119 research outputs found

    Authoring Edutainment Stories for Online Players (AESOP): Introducing Gameplay into Interactive Dramas

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    The video gaming industry has experienced extraordinary technological growth in the recent past, causing a boom in both the quality and revenue of these games. Educational games, on the other hand, have lagged behind this trend, as their creation presents major creative and pedagogical challenges in addition to technological ones. By providing the technological advances of the entertainment genres in a coherent, accessible format to teams of educators, and developing an interactive drama generator, we believe that the full potential of educational games can be realized. Section 1 postulates three goals for reaching that objective: a toolset for interactive drama authoring, ways to insulate authors from game engines, and reusable digital casts to facilitate composability. Sections 2 and 3 present progress on simple versions of those tools and a case study that made use of the resulting toolset to create an interactive drama

    Gameplay, Interactive Drama, and Training: Authoring Edutainment Stories for Online Players (AESOP)

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    This paper describes initial efforts at providing some of the technological advances of the videogame genres in a coherent, accessible format to teams of educators. By providing these capabilities inside an interactive drama generator, we believe that the full potential of educational games may eventually be realized. Sections 1 and 2 postulate three goals for reaching that objective: a toolset for interactive drama authoring, ways to insulate authors from game engines, and reusable digital casts to facilitate composability. Sections 3 and 4 present progress on those tools and an in-depth case study that made use of the resulting toolset to create a large interactive drama. We close with lessons learned to date and a look at the remaining challenges: the unpleasant reality that state-of-the-art tools are not yet able to boost the productivity of edutainment authors

    Modeling and Simulating Terrorist Decision-making: A \u27Performance Moderator Function\u27 Approach to Generating Virtual Opponents

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    An elusive goal in virtual training environments is to be able to dial up the opponent of choice – e.g., the Iraqi Republican Guard, an Hamas-type of Suicide Bomber, or the clandestine minions of Bin Laden, as a few examples. In researching alternative ways to offer such a dial up capability, our focus thus far is to analyze actual organizations to identify individual differences in the form of Performance Moderator Function scorecards and a hierarchical game theoretic approach that captures the situation, organization, population, ideologic/motivation, strategic, and tactical layers of their decision making. We are also crafting a tool that can use the scorecards to semi-automatically assemble and deploy non-traditional Semi-Automated Forces or agents on a virtual battlefield. As an initial proof of concept test, we have manually applied the approach to a scenario involving a bank bomber approaching a vehicle checkpoint. The results to date indicate the approach seems to be a useful representational formalism for generic, implementation-free models of terrorist organizations and the behavior of their members. Our next steps will be to scale up the approach and try to implement it as a terrorist generator for an existing virtual-reality training environment

    Constructing Virtual Asymmetric Opponents from Data and Models in the Literature: Case of Crowd Rioting

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    This paper describes an effort to integrate human behavior models from a range of ability, stress, emotion, decision theoretic, and motivation literatures into a game-theoretic framework appropriate for representing synthetic asymmetric agents and scenarios. Our goal is to create a common mathematical framework (CMF) and an open agent architecture that allows one to research and explore alternative behavior models to add realism to software agents - e.g., physiology and stress, personal values and emotive states, and cultural influences. Our CMF is based on a dynamical, game-theoretic approach to evolution and equilibria in Markov chains representing states of the world that the agents can act upon. In these worlds the agents\u27 utilities (payoffs) are derived by a deep model of cognitive appraisal of intention achievement including assessment of emotional activation/decay relative to value hierarchies, and subject to (integrated) stress and related constraints. We present the progress to date on the mathematical framework, and on an environment for quickly editing opponents in terms of the various elements of the cognitive appraiser, utility generators, value hierarchies, and Markov chains. We illustrate the approach via an example training game for counter-terrorism and crowd management. Future research needs are elaborated including validity issues and ways to overcome the gaps in the behavioral literatures that confront developers of asymmetric forces

    Toward A Human Behavior Models Anthology for Synthetic Agent Development

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    This paper describes an effort to foster the availability of Human Behavior Models / Performance Moderator Functions (HBM/PMFs) that the modeling and simulation community can use to increase the realism of their human behavior models. HBM/PMFs quantify the impact of human performance to internal and external stressors, and help to capture the role of personality and individual differences. To facilitate that process, we are creating a web-based anthology of HBM/PMFs that abstracts many 100s of them from diverse literatures, maps them into a taxonomy and common mathematical framework suitable for implementation, and assesses their validity and reuse issues. This paper reports on progress to date, anthology construction issues, and lessons learned

    Rich Socio-Cognitive Agents for Immersive Training Environments: Case of NonKin Village

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    Demand is on the rise for scientifically based human-behavior models that can be quickly customized and inserted into immersive training environments to recreate a given society or culture. At the same time, there are no readily available science model-driven environments for this purpose (see survey in Sect. 2). In researching how to overcome this obstacle, we have created rich (complex) socio-cognitive agents that include a large number of social science models (cognitive, sociologic, economic, political, etc) needed to enhance the realism of immersive, artificial agent societies. We describe current efforts to apply model-driven development concepts and how to permit other models to be plugged in should a developer prefer them instead. The current, default library of behavioral models is a metamodel, or authoring language, capable of generating immersive social worlds. Section 3 explores the specific metamodels currently in this library (cognitive, socio-political, economic, conversational, etc.) and Sect. 4 illustrates them with an implementation that results in a virtual Afghan village as a platform-independent model. This is instantiated into a server that then works across a bridge to control the agents in an immersive, platform-specific 3D gameworld (client). Section 4 also provides examples of interacting in the resulting gameworld and some of the training a player receives. We end with lessons learned and next steps for improving both the process and the gameworld. The seeming paradox of this research is that as agent complexity increases, the easier it becomes for the agents to explain their world, their dilemmas, and their social networks to a player or trainee

    Overexpression of Large-Conductance Calcium-Activated Potassium Channels in Human Glioblastoma Stem-Like Cells and Their Role in Cell Migration

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    Glioblastomas (GBMs) are brain tumors characterized by diffuse invasion of cancer cells into the healthy brain parenchyma, and establishment of secondary foci. GBM cells abundantly express large-conductance, calcium-activated potassium (BK) channels that are thought to promote cell invasion. Recent evidence suggests that the GBM high invasive potential mainly originates from a pool of stem-like cells, but the expression and function of BK channels in this cell subpopulation have not been studied. We investigated the expression of BK channels in GBM stem-like cells using electrophysiological and immunochemical techniques, and assessed their involvement in the migratory process of this important cell subpopulation. In U87-MG cells, BK channel expression and function were markedly upregulated by growth conditions that enriched the culture in GBM stem-like cells (U87-NS). Cytofluorimetric analysis further confirmed the appearance of a cell subpopulation that co-expressed high levels of BK channels and CD133, as well as other stem cell markers. A similar association was also found in cells derived from freshly resected GBM biopsies. Finally, transwell migration tests showed that U87-NS cells migration was much more sensitive to BK channel block than U87-MG cells. Our data show that BK channels are highly expressed in GBM stem-like cells, and participate to their high migratory activity. This article is protected by copyright. All rights reserved

    Enhancement Effects of Martentoxin on Glioma BK Channel and BK Channel (α+β1) Subtypes

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    BACKGROUND: BK channels are usually activated by membrane depolarization and cytoplasmic Ca(2+). Especially,the activity of BK channel (α+β4) can be modulated by martentoxin, a 37 residues peptide, with Ca(2+)-dependent manner. gBK channel (glioma BK channel) and BK channel (α+β1) possessed higher Ca(2+) sensitivity than other known BK channel subtypes. METHODOLOGY AND PRINCIPAL FINDINGS: The present study investigated the modulatory characteristics of martentoxin on these two BK channel subtypes by electrophysiological recordings, cell proliferation and Ca(2+) imaging. In the presence of cytoplasmic Ca(2+), martentoxin could enhance the activities of both gBK and BK channel (α+β1) subtypes in dose-dependent manner with EC(50) of 46.7 nM and 495 nM respectively, while not shift the steady-state activation of these channels. The enhancement ratio of martentoxin on gBK and BK channel (α+β1) was unrelated to the quantitative change of cytoplasmic Ca(2+) concentrations though the interaction between martentoxin and BK channel (α+β1) was accelerated under higher cytoplasmic Ca(2+). The selective BK pore blocker iberiotoxin could fully abolish the enhancement of these two BK subtypes induced by martentoxin, suggesting that the auxiliary β subunit might contribute to the docking for martentoxin. However, in the absence of cytoplasmic Ca(2+), the activity of gBK channel would be surprisingly inhibited by martentoxin while BK channel (α+β1) couldn't be affected by the toxin. CONCLUSIONS AND SIGNIFICANCE: Thus, the results shown here provide the novel evidence that martentoxin could increase the two Ca(2+)-hypersensitive BK channel subtypes activities in a new manner and indicate that β subunit of these BK channels plays a vital role in this enhancement by martentoxin

    Stability of grassland soil C and N pools despite 25years of an extreme climatic and disturbance regime

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    Citation: Wilcox, K. R., Blair, J. M., & Knapp, A. K. (2016). Stability of grassland soil C and N pools despite 25years of an extreme climatic and disturbance regime. Journal of Geophysical Research-Biogeosciences, 121(7), 1934-1945. doi:10.1002/2016jg003370Global changes are altering many important drivers of ecosystem functioning, with precipitation amount and disturbance frequency being especially important. Carbon (C) and nitrogen (N) pools are key contemporary attributes of ecosystems that can also influence future C uptake via plant growth. Thus, understanding the impacts of altered precipitation amounts (through controls of primary production inputs) and disturbance regimes (through losses of C and N in biomass) is important to project how ecosystem services will respond to future global changes. A major difficulty inherent within this task is that drivers of ecosystem function and processes often interact, resulting in novel ecosystem responses. To examine how changes in precipitation affect grassland ecosystem responses under a frequent disturbance regime (annual fire), we assessed the biogeochemical and ecological consequences of more than two decades of irrigation in an annually burned mesic grassland in the central United States. In this experiment, precipitation amount was increased by 31% relative to ambient and 1 in 3years were statistically extreme relative to the long-term historical record. Despite evidence that irrigation decreased root:shoot ratios and increased rates of N cyclingeach expected to reduce soil C and N with annual burningwe detected no changes in these biogeochemical pools. This surprising biogeochemical resistance highlights the need to explore additional mechanisms within long-term experiments concerning the consequences of global change impacts on ecosystems
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