Human-Agent Team Game Analysis Framework: Case Studies

Author(s):  
Nathan Sepich ◽  
Michael C. Dorneich ◽  
Stephen Gilbert

This research details the development of a human-agent team (HAT) analysis framework specifically aimed at video games. The framework identifies different dimensions of interest related to humans and software agents working together. Video games have a variety of user-tested interaction paradigms that may offer useful insights into HAT dynamics, but it can be difficult for researchers to know which games are relevant to their research without a systematic method of characterizing HAT relationships. The framework was developed based on previous literature and gameplay analysis. This paper offers three case studies, applying the framework to the games Madden 21, Call to Arms, and Civilization V. Possible trends related to agent intelligence, team structures, and interdependence are discussed.

Author(s):  
Fernando Florim De Lemos ◽  
Dina Vieira ◽  
Tânia Pinho

This chapter addresses the applications of digital marketing in the construct of communicational practices aimed at target audiences that have some physical, motor, psychological, or other disabilities, who require additional information or specialized advice to fully comprehend all elements involved, when planning/deciding to travel. Throughout the text there are several references of the conceptual framework, as well as several examples of case studies that highlight some of the practices used in diversified contexts, using digital tools as privileged means of intervention in the different dimensions required to support the so-called accessible tourism.


Author(s):  
Maria Katsaridou ◽  
Mattia Thibault

Even though literary genres are instrumental for the study and analysis of video games, we should also take into consideration that, nowadays, the boundaries of literature have been crossed and we have to deal with a broader transmedia reality. Approaching it can be quite challenging and, in addition to the already existing genre theory, it requires the implementation of appropriate analytic tools, both adaptable to different languages and media and able to reconstruct and motivate the isotopies woven into the net. In the authors' opinion, semiotics is particularly suitable for this task, for many reasons. The aim of this chapter, then, is to propose a semiotic methodology, oriented toward the analysis of the architextual aspects of video games. Two case studies will be taken into consideration, in order to shed some light on the inner working of architexts featuring video games, as one of their most relevant components: the horror genre and the high fantasy genre.


2016 ◽  
pp. 371-403 ◽  
Author(s):  
Aroutis N. Foster ◽  
Mamta Shah ◽  
Matthew Duvall

Teachers report experiencing frustrating issues in using games for instructional purposes. Teachers' inability to use games is further compounded by the lack of teacher education or professional development programs that focus on developing teacher competence in adopting game-based learning, particularly at the pre-service level. Thus, in this chapter, the Game Network Analysis (GaNA) framework is presented as a methodological approach developed to aid teachers in teaching and learning with games in educational contexts. The application of GaNA is highlighted through case studies with pre-service and in-service teachers. The case studies illustrate how GaNA, through a focus on game analysis, game integration, and ecological conditions impacting game use, can empower teachers to adopt game-based learning in a systematic, but adaptive manner. The chapter concludes with a discussion of future directions for teacher educators and educational researchers who are interested in developing teachers' knowledge and skills in game-based learning.


1988 ◽  
Vol 32 (10) ◽  
pp. 598-602 ◽  
Author(s):  
Anna M. Wichansky ◽  
Charles N. Abernethy ◽  
Miriam E. Kotsonis ◽  
D.C. Antonelli ◽  
Peter P. Mitchell

As customer demand surges for products which are easy to use, human factors and marketing professionals are working together more frequently. The purpose of this panel is to discuss ways in which human factors and marketing can interact to provide and promote usability. Panelists will share their successes and failures in working with marketing by describing case studies of collaborative work. The pros and cons of joint efforts will be discussed in a moderated question and answer format with audience participation. Brad Woolsey of Parallax Marketing Research will be a discussant.


2004 ◽  
Vol 110 (1) ◽  
pp. 62-72 ◽  
Author(s):  
David Cameron ◽  
John Carroll

This article outlines some preliminary research into the learning discourses of computer and video games, as expressed through the printed materials that accompany games, and the instructional elements built into game narratives. This leads to discussion of an interesting methodological dilemma — how does the interpretative ethnographic researcher analyse this content when he or she becomes part of the playing process? How do you analyse the learning mechanisms of games when you are being reflexively engaged in the training materials and systems mapped into the text by the games' designers? This article examines this ‘crisis of representation’ in interpretive ethnographic research approaches to games research.


Author(s):  
Douglas W. Lee ◽  
Daniel W. Fitzick ◽  
Ellen J. Bass

In systems that support dynamic allocation of work across human and autonomous agents, analyzing the implications of task sharing can support operational concept development. Computational tools should address not only the taskwork but also the teamwork emerging from the allocation. This paper describes a computational human agent model that manages work by executing or delaying the execution of the task, or by delegating activities to other agents. The agent considers its capacity and strategies for delegation to coordinate with other agents. Using a framework for simulating multiple types of agents, case studies apply this computational human agent model to the evaluation of a concept of operation that distributes work across an air traffic controller capable of delegating and flight deck crews. The case studies show how capacity changes agent utilization and delegation strategies redistribute taskwork across multiple agents while creating teamwork demands.


2019 ◽  
Vol 25 (3) ◽  
pp. 97-102
Author(s):  
Cornel Haţiegan ◽  
Mihaela Dorica Stroia ◽  
Eugen Răduca

Abstract A common problem with hydraulic turbines is the rupture of turbine horizontal shaft in the area between the rotor and its bearing, caused by different stresses [1], as well as problems caused by excessive bearing wear, vibration caused by instability of lubricant film from bearings, lubrication supply interruption of hydrodynamic bearings, gripping, decrease of bearing stiffness due to fatigue of supporting structures. In addition, during operation, vibration appear depending on exciter forces or bearing type. In present paper we present an analysis of vibrations measured on a subassembly found at hydraulic turbines. For the experimental subassembly was used a straight-lined shaft, having variable cross-section, and a sliding type bearing. The tests were made for bearings of different dimensions and materials. Vibrations were measured on two axes for established case studies and results were compared.


2019 ◽  
Author(s):  
Peter JS Jones ◽  
Elizabeth M De Santo ◽  
Wanfei Qiu

Debates surrounding governance strategies for marine protected areas (MPAs) have to date largely focused on top-down, bottom-up or market-based approaches. Whilst co-management approaches for governing MPAs are widely accepted as a way forward for combining these three strategies, many interpretations of this concept exist and it is applied in many different ways in MPAs in different contexts. This study aimed to explore governance through a case-study approach based on a specifically developed empirical framework – the marine protected area governance (MPAG) analysis framework – to increase understanding of how to combine the three governance approaches. A dialogue with MPA practitioners in 20 case studies helped shape the MPAG analysis framework as it developed, and an international workshop was held on ‘Governing MPAs’, bringing the practitioners together to compare results and further develop the framework. This paper provides an overview of the topic and research methodology and briefly introduces the case studies further explored in this special issue


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