelitian ini menyatakan bahwa media board game “Labyrinth in the Forest” yang telah dikembangkan valid, praktis, dan efektif digunakan untuk proses pembelajaran khususnya siswa SMP pada materi bilangan.
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Podoprikhin, D. A. "Implementation of the “Labyrinth” Game by Brain –Computer Interface Tools." Computational Mathematics and Modeling 26, no. 4 (July 28, 2015): 555–65. http://dx.doi.org/10.1007/s10598-015-9292-z.

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Chang, Benjamin, Shawn Lawson, Kathleen Ruiz, Mei Si, Emilia Bagiella, Emma K. T. Benn, and Janice Lynn Gabrilove. "4403 Cure Quest: Team Science of Game Design for Medical Education." Journal of Clinical and Translational Science 4, s1 (June 2020): 59. http://dx.doi.org/10.1017/cts.2020.205.

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OBJECTIVES/GOALS: “Cure Quest” is an adventure quest game about the process of new drug discovery and development. The player explores a magical island in search of a cure for a mysterious illness, traveling through different lands based on the stages of the drug discovery pipeline. Along the way, they must solve puzzles, decipher clues, and enlist the help of a ‘team science’ group of collaborators. The game uses a fantastical setting and engaging story to communicate the topic through metaphorical representations, instilling a sense of wonderment in the learning process. Real-world science is embedded into fictionalized lands such as the Labyrinth of Target Identification, the Forest of Small Molecule Discovery, the Tree of Biostatistics, the Mountains of FDA Approval and the Desert of Funding. The project represents a novel application of game-based learning to a complex topic not typically addressed through games. The process of designing and developing the game itself uncovers strong parallels between the interdisciplinary game design process and the interdisciplinary team science process. The objective of the game is to communicate high-level concepts of the drug discovery and development process, starting with the principles of ethical research and the motivations behind medical discovery, through the development of a new drug and finally to FDA approval. The goal is to improve understanding of clinical translational science among the different disciplines involved, and to raise overall awareness of the drug discovery process. METHODS/STUDY POPULATION: The game is being developed through a collaboration between faculty and students at ISMMS and the Games and Simulation Arts and Science Program at Rensselaer Polytechnic Institute. The first target audience is 2nd-3rd year medical students, with the future goal of adapting the game to a broader population. The game design is informed by specific learning outcomes, input from players in the target population and an ongoing iterative design process. The game is designed for mobile devices (iOS and Android), with an emphasis on narrative, exploration, and puzzle solving. Future evaluation will be performed through a quasi-experimental design comparing standard lectures with the game on a drug discovery. RESULTS/ANTICIPATED RESULTS: The game is currently in development, but the project has yielded insight into the design process for serious games in medicine. We found that for a game of this type it is essential not just to have both designers and subject matter experts, but to enable cross-pollination of modes of thinking. Through multiple design iterations and focus groups, we found that a game design approach rooted in narrative and allegorical abstraction would have a better ability to engage the target audience than one focused only on realistic simulation. When complete, we anticipate that the game will improve understanding of the core concepts in drug discovery. CureQuest is designed as an episodic game, following the sequence of stages in the drug discovery and development process. In this version of the game, we demonstrate five of the initial episodes: The City of Discovery of Unmet Medical Need; The Labyrinth of Target Identification; the Aquarium of Transgenic Phenotype Expression; the Rival Researcher Gang Quiz Battle; and the Desert of Funding. DISCUSSION/SIGNIFICANCE OF IMPACT: If successful, the game-based learning approach can help fill key gaps in current formal medical and scientific training, as well as gaps in understanding among the general public. The design process serves as an informative model of evolving collaborative team science.
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Riza, Lala Septem, Tyas Sawiji, Nurjanah Nurjanah, Haviluddin Haviluddin, Edy Budiman, and Alejandro Rosales-Pérez. "A Labyrinth Game for Blind Children Using Problem Solving Learning Model." International Journal of Emerging Technologies in Learning (iJET) 15, no. 02 (January 29, 2020): 58. http://dx.doi.org/10.3991/ijet.v15i02.11375.

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This research aims to design the concept of learning media for the blind student and apply it to labyrinth game using problem-solving learning model. To design this media, 21 blind child characteristics, learning model, lesson plan and story concept of the game have been considered. After developing the proposed learn-ing media, some experiments on blind students are conducted. Then, the results of the experiments are processed and analyzed based on qualitative method. They shows that scores, perspectives, and focus of users are good. It means that the proposed learning media provides a positive impact on the blind child. Moreover, guidance and direction to students are the important things that have to do when the media is applied.
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Yunianta, Tri Nova Hasti. "LEARNING MEDIA DEVELOPMENT OF BOARD GAME “THE LABYRINTH OF TRIGONOMETRY” IN TRIGONOMETRY MATERIALS FOR THE 10th GRADE SENIOR HIGH SCHOOL." Satya Widya 34, no. 2 (February 14, 2019): 88–100. http://dx.doi.org/10.24246/j.sw.2018.v34.i2.p88-100.

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Interaction is essential in mathematics learning process, so effective means to promote students’ interaction is compulsory. This research was appointed to develop the board game learning media “The Labyrinth of Trigonometry”, which is adequate to be implemented in trigonometry problem practices. Employing Research and Development (R&D), this research utilized the ADDIE model built of 5 stages, namely: analysis, design, development, implementation, and evaluation. Notably, this board game had been clarified to be a valid learning media by teaching material and media experts, exceptionally obtained 94% and 86% category. 35 students of 11th grade of Senior High School 1 Ambarawa were selected as the participants. The result showed that the practical index obtained excellent category (96%) and the Wilcoxon test significance result was 0.00 (less than 0.05) with higher posttest mean score than pretest. Eventually, the researcher concluded that “The Labyrinth of Trigonometry” was a valid, practical, and effective learning media.
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Coskun, Zeynep Nesrin, Tufan Adıguzel, and Guven Catak. "Acoustic Labyrinth: Validation of a game – based heart auscultation educational tool." World Journal on Educational Technology: Current Issues 11, no. 4 (October 25, 2019): 245–56. http://dx.doi.org/10.18844/wjet.v11i4.4394.

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The aim of the study was to validate a prototype of a game-based educational tool for improving auscultation skills. The tool was presented to 12 medical school students studying at a foundation university. The data collection tools of the study were: Cardiac sound identification form, educational tool evaluation form and auscultation survey form. Key findings of the study were: 1—Each medical student increased their identification skills and retention was possible. 2—The most incorrectly identified heart sound was the most correctly identified heart sound after using the tool. 3—Medical students sided with the tool for it is flexible, quicker method of learning and getting feedback, can be used anytime, anywhere without interruption of daily life. 4—Since students felt skillful and epic, in real-World tackling problems, on the mission; saving lives, and competitive, they repeated the content otherwise they would not. 5—The tool created a hype and motivation for further learning. 6—Tool was effective on the users with possible restricted acoustic capability which could imply findings might also be used for improving listening skills and musical ear. Keywords: Stethoscope skills, heart auscultation training, mobile learning, game-based learning, retention.
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Hartanto, Anggit Dwi, Aji Surya Mandala, Dimas Rio P.L., Sidiq Aminudin, and Andika Yudirianto. "Implementasi Algoritma Dijkstra Pada Game Pacman." CCIT Journal 12, no. 2 (August 19, 2019): 170–76. http://dx.doi.org/10.33050/ccit.v12i2.687.

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Pacman is one of the labyrinth-shaped games where this game has used artificial intelligence, artificial intelligence is composed of several algorithms that are inserted in the program and Implementation of the dijkstra algorithm as a method of solving problems that is a minimum route problem on ghost pacman, where ghost plays a role chase player. The dijkstra algorithm uses a principle similar to the greedy algorithm where it starts from the first point and the next point is connected to get to the destination, how to compare numbers starting from the starting point and then see the next node if connected then matches one path with the path). From the results of the testing phase, it was found that the dijkstra algorithm is quite good at solving the minimum route solution to pursue the player, namely by getting a value of 13 according to manual calculations
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Dissertations / Theses on the topic "Labyrinth game"

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Kanary, Nikolova Jennifer. "Labyrinth psychotica : simulating psychotic phenomena." Thesis, University of Plymouth, 2016. http://hdl.handle.net/10026.1/5509.

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This thesis forms a valuable tool of analysis, as well as an important reference guide to anyone interested in communicating, expressing, representing, simulating and or imagining what it is like to experience psychotic phenomena. Understanding what it is like to experience psychotic phenomena is difficult. Those who have experience with it find it hard to describe, and those who do not have that experience find it hard to envision. Yet, the ability to understand is crucial to the interaction with a person struggling with psychotic experiences, and for this help is needed. In recent years, the psychosis simulation projects Mindstorm, Paved with Fear, Virtual Hallucinations and Living With Schizophrenia have been developed as teaching and awareness tools for mental health workers, police, students and family members, so that they can better understand psychotic phenomena. These multimedia projects aim to improve understanding of what a person in psychosis is going through. This thesis represents a journey into taking a closer look at their designs and comparing them to biographical and professional literature. In doing so, throughout the chapters, a set of considerations and design challenges have been created that need to be taken into account when simulating psychosis. After a series of artistic case study labyrinths, Suicide Pigeon, Intruder, and Intruder 2.0, two final ‘do-it-yourself-psychosis’ projects have been created that have taken the aspects collected into account: The Labyrinth and The Wearable. Together these two projects form experiences that may be considered analogous to psychotic experiences. My original contribution to knowledge lies, on the one hand, within the function that both The Labyrinth and The Wearable have on a person’s ability to gain a better understanding of what it feels like to be in psychosis, and on the other hand within the background information provided on the context and urgency of psychosis simulation, how the existing simulations may be improved, and how labyrinthine installation art may contribute to these improvements.
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Frid, Emil, and Fredrik Nilsson. "Path Following Using Gain Scheduled LQR Control : with applications to a labyrinth game." Thesis, Linköpings universitet, Reglerteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-167390.

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This master's thesis aims to make the BRIO Labyrinth Game autonomous and the main focus is on the development of a path following controller. A test-bench system is built using a modern edition of the classic game with the addition of a Raspberry Pi, a camera and two servos. A mathematical model of the ball and plate system is derived to be used in model based controllers. A method of using path projection on a cubic spline interpolated path to derive the reference states is explained. After that, three path following controllers are presented, a modified LQR, a Gain Scheduled LQR and a Gain Scheduled LQR with obstacle avoidance. The performances of these controllers are compared on an easy and a hard labyrinth level, both with respect to the ability of following the reference path and with respect to success rate of controlling the ball from start to finish without falling into any hole. All three controllers achieved a success rate over 90 % on the easy level. On the hard level the Gain Scheduled LQR achieved the highest success rate, 78.7 %, while the modified LQR achieved the lowest deviation from the reference path. The Gain Scheduled LQR with obstacle avoidance performed the worst in both regards. Overall, the results are promising and some insights gained when designing the controllers can possibly be useful for development of controllers in other applications as well.
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Thomaz, Andrei Rubina. "O tabuleiro dos jogos que se bifurcam: as manifestações do labirinto nos jogos eletrônicos." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/27/27159/tde-01102009-152656/.

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Esta pesquisa tem como objeto de estudo principal as manifestações do labirinto nos jogos eletrônicos, dando continuidade às nossas pesquisas sobre o labirinto e à nossa produção artística em novas mídias. As investigações realizadas se deram em duas frentes, sendo uma teórica, onde fizemos uma revisão da bibliografia sobre o labirinto, com a finalidade de termos os subsídios necessários para analisar a presença do labirinto nos jogos eletrônicos. Esta análise se deu em termos espaciais e temporais, tomando a forma de dois capítulos da dissertação, tendo o apoio de estudos na área dos jogos eletrônicos e de referências da literatura e do cinema. Já na frente artística, realizamos nove trabalhos, empregando mídias digitais, que se relacionam, de alguma forma, com a temática desta pesquisa. Apresentamos estes trabalhos ao longo da dissertação, dedicando um breve texto a cada um deles, onde apontamos o diálogo entre eles e os jogos eletrônicos, assim como com referências artísticas, literárias, cinematográficas e teóricas.
This research is concerned with the ocurrences of labyrinths in electronic games, continuing our studies related to labyrinths and our artistic work in new media. The work done comprises two parts; the first one theoretical, where we revised selected references about the labyrinth, aiming to collect elements to analyse the ocurrences of labyrinths in electronic games. This analysis was performed in spacial and temporal terms, comprising two chapters of this dissertation, with the support of studies related to electronic games and literary and cinematographical references. In the artistic part, we developed nine works, using digital media, that are related, somehow, with the subject of this reasearch. These works are introduced along the dissertation, with a short text about each one, where we evidence the dialog between them and electronic games, as well as with artistic, literary, cinematographical and theoretical references.
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Gazzard, A. "Paths, players, places : towards an understanding of mazes and spaces in videogames." Thesis, University of Hertfordshire, 2010. http://hdl.handle.net/2299/4804.

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This thesis contributes to the field of academic game studies by reworking and updating the established theories of Espen Aarseth, Janet Murray and Marie-Laure Ryan in understanding the path in videogames. It also draws upon the more recent theoretical discussions of figures such as Jesper Juul, Lev Manovich, Frans Mäyrä and James Newman in order to explore the player’s experience along these paths in the gameworld. By defining a vocabulary of routes through space, the thesis uses the maze in particular as a way of understanding the paths of videogames. The research starts by examining our cultural understanding of the maze within videogames. Various mazes around the UK were walked in order to understand their design and how this may translate into the virtual world of the videogame. The thesis examines the uses of real world mazes through the work of Penelope Doob, and Herman Kern to discuss how the videogame may rework our cultural understanding of the maze due to its increasingly ubiquitous nature. This enables a discussion of maze-paths found within many videogames that are not necessarily categorised by what is often discussed as the maze genre of games. A morphology of maze-paths is devised through comparing the mazes of the real world and the virtual mazes of the videogame. This is achieved by breaking down the maze into separate path types and shows how these paths may link to one another. The thesis argues that the paths of the videogame are generated by the player’s actions. Therefore the focus of this thesis is on the player’s experience along these paths and the objects found at points on them. In acknowledging how to overcome obstacles along the path it is also possible to understand the role of the path in the player’s learning and mastery of the gameworld. This leads to discussions of different types of play experienced by the player in the videogame. Play is separated into what I term purposeful play, being the activities intended by the designer, and appropriated play which is the play formed out of the player’s exploration of the game system. These two terms help to understand player’s incentives for playing along the ruled paths of the gameworld as well as exploring the game’s system further to find new types of play outside of the pre-determined rules. As this thesis is concerned with videogames involving the player’s avatar having a direct relationship with the path, the research also investigates what happens when certain devices break these paths. It was discovered that warp devices reconstruct both temporal and narrative elements within the gamespace, and cause the player’s avatar to temporarily move on tracks through the gameworld. In defining a vocabulary of movement through space on a fixed track, as opposed to a player-determined path, there is a further understanding of the player experience related to each type of route taken in the game. Through an understanding of the maze and defining a vocabulary of maze-paths, tracks and objects found along them, this thesis adds a new contribution to knowledge. It also acknowledges the importance of different types of play within videogames and how these can shape the player experience along the paths of the game.
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Nådin, Mikael, and Kristian Ericsson. "Utveckling av Reglersystem för ett Labyrintspel : Modellbaserad design i praktiken." Thesis, Linköpings universitet, Reglerteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-157630.

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This thesis evaluates two automatic control systems, PID and LQ, for the purpose of controlling the steel marble in a Brio labyrinth game. The objective has been for these automatic control strategies to bring the marble through the labyrinth and examine how well they handle this problem. A mathematical model of the problem was derived and a detailed model of the labyrinth game was established in Mathworks software Simscape to streamline the development of the structural design and control system. Based on the Simscape model, the labyrinth game was modified with hardware necessary to perform the task. Before the development of the control system commenced, tests were carried out to study the marbles movement in the two models compared with the labyrinth game. This proved that the friction in the labyrinth game is non-linear compared to the models which both showed similar behavior. The control system was then implemented to be tested and evaluated in the Simscape model as well as the labyrinth game. In the Simscape model, they both perform equally well and the PID- and LQ-controller can easily bring the marble through the labyrinth. In the labyrinth game, the LQ controller succeeds in bringing the marble through the labyrinth in 45\% of cases, while the corresponding for the PID controller is 25\%. The LQ controller was the one that generally had the best performance and was able to handle the marbles movement despite the non-linearities. The PID controller's performance was poorer, which is largely due to said non-linearities but also noise in the system, which the LQ controller is not affected as much by. The study shows that non-linearities such as friction are difficult to model. The model-based design is a good method but can be time consuming and the end result can make it difficult to motivate in many cases.
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Gateman, Emmelina. "Labyrintskola i Årsta." Thesis, KTH, Arkitektur, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208176.

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Projektet utgår ifrån en frågeställning om hur skolbyggnaden i sig kan stimulera till lärande och nyfikenhet. Det finns flera sätt som detta kan utföras på, men det här projektet fokuserar på hur detta kan utföras genom utformning av rumsligheter. Inspirationen kommer huvudsakligen ifrån spelmiljödesign och från arkitekten Herman Hertzberger och hans bok "Space and Learning". Byggnaden består av ett program för en mellan- och högstadieskola, som är distribuerat på ett sätt som gör det utmanande att orientera sig. Rummen är utplacerade som kuber med helt eller delvis massiva väggar. De binds samman av en glasfasad, och mellanrummet som skapas blir en yta av öppen aktivitet och där intressanta rumsligheter skapas.  En annan metod för att stimulera och väcka nyfikenhet är att skapa siktlinjer. De är horisontella: genom glaspartier i väggarna, och vertikala: genom öppningar i bjälklaget.  Tanken är att eleverna allt eftersom de utforskar och lär känna sin skola också lär sig hitta, inte bara till sina klassrum eller toaletterna, utan också till spännande vrår och rumsligheter som skapas i mellanrummen. Det blir en kontrast mellan rummen; där aktiviteten är styrd av lärare och läroplanen, och ytorna i mellan där aktiviteten inte är styrd utan skapas av eleverna själva.
This project is grounded in a question about how a school building in itself can stimulate learning and curiousity. There are many ways of which this can be executed, but this project focuses on spatial design. Inspiration comes mostly from environmental design in games and from the architect Herman Hertzberger and his book "Space and Learning". The building consists of a program for middle school and junior high school, and is distributed in a way that makes orientation intentionally hard. The rooms are placed as cubes with massive or partly massive walls. They are connected by a glass facade, and the space between becomes place for interesting spatialities.  Another method for creating stimulation and curiousity is sightlines. They are horizontal: in the shape of glass walls, and vertical: by openings in the floor structure. The idea is that the students, by exploring and getting to know their school, also learns to find not only their classrooms or lavatories, but also those nooks and crannies that is formed in the in between space. There becomes a contrast between the rooms: where the activities are ruled by teachers and the curriculum, and the in between spaces: where the activity is free and formed by the students themselves.
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Öfjäll, Kristoffer. "LEAP, A Platform for Evaluation of Control Algorithms." Thesis, Linköping University, Department of Electrical Engineering, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-56733.

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Most people are familiar with the BRIO labyrinth game and the challenge of guiding the ball through the maze. The goal of this project was to use this game to create a platform for evaluation of control algorithms. The platform was used to evaluate a few different controlling algorithms, both traditional automatic control algorithms as well as algorithms based on online incremental learning.

The game was fitted with servo actuators for tilting the maze. A camera together with computer vision algorithms were used to estimate the state of the game. The evaluated controlling algorithm had the task of calculating a proper control signal, given the estimated state of the game.

The evaluated learning systems used traditional control algorithms to provide initial training data. After initial training, the systems learned from their own actions and after a while they outperformed the controller used to provide initial training.

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Karlsson, Albin. "Evaluation of the Complexity of Procedurally Generated Maze Algorithms." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16839.

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Background. Procedural Content Generation (PCG) in Video Games can be used as a tool for efficiently producing large varieties of new content using less manpower, making it ideal for smaller teams of developers who wants to compete with games made by larger teams. One particular facet of PCG is the generation of mazes. Designers that want their game to feature mazes also need to know how to evaluate their maze-complexity, in order to know which maze fits the difficulty curve best. Objectives. This project aims to investigate the difference in complexity between the maze generation algorithms recursive backtracker (RecBack), Prim’s algorithm (Prims), and recursive division (RecDiv), in terms completion time, when solved using a depth-first-search (DFS) algorithm. In order to understand which parameters affect completion time/complexity, investigate possible connections between completion time, and the distribution of branching paths, distribution of corridors, and length of the path traversed by DFS. Methods. The main methodology was an implementation in the form of a C# application, which randomly generated 100 mazes for each algorithm for five different maze grid resolutions (16x16, 32x32, 64x64, 128x128, 256x256). Each one of the generated mazes was solved using a DFS algorithm, whose traversed nodes, solving path, and completion time was recorded. Additionally, branch distribution and corridor distribution data was gathered for each generated maze. Results. The initial results showed that mazes generated by Prims algorithm had the lowest complexity (shortest completion time), the shortest solving path, the lowest amount of traversed nodes, and the lowest proportion of 2-branches, but the highest proportion of all other branch types. Additionally Prims had the highest proportion of 4-6 length paths, but the lowest proportion of 2 and 3 length paths. Later mazes generated by RecDiv had intermediate complexity, intermediate solving path, intermediate traversed nodes, intermediate proportion of all branch types, and the highest proportion of 2-length paths, but the lowest proportion of 4-6 length paths. Finally mazes generated by RecBack had opposite statistics from Prims: the highest complexity, the longest solving path, the highest amount of traversed nodes, the highest proportion of 2-branches, but lowest proportion of all other branch types, and the highest proportion of 3-length paths, but the lowest of 2-length paths. Conclusions. Prims algorithm had the lowest complexity, RecDiv intermediate complexity, and RecBack the highest complexity. Increased solving path length, traversed nodes, and increased proportions of 2-branches, seem to correlate with increased complexity. However the corridor distribution results are too small and diverse to identify a pattern affecting completion time. However the corridor distribution results are too diverse to make it possible to discern a pattern affecting completion time by just observing the data.
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Nilsson, Jakob. "Berättelsens labyrinter : Interaktiv fiktion och dess narrativa aspekter." Thesis, Södertörns högskola, Institutionen för genus, kultur och historia, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15297.

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This essay examines the narrative aspect of interactive fiction. The study uses Janet H. Murrays analysis of the digital environment and the properties of it as procedural, participatory, spatial and encyclopedic. From this, her three characteristic pleasures in digital narratives - immersion, agency and transformation - are examined from the perspective of interactive fiction. The study also examines Nick Montforts analysis of interactive fiction as a potential narrative and a simulated world or environment. His comparison of interactive fiction with the literary riddle is also used in regards to puzzles and other game-related aspects in interactive fiction as a part of storytelling. Furthermore, the essay uses Espen J. Aarseths analysis on ergodic text and non-linearity to place interactive fiction in a tradition of participatory texts not necessarily bound to the computer. The essay show how the repeated and sudden nature of death in interactive fiction poses a potential problem in its aspiration to create a cohesive storytelling experience. Death can however be used as an aid in other narrative aspirations, such as humour. Furthermore, the participatory aspect of interactive fiction can create a meaningful and strong emotional response to the death of non-player characters. The essay also show how interactive fiction may use puzzles and other challenges as a method to create suspense and drama. The quality of interactive fiction as a simulated world enables it to create mazes and related experiences based on spatial navigation. Especially it underlines its capacity to in this manner portrait abstract concepts such as bureaucracy in a convincing and literal way. Finally the essay proposes that interactive fiction can be viewed as a bridge between traditional literary texts and the new digital texts of computer based entertainment. The essay therefore suggests that interactive fiction, with its expressed literary ambitions, is especially qualified as a starting point for understanding computer games as a capable storytelling tool. Further studies on interactive fiction may help reach a deeper understanding of the narrative qualities of computer games.
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Boumoud, Abdelhakim. "La grande gare contemporaine et le labyrinthe du transport multimodal : vers une nouvelle approche de la lisibilité, l'exemple de la gare de la Part-Dieu à Lyon." Phd thesis, Université de Grenoble, 2012. http://tel.archives-ouvertes.fr/tel-00956736.

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Depuis son apparition au milieu du XIXe siècle, la gare ferroviaire n'a cessé de se métamorphoser et de se complexifier. Ce long processus a conduit à une " labyrinthification " spatiale, temporelle et fonctionnelle de ces grands équipements métropolitains. Ce phénomène pose un problème de lisibilité des espaces et se traduit notamment par la complexification des cheminements et la désorientation des usagers. Depuis quelques années, ces questions deviennent des préoccupations majeures pour les concepteurs et les gestionnaires, qui n'arrivent pas toujours à y répondre de manière efficace. La recherche propose une approche à la fois théorique et méthodologique des questions de " lisibilité " et d' " accessibilité " des espaces de la grande gare contemporaine autour du concept de " wayfinding ". On cherche à identifier les facteurs qui influencent les expériences de passage en gare et génèrent ou accompagnent les situations de désorientation et de confusion en s'appuyant notamment sur l'analyse des commentaires verbaux et des parcours filmés de volontaires à l'intérieur de la gare de la Part-Dieu à Lyon. Les travaux ont permis de mettre en évidence la complexité des facteurs à prendre en compte dans l'analyse de la lisibilité des espaces de la gare et des cheminements piétons : caractéristiques physiques et sensibles des lieux, degré d'efficacité de la signalétique, caractéristiques individuelles voyageur, compétences cognitives et perceptives, profil émotionnel, habilités spatiales et personnalité. Ils permettent d'imaginer une nouvelle approche de la conception des grandes gares contemporaines.
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Books on the topic "Labyrinth game"

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Baker, Richard. Thunderspire labyrinth: An adventure for characters of 4th-6th level. [Renton, WA]: Wizards of the Coast, 2008.

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Mike, Mearls, ed. Thunderspire labyrinth: An adventure for characters of 4th-6th level. [Renton, WA]: Wizards of the Coast, 2008.

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Richard, Baker. Thunderspire labyrinth: An adventure for characters of 4th-6th level. [Renton, WA]: Wizards of the Coast, 2008.

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1955-, Hickman Tracy, ed. Into the Labyrinth: A Death Gate Novel. New York: Bantam, 1993.

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Tracy, Hickman, ed. Into the Labyrinth: A Death Gate Novel. New York: Bantam Books, 1993.

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1955-, Hickman Tracy, ed. Into the Labyrinth: A Death Gate Novel. London: BCA, 1994.

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Where's Waldo: The search for lost things. Somerville, Mass: Candlewick Press, 2012.

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Winter, K. L. Labyrinth Puzzle Game. Independently Published, 2020.

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Cook, Monte. Labyrinth of Madness (AD&D Fantasy Roleplaying Adventure). TSR Inc., 1995.

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Keats, Israel. Labyrinth. Lerner Publishing Group, 2017.

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Book chapters on the topic "Labyrinth game"

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Guerineau, David. "Graphics and Sound Effects: Labyrinth." In Learn GameSalad for iOS: Game Development for iPhone, iPad, and HTML5, 247–70. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4357-1_8.

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Planells de la Maza, Antonio José. "The Symbolic Labyrinth in the Mythogame: The Axes Minos-Daedalus and Theseus-Minotaur in the Contemporary Video Game." In Communications in Computer and Information Science, 238–47. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-37983-4_18.

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Reid, Shani, Helene Jennings, and Scot Osterweil. "It’s All in How You Play the Game." In Cases on Digital Game-Based Learning, 411–24. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2848-9.ch021.

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The purpose of this chapter is to describe a study of the online learning game Lure of the Labyrinth. The game is unique in that it is based on a model for how learning games can be effectively used in classroom settings. Key components of the model include identifying games appropriate for the classroom, incorporating the game in a way that maximizes instructional time, and reconstructing the role of the teacher in game play lessons. The model was tested by 29 teachers in 80 middle school classroom, where 1,549 students were exposed to the game and its associated resources. In a quasi-experimental study of the impact of the game on student outcomes it was determined that students in school districts that more closely followed the game implementation model performed better than their comparison group.
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"Chapter 7. The Living Labyrinth: Reading and Writing the Book." In Borges and Plato: A Game with Shifting Mirrors, 209–34. Vervuert Verlagsgesellschaft, 2012. http://dx.doi.org/10.31819/9783954870462-010.

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Olkin, Rhoda. "Laws and How They Affect the Everyday Lives of People with Disabilities." In Teaching Disability, 55–73. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780190850661.003.0005.

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For persons who are minorities, the impact of laws can be very directly experienced in day-to-day life. The myriad laws related to disability are scattered across many laws and throughout many agencies and can be hard to locate. Some of the laws, rules and regulations help, but some also hinder, the daily lives of the disabled. How the labyrinth of laws places a burden on people with disabilities is highlighted. There are four activities in this chapter. The first has students focus on laws that affect their everyday lives. In the second activity the concept of ‘separate but not equal’ is the focus. A third activity entails a comparison of social justice versus distributive justice as it applies to disability. In the fourth activity a game of ‘Eye Spy’ concentrates on the application of disability laws.
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Dugué, V., F. Hachem, J. Boillat, V. Nagel, J. Roca, and F. Laugier. "PKWeir and flap gate spillway for the Gage II Dam." In Labyrinth and Piano Key Weirs, 35–42. CRC Press, 2011. http://dx.doi.org/10.1201/b12349-7.

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Sethi, Aakriti. "The Age of the Internet." In Advances in Electronic Government, Digital Divide, and Regional Development, 138–53. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3859-2.ch008.

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The bittersweet characteristics of internet and social media have caught the imagination of the era we live in. No orb of this society is untouched by the marvels of information and communication technologies (ICT). The evolution of internet from ARPANET to social media sites like Facebook, Twitter, Instagram, or apps like Watsapp has changed the modern world from its core, impacting every nook of every society. These tools and services have made individuals way more involved in political, social, cultural, and economic happenings around the globe, making them feel authorized to send their message/opinion beyond their computer/phone screen. Amidst this backdrop, state and traditional diplomacy has seen remarkable technological changes. The birth of digital diplomacy has opened a plethora of opportunities for the people as well as the state. Postmodern understanding of a state's power beyond the realm of its military capabilities (hard power) and through the lens of soft power has led to many countries trying to win “hearts and minds” across the globe. But, the interaction of state and newer technologies in the midst of labyrinth unconventional threats has changed the traditional rules of the game.
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Boquérat, Gilles. "Pakistan’s Power Game and the New Media Landscape." In Pakistan’s Political Labyrinths, 40–58. Routledge India, 2015. http://dx.doi.org/10.4324/9781315683195-3.

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"Staging the Gaze:." In The Gaze and the Labyrinth, 116–39. Princeton University Press, 2021. http://dx.doi.org/10.2307/j.ctv1t1kfpb.11.

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"List of Photographic Reproductions." In The Gaze and the Labyrinth, ix—xii. Princeton University Press, 2000. http://dx.doi.org/10.1515/9780691236971-001.

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Conference papers on the topic "Labyrinth game"

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Ibryamova, Elitsa, and Georgi Stefanov. "Developing and Implementing a Labyrinth Game for Self-Assessment." In CompSysTech '20: International Conference on Computer Systems and Technologies '20. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3407982.3408029.

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Hsu, Yu-Jen, Ju-Ling Shih, and Chien-Huang Chen. "Emotion Labyrinth: Learning to Rationalize Emotions through 3D Game Environment." In 2012 IIAI International Conference on Advanced Applied Informatics (IIAIAAI). IEEE, 2012. http://dx.doi.org/10.1109/iiai-aai.2012.39.

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Evasari, Heavy, Yuana Maulidia, and Phylia Gita Crisantimum Chaerunnisa. "The Effectiveness of Labyrinth Game in Improving Interpersonal Intelligence of Children with Autism." In 3rd International Conference on Education and Training (ICET 2017). Paris, France: Atlantis Press, 2017. http://dx.doi.org/10.2991/icet-17.2017.34.

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Da Silva, Débora Juliane Guerra Marques, Graziela Ferreira Guarda, and Ione Ferrarini Goulart. "CriptoLab: Um game baseado em Computação Desplugada e Criptografia." In XXVI Workshop sobre Educação em Computação. Sociedade Brasileira de Computação - SBC, 2018. http://dx.doi.org/10.5753/wei.2018.3483.

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The research project called Logicamente was created with the aim of teaching contents of computation focused on the guidelines of computational thinking for children and adolescents of basic education. Among the planned activities, it was idealized the realization of play workshops with the purpose of fixing contents work during the meetings. In this context, came the game CriptoLab that explores encryption in a disrupted computing environment. The present article consists in reporting the experiences about the application of the game in question that has as objective the crossing of a labyrinth whose course will be realized by means of assembly of logical sequences based on the commands of the application of MIT - Scratch.
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Козаченко, Екатерина, Ekaterina Kozachenko, Евгения Давыдова, and Evgenia Davydova. "A "Labyrinth" toy for 6-7 Years Old Children as a Way of Intellectual Development of a Child." In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-2-202-206.

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The article considers the problem of a child’s quick loss of interest in a toy and its solution by creating an intellectual toy based on the experience of scientific research in the field of labyrinthology. Passing puzzles in the form of a maze have a beneficial effect on the child’s intellect, develops spatial thinking, memory and teaches the child how to find solutions to problems at a subconscious level, also disciplines and develops concentration. For a hull development the art design method was applied. A prototype of the designed toy is a cryptex - a portable storage used to hide secret messages invented by Leonardo Da Vinci and implemented by Justin Kirk Nevinson. The labyrinth system is based on the fractal tree method. The fractal labyrinth has a hierarchical (grid) structure, which creates more chances for a quick passage of the labyrinth without obstacles, but since the goal of the toy is to develop the intelligence of the child, it was decided to complicate the structure of the labyrinth by adding dead-end branches and additional tracks. Entering a dead-end branch allows the child to find and analyze the optimal moves in the game.
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Allevato, Adam, Mitch Pryor, and Andrea L. Thomaz. "Multiparameter Real-World System Identification Using Iterative Residual Tuning." In ASME 2020 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/detc2020-22734.

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Abstract In this work we consider the problem of nonlinear system identification, using data to learn multiple and often coupled parameters that allow a simulator to more accurately model a physical system and close the so-called reality gap for more accurate robot control. Our approach uses iterative residual tuning (IRT), a recently-developed derivative-free system identification technique that utilizes neural networks and visual observation to estimate parameter differences between a proposed model and a target model. We develop several modifications to the basic IRT approach and apply it to the system identification of a 5-parameter model of a marble rolling in a robot-controlled labyrinth game mechanism. We validate our technique both in simulation — where we outperform two baselines — and on a real system, where we achieve marble tracking error of 4.02% after just 5 optimization iterations.
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Rhode, David L., J. Wayne Johnson, and Brian F. Allen. "Effect of Flow Instabilities and Self-Sustained Oscillations on Labyrinth Seal Leakage Resistance." In ASME 1997 International Gas Turbine and Aeroengine Congress and Exhibition. American Society of Mechanical Engineers, 1997. http://dx.doi.org/10.1115/97-gt-214.

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Two flow instabilities involving a bifurcated flow pattern were discovered for the throughflow jet in a stepped labyrinth seal. A bifurcation stability map was developed showing which combinations of tooth clearance and step height occur in which of the three flow regimes. These instabilities, along with self-sustained flow oscillations, were experimentally explored to obtain a preliminary understanding of their effect on seal leakage. Computer-captured visualization videos were used to measure the throughflow angle oscillation amplitudes, frequencies and mean flow trajectory angles. For small tooth clearances, the intermediate step height case, which exhibited the sharpest flow deflection and largest oscillation amplitude, gave the highest leakage resistance. Further, for larger tooth clearances, the large step height cases, located farthest on the stability map into the Oscillatory Bifurcated regime, gave the highest resistance. Thus, for large clearances the oscillating nature of the Oscillatory Bifurcation flow pattern appears to give enhanced leakage resistance via increased turbulent mixing.
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Rai, Aakash C., Deoras Prabhudharwadkar, Sunil Murthy, Andrew Giametta, and David Johns. "Effect of Air-Curtains on Labyrinth Seal Performance." In ASME Turbo Expo 2016: Turbomachinery Technical Conference and Exposition. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/gt2016-57188.

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Labyrinth seals are used in many key sealing locations in gas turbines to control various leakage flows, e.g., to control the secondary air-flow from the compressor (bypassing the combustor), the turbine inter-stage leakages and blade tip leakages. This study was performed to assess the improvement in the performance of a labyrinth seal by using an air-curtain (cross-flow jet(s)) from the stator. Detailed parametric studies were performed to study the effect of the air-curtain jet pressure, location, and the number of jets on the seal performance with respect to the leakage flow. The analysis was done using 2-dimensional axisymmetric CFD simulations. It was found that in the case of a labyrinth seal with a flat stator (without a honeycomb attached to the stator) the air-curtain design can reduce the seal leakage by about 30% over the baseline seal design without air-curtains. This reduction happened because the air-curtain jet deflected the main seal jet away from the seal clearance. A similar conclusion was also obtained in case of a labyrinth seal with a honeycombed stator. Furthermore, our parametric studies with different air-curtain designs parameters implemented over a honeycombed labyrinth seal showed that the air-curtain jet pressure, location, and the number of jets were crucial factors governing the seal leakage. Amongst the air-curtain designs studied, it was found that implementing three air-curtains in the 1st pocket gave the maximum leakage reduction (by about 50%) over the baseline design.
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Rhode, David L., James S. Younger, and Marcus D. Wernig. "Flow Visualization and Leakage Measurements of Stepped Labyrinth Seals: Part 2 — Sloping Surfaces." In ASME 1996 International Gas Turbine and Aeroengine Congress and Exhibition. American Society of Mechanical Engineers, 1996. http://dx.doi.org/10.1115/96-gt-137.

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An experimental investigation was conducted to determine the geometry-leakage relationship for advanced, stepped labyrinth seals. A unique, variable-geometry water test facility was constructed and used to acquire leakage resistance measurements for two-dimensional, planar models. Flow visualization techniques were also used to assist in identifying and understanding the turbulence generating flow patterns. It was found that contoured surfaces and restrictor tooth leading-edge shapes of proper dimensions can be incorporated into the cavity geometry to reduce seal leakage. Specifically, the combination of a sloping surface and a curved surface on the rotor within the labyrinth cavity gave significant improvement.
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Mamaev, B. I., M. M. Petukhovsky, and A. V. Pozdnyakov. "Shrouding the First Blade of High Temperature Turbines." In ASME 2013 Turbine Blade Tip Symposium. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/tbts2013-2001.

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Blade shrouding gives an opportunity to increase the HPT (high pressure turbine) first stage efficiency by 2–3 %. However, if high gas temperature and high circumferential velocity are at the stage, shrouding can be problematic due to load increasing at blade/disk attachment and high temperature of the shroud itself. To make blade/disk attachment more reliable the shroud axial width has to be decreased by increasing a relative pitch of airfoil cascades t (t = t / b, where t – pitch, b – chord) at the blade tip span. According to experience for a flow with β1 = 50 – 85°, M2 = 0.8 – 1, and Re = (0.8 – 1)•106 high efficient cascades with t = 0.93 – 1.05 can be designed. Application of such a profiling for GTE (gas turbine engine) turbine is demonstrated here. In the turbine meridian flow path the blade was drastically tapered to the tip (tip width was 53 % of the mean width and 46 % of the hub width). To lighten the blade a partial shrouding can be also applied. Model turbine tests showed that local cuts at the front shroud area and the aft shroud area at the airfoil pressure side influenced the efficiency weakly. Required shroud temperature is provided with a cooling. The aircraft turbine with a governed cooling system and a radial clearance control is an example here. In this case the shroud had 3 labyrinth ribs. The shrouding decreased radial clearance by 0.8 mm at main design modes that increased efficiency by ∼ 1.5 %. To cool down the shroud the air downstream the compressor was fed into the cavity behind the front labyrinth rib. At maximal mode with full cooling the relative coolant mass flow (to the compressor mass flow) was mc = 1.3 % and gas leakages through the labyrinth were 0.2 %. It gave acceptable mixed temperature of 530°C in the cavity over the shroud. At cruise high altitude mode and a lower gas temperature and partial cooling with mc = 0.4 % and gas leakages of 0.1 % the mixed temperature also did not exceed 530°C over the shroud. The assessment with taking into account changes of the clearance, the coolant mass flow, and gas leakages showed that the shrouding provided the engine economy improvement by 0.7 – 0.9 % for both modes. For GTPU (gas turbine power unit) the first blade shrouding can be more complicated. However, even the slight turbine efficiency increase provides considerable profits due to GTPU huge power output and long term running. So, when GTE and GTPU designing starts, it is reasonable to consider the turbine first blade shrouding. Here the integral evaluation criterion, which includes the assessment of a possible income from the unit full life cycle running, has to be applied.
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