147,370 research outputs found
Future Energy Networks and the Role of Interactive Gaming as Simulation
As energy systems integration deepens to support the development of a cleaner and more intelligent energy infrastructure, it will be increasingly important for consumers to better understand their relationship to energy systems and to take more proactive roles in managing energy. Foregrounding the importance of systems comprehension, we argue for the strong potential of interactive games to be helpful in engaging consumers in sustainable energy practices, as they can demonstrate complex system dynamics through simulation-based experiences. Focusing on interrogations of engagement and social change posed by gaming theorists and designers, and using several flagship interactive games as points of reference, we discuss the elements of game space that make it capable of simulating complex systems and large-scale implications of energy decisions richly and effectively. We discuss social, technological, and narrative elements of game play, pairing a theoretical investigation with a practical exploration of how energyrelated games can link with data in the real world, with particular emphasis on the emerging Internet of Things. Our conclusions emphasise the importance of game simulation toward the longer-term goal of cultivating more complex patterns of interaction and cultural analysis around energy use; this is based on the assertion that energy, a social resource, must be managed in ways that are equally social
On Selfish Memes: culture as complex adaptive system
We present the formal definition of meme in the sense of the equivalence between memetics and the theory of cultural evolution. From the formal definition we find that
culture can be seen analytically and persuade that memetic gives important role in the exploration of sociological theory, especially in the cultural studies. We show that we are not allowed to assume meme as smallest information unit in cultural evolution in general, but it is the smallest information we use on explaining cultural evolution. We construct a computational model and do simulation in advance presenting the selfish meme powerlaw
distributed. The simulation result shows that the contagion of meme as well as cultural evolution is a complex adaptive system. Memetics is the system and art of
importing genetics to social sciences
Binary and Multivariate Stochastic Models of Consensus Formation
A current paradigm in computer simulation studies of social sciences problems
by physicists is the emergence of consensus. The question is to establish when
the dynamics of a set of interacting agents that can choose among several
options (political vote, opinion, cultural features, etc.) leads to a consensus
in one of these options, or when a state with several coexisting social options
prevail. We consider here stochastic dynamic models naturally studied by
computer simulations. We will first review some basic results for the voter
model. This is a binary option stochastic model, and probably the simplest
model of collective behavior. Next we consider a model proposed by Axelrod for
the dissemination of culture. This model can be considered as a multivariable
elaboration of the voter model dynamics.Comment: (16 pages, 8 figures; for simililar work visit
http://www.imedea.uib.es/physdept
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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