34,672 research outputs found

    What is Same but Different and why does it matter?

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    A detailed outline of the Same but Different Desert Art forums held in Alice Springs in 2012 and 2013, and an introduction to the essays, interviews, films and images that make up the 'Same but Different' section of this issue of CSR

    FORGE enabling FIRE facilities for the eLearning community

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    International audienceMany engineering students at third-level institutions across the world will not have the advantage of using real-world experimentation equipment, as the infrastructure and resources required for this activity are too expensive. This paper explains how the FORGE (Forging Online Education through FIRE) FP7 project transforms Future Internet Research and Experimentation (FIRE) testbed facilities into educational resources for the eLearning community. This is achieved by providing a framework for remote experimentation that supports easy access and control to testbed infrastructure for students and educators. Moreover, we identify a list of recommendations to support development of eLearning courses that access these facilities and highlight some of the challenges encountered by FORGE

    21st Century Simulation: Exploiting High Performance Computing and Data Analysis

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    This paper identifies, defines, and analyzes the limitations imposed on Modeling and Simulation by outmoded paradigms in computer utilization and data analysis. The authors then discuss two emerging capabilities to overcome these limitations: High Performance Parallel Computing and Advanced Data Analysis. First, parallel computing, in supercomputers and Linux clusters, has proven effective by providing users an advantage in computing power. This has been characterized as a ten-year lead over the use of single-processor computers. Second, advanced data analysis techniques are both necessitated and enabled by this leap in computing power. JFCOM's JESPP project is one of the few simulation initiatives to effectively embrace these concepts. The challenges facing the defense analyst today have grown to include the need to consider operations among non-combatant populations, to focus on impacts to civilian infrastructure, to differentiate combatants from non-combatants, and to understand non-linear, asymmetric warfare. These requirements stretch both current computational techniques and data analysis methodologies. In this paper, documented examples and potential solutions will be advanced. The authors discuss the paths to successful implementation based on their experience. Reviewed technologies include parallel computing, cluster computing, grid computing, data logging, OpsResearch, database advances, data mining, evolutionary computing, genetic algorithms, and Monte Carlo sensitivity analyses. The modeling and simulation community has significant potential to provide more opportunities for training and analysis. Simulations must include increasingly sophisticated environments, better emulations of foes, and more realistic civilian populations. Overcoming the implementation challenges will produce dramatically better insights, for trainees and analysts. High Performance Parallel Computing and Advanced Data Analysis promise increased understanding of future vulnerabilities to help avoid unneeded mission failures and unacceptable personnel losses. The authors set forth road maps for rapid prototyping and adoption of advanced capabilities. They discuss the beneficial impact of embracing these technologies, as well as risk mitigation required to ensure success

    Measuring the impact of game controllers on player experience in FPS games

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    An increasing amount of games is released on multiple platforms, and game designers face the challenge of integrating different interaction paradigms for console and PC users while keeping the core mechanics of a game. However, little research has addressed the influence of game controls on player experience. In this paper, we examine the impact of mouse and keyboard versus gamepad control in first-person shooters using the PC and PlayStation 3 versions of Battlefield: Bad Company 2. We conducted a study with 45 participants to compare player experience and game usability issues of participants who had previously played similar games on one of the respective gaming systems, while also exploring the effects of players being forced to switch to an unfamiliar platform. The results show that players switching to a new platform experience more usability issues and consider themselves more challenged, but report an equally positive overall experience as players on their comfort platform. © 2011 ACM

    Human factors in entertainment computing: designing for diversity

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    Although several casual gaming systems have been developed during the past years, little research examining the impact of human factors on the design and use of digital games has been carried out, and commercially available games are only partially suitable for audiences with special needs. The research project described within this paper aims to analyze and explore design guidelines for diverse audiences and results of focus group gaming sessions to develop a research toolbox allowing for the easy creation of adaptable and accessible game scenarios. Thereby, a controllable environment for the detailed evaluation of the interrelations between human factors and entertainment systems is provided. Results obtained by further testing will be integrated in the toolbox, and may foster the development of accessible games, thus opening up new opportunities for diverse audiences and allowing them to further engage in digital games. Copyright 2011 ACM

    Hacker Combat: A Competitive Sport from Programmatic Dueling & Cyberwarfare

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    The history of humanhood has included competitive activities of many different forms. Sports have offered many benefits beyond that of entertainment. At the time of this article, there exists not a competitive ecosystem for cyber security beyond that of conventional capture the flag competitions, and the like. This paper introduces a competitive framework with a foundation on computer science, and hacking. This proposed competitive landscape encompasses the ideas underlying information security, software engineering, and cyber warfare. We also demonstrate the opportunity to rank, score, & categorize actionable skill levels into tiers of capability. Physiological metrics are analyzed from participants during gameplay. These analyses provide support regarding the intricacies required for competitive play, and analysis of play. We use these intricacies to build a case for an organized competitive ecosystem. Using previous player behavior from gameplay, we also demonstrate the generation of an artificial agent purposed with gameplay at a competitive level
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