254,849 research outputs found

    Game Development using Design-by-Contract.

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    Empowering Cadres in COVID-19 Prevention with IT-Based Snake and Ladder Game in Medan Tuntungan Subdistrict, Medan City

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    Health cadres have long been known for their role in health development. For this reason, cadres can be used as learning facilitators in the community, and can continue to be encouraged to carry out services and counseling in the community, including COVID-19. How to conduct education in order to maintain health protocols encourages the service team to design learning media that are of interest to the public, both young and old, because the media is through playing, namely the snake and ladder game. The IT-based Snakes and Ladders game referred to in this service is Snakes and Ladders Board Game Using Joysticks. Only by using the joystick the dice can rotate without having to be close together. Each ladder and snake on the ladder snake board contains various questions related to Covid-19 including the characteristics of the virus, how the virus spreads, prevention of virus transmission and protocols that should be carried out so as not to contract Covid-19. There are 41 questions for ladders and 37 questions for snakes. This service was carried out on 12 cadres representing 12 Kelurahan in the working area of the Medan Tuntungan Health Center. Education through the media is very fun for the cadres because they learn how to play. This can be seen from the increased knowledge and attitudes of cadres about covid 19 before and after being educated on the Snakes and Ladders Game Board using a media joystick. This media already has IPR number EC00202156832

    The use and evaluation of a simulation game to teach professional practice skills to undergraduate Architecture students

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    Architects are currently grappling to exploit new forms of communication made possible with developments in internet communication. At the same time, the construction industry is in a state of flux as novel project management systems are being introduced. Students need to understand the first principles of project management within the context of our changing environment. One of the best ways for students to learn about the legalities of the construction process is through role play and simulation, but there is a Catch 22. Unless students have a basic understanding of project management, the contractual process can be confusing and intimidating. Even fifth and sixth year architecture student are reluctant to ask practitioners questions, for fear of appearing ignorant. This paper describes the use of a web-based simulation game to deliver the Management, Practice and Law syllabus to Architecture Students. The web-based game allows students to critically observe the transformation of designs into buildings through the exploration of the contract management process. A questionnaire survey was used to assess the efficacy of the simulation game as a learning tool, and in particular the effectiveness of the web-based simulation in facilitating the development of professional practice skills in undergraduate Architecture students. The initial results of the assessment indicate that the simulation game is both a useful and complementary adjunct to traditional teaching and learning methods, as observed through the evaluation of outcomes, and helpful in developing generic professional practice skills of undergraduate students. Further game development will require more formal evaluation over a series of uses

    An evaluation of a contract management simulation game for architecture students

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    Architects are currently grappling to exploit new forms of communication made possible with developments in internet communication. At the same time, the construction industry is in a state of flux as novel project management systems are being introduced. Students need to understand the first principles of project management within the context of our changing environment. One of the best ways for students to learn about the legalities of the construction process is through role play and simulation but there is a Catch 22. Unless students have a basic understanding of project management, the contractual process can be confusing and intimidating. Even fifth and sixth year architecture students are reluctant to ask practitioners questions for fear of appearing ignorant. This paper presents an evaluation of the cost and benefits of a web-based simulation game to deliver the Architecture studies curriculum. The webbased game allows students to critically observe the transformation of designs into buildings through the exploration of the contract management process. A questionnaire survey was used to assess how the computer simulation operates as a group exercise, how it compares with more traditional approaches and the best and worst features of the web-based system. The students found the game to be practical, enjoyable, motivating and effective in stimulating the learning process. The benefits of the web-based game were also found to outweigh the costs, thus providing support for its use as an active learning tool in Architectural Education

    Exploring mischief and mayhem in social computing or: how we learned to stop worrying and love the trolls

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    In this paper, we explore the role of mischief as borderline socially acceptable behaviour within social computing applications. Mischievous activity pushes the boundaries of the implicit social contract present in all online social systems, and, we argue, is of vital importance understanding online social interactions. Using examples from games and other applications, we explore mischief as an act of appropriation, which reinterprets mechanics defined by developers in unexpected and sometimes upsetting ways. Although frequently interpreted as negative and anti-social behaviour, we argue that mischief serves a vital social role, and find surprising richness in the chaos

    An empirical analysis of smart contracts: platforms, applications, and design patterns

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    Smart contracts are computer programs that can be consistently executed by a network of mutually distrusting nodes, without the arbitration of a trusted authority. Because of their resilience to tampering, smart contracts are appealing in many scenarios, especially in those which require transfers of money to respect certain agreed rules (like in financial services and in games). Over the last few years many platforms for smart contracts have been proposed, and some of them have been actually implemented and used. We study how the notion of smart contract is interpreted in some of these platforms. Focussing on the two most widespread ones, Bitcoin and Ethereum, we quantify the usage of smart contracts in relation to their application domain. We also analyse the most common programming patterns in Ethereum, where the source code of smart contracts is available.Comment: WTSC 201

    Integration of Forecasting, Scheduling, Machine Learning, and Efficiency Improvement Methods into the Sport Management Industry

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    Sport management is a complicated and economically impactful industry and involves many crucial decisions: such as which players to retain or release, how many concession vendors to add, how many fans to expect, what teams to schedule, and many others are made each offseason and changed frequently. The task of making such decisions effectively is difficult, but the process can be made easier using methods of industrial and systems engineering (ISE). Integrating methods such as forecasting, scheduling, machine learning, and efficiency improvement from ISE can be revolutionary in helping sports organizations and franchises be consistently successful. Research shows areas including player evaluation, analytics, fan attendance, stadium design, accurate scheduling, play prediction, player development, prevention of cheating, and others can be improved when ISE methods are used to target inefficient or wasteful areas

    Human-Agent Decision-making: Combining Theory and Practice

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    Extensive work has been conducted both in game theory and logic to model strategic interaction. An important question is whether we can use these theories to design agents for interacting with people? On the one hand, they provide a formal design specification for agent strategies. On the other hand, people do not necessarily adhere to playing in accordance with these strategies, and their behavior is affected by a multitude of social and psychological factors. In this paper we will consider the question of whether strategies implied by theories of strategic behavior can be used by automated agents that interact proficiently with people. We will focus on automated agents that we built that need to interact with people in two negotiation settings: bargaining and deliberation. For bargaining we will study game-theory based equilibrium agents and for argumentation we will discuss logic-based argumentation theory. We will also consider security games and persuasion games and will discuss the benefits of using equilibrium based agents.Comment: In Proceedings TARK 2015, arXiv:1606.0729
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