20 research outputs found

    Bargaining Mechanisms for One-Way Games

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    We introduce one-way games, a framework motivated by applications in large-scale power restoration, humanitarian logistics, and integrated supply-chains. The distinguishable feature of the games is that the payoff of some player is determined only by her own strategy and does not depend on actions taken by other players. We show that the equilibrium outcome in one-way games without payments and the social cost of any ex-post efficient mechanism, can be far from the optimum. We also show that it is impossible to design a Bayes-Nash incentive-compatible mechanism for one-way games that is budget-balanced, individually rational, and efficient. To address this negative result, we propose a privacy-preserving mechanism that is incentive-compatible and budget-balanced, satisfies ex-post individual rationality conditions, and produces an outcome which is more efficient than the equilibrium without payments. The mechanism is based on a single-offer bargaining and we show that a randomized multi-offer extension brings no additional benefit.Comment: An earlier, shorter version of this paper appeared in Proceedings of the Twenty-Fourth International joint conference on Artificial Intelligence (IJCAI) 201

    Interdependent Scheduling Games

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    We propose a model of interdependent scheduling games in which each player controls a set of services that they schedule independently. A player is free to schedule his own services at any time; however, each of these services only begins to accrue reward for the player when all predecessor services, which may or may not be controlled by the same player, have been activated. This model, where players have interdependent services, is motivated by the problems faced in planning and coordinating large-scale infrastructures, e.g., restoring electricity and gas to residents after a natural disaster or providing medical care in a crisis when different agencies are responsible for the delivery of staff, equipment, and medicine. We undertake a game-theoretic analysis of this setting and in particular consider the issues of welfare maximization, computing best responses, Nash dynamics, and existence and computation of Nash equilibria.Comment: Accepted to IJCAI 201

    Toward an Ecology of Gaming

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    In her introduction to the Ecology of Games, Salen argues for the need for an increasingly complex and informed awareness of the meaning, significance, and practicalities of games in young people's lives. The language of the media is replete with references to the devil (and heavy metal) when it comes to the ill-found virtues of videogames, while a growing movement in K-12 education casts them as a Holy Grail in the uphill battle to keep kids learning. Her essay explores the different ways the volume's contributors add shades of grey to this often black-and-white mix, pointing toward a more sophisticated understanding of the myriad ways in which gaming could and should matter to those considering the future of learning

    Ação de cremes dentais sobre esmalte bovino exposto à ácido e escovação: estudo in vitro

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    Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro de Ciências da Saúde, Programa de Pós-Graduação em Odontologia, Florianópolis, 2016.O objetivo deste estudo foi o de avaliar in vitro a ação de cremes dentais com proposta anti-erosão sobre esmalte bovino exposto à ácido cítrico a 1% seguido de escovação. Três espécimes, com 4 blocos de esmalte bovino foram separados em seis grupos (n=12), de acordo com o creme dental avaliado: Weleda® - sem flúor (G1), Sensodyne pró-esmalte® (G2), Elmex Erosion® (G3), Regenerate® creme dental e sérum (G4), Regenerate® creme (G5), Colgate Sensitive pró-alivio repara esmalte® (G6). Os espécimes foram acondicionados em recipiente com saliva artificial e 4 vezes ao dia, foram expostos a ácido cítrico 1% sob agitação mecânica, durante 1 minuto. Após, foram imersos em saliva durante 3 minutos. No segundo e quarto ciclos, diariamente, os espécimes foram escovados com escova elétrica com força de 5N por 5 segundos com o creme dental de acordo com o grupo, depois, foram lavados e imersos em saliva. Nos espécimes do G4 aplicou-se o sérum. Após 7 dias, os espécimes foram analisados quanto a perda de estrutura (degrau) e a rugosidade da superfície (topografia) por meio de interferometria óptica. Aos resultados aplicou-se os testes ANOVA One Way, Games-Howell e Tukey (p<0,001). Houve perda significativa de esmalte em todos os grupos e os menores valores do degrau foram observados em G4 e G2, que diferiram significativamente dos demais grupos. O aumento da rugosidade ocorreu em todos os grupos (p<0,001), e foi maior em G2 e G4, seguida de G3, G1 e G6, e em G5 foram observados os menores valores. Pode-se concluir que os dentifrícios Regenerate® creme dental e sérum e Sensodyne pró-esmalte®, apresentaram os melhores resultados entre os cremes dentais testados.<br

    Having skin in the game: how players purchase representation in games.

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    Microtransactions are a relatively new feature of video game software involving the purchase of in-game items, often using real money. Players may use these transactions to purchase in-game advantages, or cosmetic features such as 'skins', which change the way a player's avatar looks without influencing gameplay mechanics. Skins may be an opportunity for developers to offer – and players to purchase – alternative demographic appearances. In this article we examine some of the potential costs associated with skins beyond their price tag, especially those felt by players of color, given a normative – free – white default. While previous research has looked at player identity, representation in gaming media and players' purchasing practices individually, few scholars have looked at the intersection between all three. We analyze this intersection within the practices of selling and purchasing skins in games. We distributed a survey through social media and to gaming communities online and analyzed 158 responses. We identify quantitative differences in responses of participants of color and White participants, such as participants of color spending more on average than white participants on skins in the games they play. We discuss qualitative themes we describe as quasi-acceptance and privileged allyship, that build on previous literature about how players of color interact with – and may feel resigned about – representation in games

    Flyer News, Vol. 62, No. 10

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    Student-run newspaper of the University of Dayton

    The Impostor: Exploring narrative game design for learning Korean as a foreign language

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    In recent years, digital language learning games and applications have proliferated. However, most existing apps employ methods and theoretical approaches that are not designed to teach learners practical language competence. Additionally, commercial apps tend to focus on languages with large markets, leaving smaller languages like Korean unsupported. The objective of this thesis is to explore language learning and second language acquisition (SLA) theories and their practical applications to find teaching methods that are best suited for improving practical language competence of Korean. Having identified such methods grounded in socio-cultural and ecological SLA theory, the thesis further integrates the teaching methods into a conceptual design of a digital language learning game for learning Korean as a foreign language. This thesis demonstrates that a grounding the fundamentally messy digital language learning game design process in SLA theory is not only viable but a good starting point. Key findings indicate that the designers need to identify the targeted learning objectives, learning experiences and game experiences as clear design goals early on, to efficiently guide the inherently messy design process. Furthermore, the thesis highlights that digital language learning game designers need to develop and nurture knowledge both in the target language instructional domain and in game design.Viime vuosina digitaalisten kielten oppimista varten luotujen pelien ja applikaatioiden määrä on lisääntynyt voimakkaasti. Valtaosa olemassa olevista applikaatioista soveltaa kuitenkin käytäntöjä ja teoreettisia lähestymistapoja, jotka eivät opeta käytännön kielitaitoja. Lisäksi kaupalliset applikaatiot keskittyvät lähinnä kieliin, joilla on suuret markkinat ja eivätkä tue pienempiä kieliä kuten Koreaa. Tämän opinnäytetyön päämääränä on tutkia kielten oppimisen ja vieraan kielen omaksumisen teoriaa sekä niiden käytännön sovelluksia ja löytää opetusmenetelmiä, jotka soveltuvat parhaiten käytännöllisen Korean kielen taidon opiskeluun. Työn tuloksena löytyi sosiokulttuurilliseen ja ekologiseen kielten omaksumisteoriaan pohjautuvia menetelmiä, jotka integroitiin osaksi opinnäytetyön osana suunniteltua oppimispelikonseptia. Tämä opinnäytetyö havainnollistaa, että pohjimmiltaan sekavan digitaalisten kieltenopiskelupelien suunnitteluprosessin pohjaaminen kieltenoppimisteoriaan on paitsi mahdollista myös erinomainen lähtökohta suunnittelutyölle. Työn päälöydökset osoittavat, että suunnittelijoiden tulee tunnistaa tavoitellut oppimistavoitteet, oppimiskokemukset ja pelikokemukset ajoissa, jotta suunnittelutyö etenisi tehokkaammin. Lisäksi tämä opinnäytetyö korostaa, että digitaalisten kieltenopiskelupelien suunnittelijoiden tulee perehtyä syvällisesti sekä opiskelun kohteena olevaan kieleen että pelisuunnitteluun

    Use of Multimedia Games for Biology Vocabulary Instruction

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    Vocabulary knowledge is considered fundamental to learning. However, students typically find learning scientific vocabulary quite difficult, and that is especially true for biology vocabulary. Games are well established as effective tools for vocabulary instruction. Multimedia instruction is likewise recognized as aiding vocabulary learning. To date, however, there seems have been little examination of the use of multimedia games in biology vocabulary instruction. This study, therefore, compared the effectiveness of digital multimedia games and traditional instruction in teaching biology vocabulary. A two-group, quasi-experimental study was carried out over the course of 61 days. Participants were a convenience sample of 10 high school biology classes (N = 276). Fixed-effects multivariate analysis of covariance (MANCOVA) was used for three dependent variables: 1) scores on tests of biology vocabulary; 2) scores on tests of biology concepts; and 3) vocabulary feedback and Reduced Instructional Materials Motivation Survey (RIMMS) scores. The multimedia group put more work into the vocabulary practice at Time 1 (27 days) and Time 2 (59 days) than did the traditional-instruction group, to a degree that was statistically significant. In addition, at Time 2 the multimedia group indicated a greater feeling that the practice was helping them learn the vocabulary, once again to a degree that was statistically significant. RIMMS data collected after the end of instruction also showed that the multimedia instruction group scored higher on measures of learner satisfaction than the traditional instruction control group, to a statistically significant degree. Contrary to what previous research would predict, there was no statistically significant difference in vocabulary learning between groups using multimedia games and those using traditional instruction. In keeping with previous research, use of multimedia games for instruction led to higher learner motivation, expressed as a greater level of satisfaction with the instructional materials and a greater willingness to spend more time on task when compared to learners receiving traditional instruction. Thus one implication of this study is that the use multimedia games for biology vocabulary instruction has the potential to increase learner satisfaction and motivation

    Army of One to Army Strong : visual media and U.S. Army recruitment during Bush s War on Terror

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    From Bush’s September 20, 2001 “War on Terror” speech to Congress to President-Elect Barack Obama’s acceptance speech on November 4, 2008, the U.S. Army produced visual recruitment material that addressed the concerns of falling enlistment numbers—due to the prolonged and difficult war in Iraq—with quickly-evolving and compelling rhetorical appeals: from the introduction of an “Army of One” (2001) to “Army Strong” (2006); from messages focused on education and individual identity to high-energy adventure and simulated combat scenarios, distributed through everything from printed posters and music videos to first-person tactical-shooter video games. These highly polished, professional visual appeals introduced to the American public during a time of an unpopular war fought by volunteers provide rich subject matter for research and analysis. This dissertation takes a multidisciplinary approach to the visual media utilized as part of the Army’s recruitment efforts during the War on Terror, focusing on American myths—as defined by Barthes—and how these myths are both revealed and reinforced through design across media platforms. Placing each selection in its historical context, this dissertation analyzes how printed materials changed as the War on Terror continued. It examines the television ad that introduced “Army Strong” to the American public, considering how the combination of moving image, text, and music structure the message and the way we receive it. This dissertation also analyzes the video game America’s Army, focusing on how the interaction of the human player and the computer-generated player combine to enhance the persuasive qualities of the recruitment message. Each chapter discusses how the design of the particular medium facilitates engagement/interactivity of the viewer. The conclusion considers what recruitment material produced during this time period suggests about the persuasive strategies of different media and how they create distinct relationships with their spectators. It also addresses how theoretical frameworks and critical concepts used by a variety of disciplines can be combined to analyze recruitment media utilizing a Selber inspired three literacy framework (functional, critical, rhetorical) and how this framework can contribute to the multimodal classroom by allowing instructors and students to do a comparative analysis of multiple forms of visual media with similar content
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