4,591 research outputs found

    A survey of self organisation in future cellular networks

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    This article surveys the literature over the period of the last decade on the emerging field of self organisation as applied to wireless cellular communication networks. Self organisation has been extensively studied and applied in adhoc networks, wireless sensor networks and autonomic computer networks; however in the context of wireless cellular networks, this is the first attempt to put in perspective the various efforts in form of a tutorial/survey. We provide a comprehensive survey of the existing literature, projects and standards in self organising cellular networks. Additionally, we also aim to present a clear understanding of this active research area, identifying a clear taxonomy and guidelines for design of self organising mechanisms. We compare strength and weakness of existing solutions and highlight the key research areas for further development. This paper serves as a guide and a starting point for anyone willing to delve into research on self organisation in wireless cellular communication networks

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Decision Making Analysis of Video Streaming Algorithm for Private Cloud Computing Infrastructure

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    The issue on how to effectively deliver video streaming contents over cloud computing infrastructures is tackled in this study. Basically, quality of service of video streaming is strongly influenced by bandwidth, jitter and data loss problems. A number of intelligent video streaming algorithms are proposed by using different techniques to deal with such issues. This study aims to propose and demonstrate a novel decision making analysis which combines ISO 9126 (international standard for software engineering) and Analytic Hierarchy Process to help experts selecting the best video streaming algorithm for the case of private cloud computing infrastructure. The given case study concluded that Scalable Streaming algorithm is the best algorithm to be implemented for delivering high quality of service of video streaming over  the private cloud computing infrastructure

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Preliminary specification and design documentation for software components to achieve catallaxy in computational systems

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    This Report is about the preliminary specifications and design documentation for software components to achieve Catallaxy in computational systems. -- Die Arbeit beschreibt die Spezifikation und das Design von Softwarekomponenten, um das Konzept der Katallaxie in Grid Systemen umzusetzen. Eine EinfĂŒhrung ordnet das Konzept der Katallaxie in bestehende Grid Taxonomien ein und stellt grundlegende Komponenten vor. Anschließend werden diese Komponenten auf ihre Anwendbarkeit in bestehenden Application Layer Netzwerken untersucht.Grid Computing

    Teaching agile hardware development with an open‐source engineering simulator: An evaluation with industry participants

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    Educational games are increasingly used to teach Agile development approaches to practitioners. Most of these training modules simplify the development environment, for example, by using LEGO bricks or playing cards. This oversimplification has been shown to result in limited transferability of learning to industrial practice. Furthermore, there is a lack of teaching modules that specifically address the challenges of applying Agile to physical products. In this paper, we present an open-source educational game that realistically simulates a hardware development project to teach Agile principles. Over 2 days, participants design, manufacture, and test modifications for a physical wire bending machine within an authentic engineering and production setting. The training mimics the typical roles, processes, and tools of industrial engineering teams to reflect the challenges of Agile hardware development. The module was evaluated with 44 industry professionals regarding perceived learning and user reaction. A combination of quantitative and qualitative methods was used for the experimental evaluation. The results showed a positive learning effect as the participants\u27 average agreement with Agile principles increased through the training. Concerning user reaction, respondents reported a high degree of relevance, interaction, and confidence, indicating that the realistic simulation of the hardware development appropriately balanced the degree of realism with simplicity. The study showcases the opportunities of properly aligning game components to provoke learning situations targeted by the instructors. It contributes to the extant literature by providing a design framework (product, process, setting, and instruction) and open-source access to the tools used for implementation

    Evaluation of MyRelief Serious Game for Better Self-Management of Health Behaviour Strategies on Chronic Low-Back Pain

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    Low back pain is a leading cause of disability worldwide, putting a significant strain on individual sufferers, their families, and the economy as a whole. It has a significant economic impact on the global economy because of the costs associated with healthcare, lost productivity, activity limitation, and work absence. Self-management, education, and adopting healthy lifestyle behaviors, such as increasing physical activity, are all widely recommended treatments. Access to services provided by healthcare professionals who provide these treatments can be limited and costly. This evaluation study focuses on the application of the MyRelief serious game, with the goal of addressing such challenges by providing an accessible, interactive, and fun platform that incorporates self-management, behavior change strategies, and educational information consistent with recommendations for managing low-back pain, based on self-assessment models implemented through ontology-based mechanics. Functional disability measured using the Oswestry Disability Questionnaire showed the statistically significant (p < 0.001) improvement in subjects’ self-evaluation of their health status. System Usability Scale (SUS) test score of 77.6 also suggests that the MyRelief serious game can potentially influence patient enablement

    Climate Change Games as Boundary Objects: Fostering Dialogic Communication within Stakeholder Engagement

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    Rising waters and the increasing devastation of flood events make coastal resilience a significant issue in the Hampton Roads region of Virginia, particularly in the city of Norfolk. Enhancing resilience requires ongoing stakeholder engagement designed to invite dialogue while encouraging cross-jurisdictional collaboration and comprehensive problem-solving. Climate change games have been employed to support these endeavors. This dissertation provides a response to the following research questions: 1) What is the origin of the climate change game genre? 2) Why are key stakeholders in coastal resilience using climate change games? And 3) how do these games operate for these key stakeholders? To answer these questions, I focused on two games used in resilience-related stakeholder engagement workshops in 2018 in Coastal Virginia: the Multi-hazard Tournament (MHT) and the Game of Floods. I conducted semistructured observational field notes and survey research, including interview and questionnaires, followed by thematic analysis according to notions of Susan Leigh Star and James Griesemer’s (1989) boundary objects. Designed for a wide range of contexts, including public outreach, education, training, and stakeholder engagement, I found that the CC game genre emerges from (and is a manifestation of) a number of related traditions: technical communication, urban planning, modeling and simulation, and game studies—fields that are, themselves, intertwined with a broad array of disciplines. These games are complex and idiosyncratic; while no one disciplinary tradition can adequately explain their work, the notion of boundary objects can. These games are boundary objects (a manifestation of a range of disciplinary traditions), and they operate as boundary objects for these key stakeholders (encouraging dialogic communication among diverse audiences). I merge multidisciplinary scholarship with data from survey research to generate a rhetorical boundary work heuristic that articulates the goals of these games: foster boundary work for varied audiences within intense design periods using charrette and game design strategies. I analyze the MHT and the Game of Floods according to this heuristic, demonstrating that, while both games work toward these goals, more could be done to enhance their boundary work, and I close with key takeaways for practitioners to use as they continue developing and employing CC games
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