13 research outputs found

    Rule-based Procedural Generation of Item in Role-playing Game

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    This paper demonstrates the significance of rule-based procedural generation of item in role-playing game. The main aims of this project are to: implement rule-based randomized algorithm and totally randomized algorithm in generating item procedurally in Role-Playing Game (RPG), and compare the advantage of rule-based randomized algorithm against totally randomized algorithm in item drop mechanism. Experimental results demonstrate success with all aims: rule-based randomized algorithm is proven to be a better game changing factor in procedural generation of item as it can control the prolific generation of strong items in the early stage of the game. This helps to balance the game and prevents any snow-balling effect as the game progresses

    How students cope with part-time study

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    This study provides a qualitative test and illustration of a model of how students cope with the demands of part-time study. The model shows that students who are successful in finding the time to complete the requirements of part-time courses do so by adopting three mechanisms; sacrifice, support and the negotiation of arrangements. All three mechanisms operate in four domains, namely work, family, social lives and the self. The mechanisms and domains were related together in a three by four matrix. Data to verify and illuminate the model were gathered by the researchers through an on-line forum discussion on the topic of coping with part-time study. The researchers themselves were studying part-time in a course called Adult Education and Professional Development. Analysis of the data showed that the work domain was very important but little adaptation was possible. The family was seen as the most important domain and all three mechanisms were used. Time was commonly found for part-time study by sacrificing social lives. The self-domain was interpreted as important in establishing motivation and self-determination

    Development of Rule-based Procedural Content Generation for 2-Dimensional RPG

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    This paper demonstrates the capabilities of developing a 2-dimensional role-playing game from scratch using only VB.net without other additional extension. Although VB.net which is usually not preferred by game developers, it has the potential to create a simple game prototype. The main aims of this project are to: test the feasibility of VB.net in developing a 2-dimensional role-playing game from scratch, and create a functional game prototype that can be used for future researches which are on procedural generation of item and users’ preference of item. This game prototype is essential to the listed researches as direct implementation of item drop mechanism is easier. Experimental results demonstrate success with all aims: VB.net is capable in developing 2-dimensional role-playing game, and a functional game prototype has been created which can be used for future researches

    Creative destruction in science

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    Drawing on the concept of a gale of creative destruction in a capitalistic economy, we argue that initiatives to assess the robustness of findings in the organizational literature should aim to simultaneously test competing ideas operating in the same theoretical space. In other words, replication efforts should seek not just to support or question the original findings, but also to replace them with revised, stronger theories with greater explanatory power. Achieving this will typically require adding new measures, conditions, and subject populations to research designs, in order to carry out conceptual tests of multiple theories in addition to directly replicating the original findings. To illustrate the value of the creative destruction approach for theory pruning in organizational scholarship, we describe recent replication initiatives re-examining culture and work morality, working parents\u2019 reasoning about day care options, and gender discrimination in hiring decisions. Significance statement It is becoming increasingly clear that many, if not most, published research findings across scientific fields are not readily replicable when the same method is repeated. Although extremely valuable, failed replications risk leaving a theoretical void\u2014 reducing confidence the original theoretical prediction is true, but not replacing it with positive evidence in favor of an alternative theory. We introduce the creative destruction approach to replication, which combines theory pruning methods from the field of management with emerging best practices from the open science movement, with the aim of making replications as generative as possible. In effect, we advocate for a Replication 2.0 movement in which the goal shifts from checking on the reliability of past findings to actively engaging in competitive theory testing and theory building. Scientific transparency statement The materials, code, and data for this article are posted publicly on the Open Science Framework, with links provided in the article

    Robust estimation of bacterial cell count from optical density

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    Optical density (OD) is widely used to estimate the density of cells in liquid culture, but cannot be compared between instruments without a standardized calibration protocol and is challenging to relate to actual cell count. We address this with an interlaboratory study comparing three simple, low-cost, and highly accessible OD calibration protocols across 244 laboratories, applied to eight strains of constitutive GFP-expressing E. coli. Based on our results, we recommend calibrating OD to estimated cell count using serial dilution of silica microspheres, which produces highly precise calibration (95.5% of residuals <1.2-fold), is easily assessed for quality control, also assesses instrument effective linear range, and can be combined with fluorescence calibration to obtain units of Molecules of Equivalent Fluorescein (MEFL) per cell, allowing direct comparison and data fusion with flow cytometry measurements: in our study, fluorescence per cell measurements showed only a 1.07-fold mean difference between plate reader and flow cytometry data
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