scholarly journals Annotation-Assisted Clustering of Player Profiles in Cultural Games: A Case for Tensor Analytics in Julia

2020 ◽  
Vol 4 (4) ◽  
pp. 39
Author(s):  
Georgios Drakopoulos ◽  
Yorghos Voutos ◽  
Phivos Mylonas

Computer games play an increasingly important role in cultural heritage preservation. They keep tradition alive in the digital domain, reflect public perception about historical events, and make history, and even legends, vivid, through means such as advanced storytelling and alternative timelines. In this context, understanding the respective underlying player base is a major success factor as different game elements elicit various emotional responses across players. To this end, player profiles are often built from a combination of low- and high-level attributes. The former pertain to ordinary activity, such as collecting points or badges, whereas the latter to the outcome of strategic decisions, such as participation in in-game events such as tournaments and auctions. When available, annotations about in-game items or player activity supplement these profiles. In this article, we describe how such annotations may be integrated into different player profile clustering schemes derived from a template Simon–Ando iterative process. As a concrete example, the proposed methodology was applied to a custom benchmark dataset comprising the player base of a cultural game. The findings are interpreted in the light of Bartle taxonomy, one of the most prominent player categorization. Moreover, the clustering quality is based on intra-cluster distance and cluster compactness. Based on these results, recommendations in an affective context for maximizing engagement are proposed for the particular game player base composition.

2020 ◽  
Vol 1 (1) ◽  
pp. 20-27
Author(s):  
E. V. Karmanova ◽  
V. A. Shelemetyeva

The article is devoted to the implementation of gamification methods in the educational process. The characteristic features of light and hard gamification are presented. The appropriateness of using gamification when applying e-learning technology is considered. Classification of courses based on hard gamification taking into account the technological features of development is proposed: courses-presentations, courses — computer games, VR/AR courses. The article also illustrates the use of various game elements of easy gamification using the example of the module “Level up! — Gamification” of the Moodle LMS. The capabilities of this module can be used in an electronic course by any teacher who has the skills of working with the Moodle.The authors present the analysis of the development of a training course in sales techniques using hard and light gamification technologies, where the course development was assessed for its complexity, manufacturability, and resource requirements. The results of the analysis showed that the development of courses using hard gamification requires much more financial and time-consuming than the development of courses using light gamification.The article evaluates the results of the educational intensiveness intense “Island 10–22”, held in July 2019 in Skolkovo, in which 100 university teams, teams of research and educational centers, teams of schoolchildren — winners of competitions, olympiads, hackathons (“Young Talents”) participated. The results of the intense confirmed the effectiveness of the use of light gamification methods in adult training. Thus, the conclusions presented in the article reveal a number of advantages that light gamification has in comparison with hard gamification.


2017 ◽  
Author(s):  
Restu Lanjari ◽  
Anis Kairunisa

Soreng dance is a kind of populist dance in the village Lemahireng. Dance Soreng describe the morale of the troops brave choice soldiers prepared for war games. Issues examined in this study are: Public perception of the Dance in the Village Lemahireng Soreng Bawen District of Semarang District. Goals to be achieved in this research is to determine the public perception in the village Lemahireng Bawen District of Semarang District and to determine the measures to be undertaken by the Department of Education and Culture. This study uses qualitative research methods and conduct research with a sociological approach method. Data were analyzed using data reduction, data presentation and conclusion. The results showed that of some perceptions obtained from the community about Tari Soreng. Perception is not present in the community to support children age (12-17 years) and younger age (17-25 years) and that support tends society in old age (25-85 years). Factors that affect the public perception of dance in the village Soreng Lemahireng Bawen District of Semarang District is the background for the birth of the perception of the community as a high level of education makes way people view more open and modern. The effort to do Office of Education and Culture of Semarang District is to provide guidance Dance Soreng should start with their own community in their respective regions, also carried out by a group of community Soreng kridho Wargo budhoyo, one form of effective formation is to hold a festival or competition. The conclusions of the study are: Problems sector in the public perception depends on your viewpoint and how to view an art. Dance Soreng perception of change in different elements of society Lemahireng village along with the advancement of age. Suggestions for the Education and Culture District of Semarang, to further maximize conservation efforts in the utilization of Dance Soreng in science and tourism. The younger generation is expected to be more easily studied dance Soreng and is expected to preserve and develop it.


2021 ◽  
Vol 56 (3) ◽  
pp. 419-424
Author(s):  
Muhammad Sholeh ◽  
Pranoto ◽  
Sri Budiastuti ◽  
Sutarno

The use of polluted Citarum River water can cause various diseases, including diarrhea, skin diseases, respiratory infections, etc. This study examines the causes of Citarum River pollution in terms of how residents care about environmental conservation aspects of the Citarum River. The researchers used qualitative methods using questionnaires to explore public perceptions. This method explores four perceptions covering four main aspects: public perception, community participation, socio-economic community, and sanitation waste aspects. Questionnaire analysis with a bivariate statistical test approach and Cronbach's alpha test has the advantage of being able to clearly describe the updated condition of the Citarum River because the data can be justified. After all, it has a high level of confidence of around 95 percent. The results showed that in terms of public perception of the Citarum River, 68% were good, while in terms of community participation in preserving the Citarum River, 26% of the people also participated well, and 32% participated moderately in the maintenance of the Citarum River. As many as 42% of the community consisting of 27% less participate and 15% do not participate. The results of the questionnaire Socio-economy of the Citarum River community are classified as having a fairly good economic condition 59% and a moderate category 41%. The waste and sanitation questionnaire results showed that public awareness about waste and sanitation was also high. 45% percent of the community has a good awareness of the environment around the Citarum River, and 38% have sufficient awareness.


2007 ◽  
Vol 12 (5) ◽  
pp. 724-732 ◽  
Author(s):  
U. Schopfer ◽  
F. Höhn ◽  
M. Hueber ◽  
M. Girod ◽  
C. Engeloch ◽  
...  

The quality of the compound library is a critical success factor in every high-throughput screening campaign. Screening solutions have to be prepared with a high level of process control to ensure the correct identity and initial concentration of each compound. However, even under optimized storage conditions, a certain level of degradation in solution cannot be avoided. Therefore, regular quality control and eventual removal of solutions from the screening deck is necessary. Because solution preparation, especially the weighing of compounds, is a tedious and often manual task, a regular resolubilization of compounds is difficult to achieve. By complete automation of the solution preparation, the authors have laid the foundation for a life cycle management of screening solutions. They demonstrate how a combination of quality and process control leads to a continuous improvement of the screening library. In presenting an automation concept, they show how a series of innovative process optimizations led to a high-performance system that achieves full industrialization of solution preparation. ( Journal of Biomolecular Screening 2007:724-732)


2020 ◽  
Vol 10 (1) ◽  
pp. 1-18 ◽  
Author(s):  
Man-Wai Chu ◽  
Teresa Anne Fowler

The use of computer games in education has been increasing in popularity during the past decade. Game-based learning environments are designed to teach specific knowledge content and skill-based learning outcomes using game elements. One main reason for using game-based learning environments is to increase student motivation and engagement while teaching learning outcomes. Many of the game-based learning environments are designed so that students will reach maximum flow, which is defined as students being so completely immersed in that game that they do not notice that they are learning. These learning environments have been shown to improve many behaviour and cognitive learning outcomes. While game-based learning has many benefits, some educational researchers have indicated that it is often very costly to develop a complex game-based assessment to teach a few learning outcomes. Hence, in some cases it is more beneficial to approach the use of computer games in education using gamification.


Author(s):  
Dennis Maciuszek ◽  
Alke Martens

Educational computer games may improve learning experiences and learning outcomes. However, many off-the-shelf games still fail at smoothly integrating learning content into gameplay mechanisms. In addition, they do make an effort at adapting educational content to individual learners. Learner models and adaptivity, as applied by Intelligent Tutoring Systems (ITSs), address this problem. A solution to the integration dilemma would ideally be found at the software architecture level. Assuming the perspective of the software engineer, this chapter reviews published game-based ITS architectures. The most promising approaches are partially integrated architectures, which replace sub-systems of Clancey’s (1984) classic ITS architecture with corresponding game elements. In order to provide a reference to developers, this chapter follows up on these ideas and proposes a unifying game-based ITS architecture based on genre studies of computer role-playing games.


2017 ◽  
Vol 8 (5) ◽  
pp. 71
Author(s):  
T.P. Ghosh

Indian demonetisation 2016 targeted to eliminate black money and counterfeit currency has been questioned in the economic and political discourse on the ground of hardship faced by millions and return of 98.96% of banned currency to the system. It was a popular expectation that a good proportion of banned currency would not return to the system as the black money holders might destroy them to avoid legal consequences. While the demonetisation strategy is dubbed as a failure based on ‘cash seizure’ parameter, this article reviewed its efficacy using five broader perspectives: • data mining to trace the sources of disproportionate cash holding, • improved tax collection, • balancing currency circulation, • uninterrupted flow of foreign direct investment despite short run economic down turn and• public perception. Economic growth and corruption are found to be negatively correlated except the ‘Asian Paradox’ observed in few research studies. In general, Indian economy is smudged by high level of corruption, tax evasion and accumulated black money which has been reflected in the continuing low rank of India in the Corruption Perception Index. Demonetisation failed in ‘cash seizure’ parameter as the black money held in banned currency was traded with organised money laundering groups at a high discount which then were deposited back to the system. The success of the demonetisation strategy is primarily linked to the success of ‘operation clean money’ launched by the tax authority under which the depositors with unaccounted wealth is traced back through data mining from disproportionate deposits during the transition period.


2019 ◽  
Vol 20 (3) ◽  
pp. 271-286
Author(s):  
Magdalena Hofman-Kohlmeyer

Nowadays companies want to engage customers in all possible ways to better meeting their needs. New media gave managers opportunities to interact with people and establish cooperation. Present paper is aimed to give an outlook on creating branded computer game elements as a customer engagement behavior. The author carried out 20 in-depth interviews with users of three computer games: The Sims, Second Life and Euro Truck Simulator 2. The results show that players create branded game modifications with interference only into audiovisual presentation and interference in the game code. Inside the games, it can be find also a wide range of fictitious brands that replace the real one, among others for legal reason. The authors tried to answer the question why people engage in creating branded game elements. Based on some players statement during the interviews it can be assumed that players create branded elements for few reasons. They want to diversify the game, create some items as an entertainment activities, want to raise the realism of the game, need to belong to some community and also create add-ons to earn money.


2016 ◽  
Vol 32 (3) ◽  
pp. 142-152 ◽  
Author(s):  
Andrea Medina-Smith ◽  
Kimberly A. Tryka ◽  
Barbara Silcox ◽  
Robert J. Hanisch

Purpose This study aims to look at the changing way in which the Information Services Office (ISO) at the National Institute of Standards and Technology (NIST) provides services to NIST scientific and technical staff throughout their research and publishing cycles. These services include the more traditional services of a research library and publishing NIST technical reports and The Journal of Research of NIST and preserving and exhibiting scientific instruments and other artifacts. ISO has always prided itself on having a close relationship with its customers, providing a high level of service and developing new services to stay in front of NIST researcher needs. Through a concerted, strategic effort since the late 1990s, ISO has developed and promoted relationships with its key customers through its Lab Liaison Program. Design/methodology/approach This paper discusses the relationship ISO has developed with the Office of Data and Informatics (ODI), how this relationship was forged and how this collaboration will serve as a model for working with the other labs and programs at NIST. It will also discuss the risks and opportunities of this new collaborative service model, how ISO positioned itself to become an equal partner with ODI in the exploration of solutions to data management issues and the benefits of the relationship from ODI’s perspective. Findings A pattern of strategic changes to the services and activities offered by the Lab Liaison program has put ISO in the position to collaborate as peers with researchers at NIST. Originality/value This study provides an overview of how ISO made strategic decisions to incorporate non-traditional services to support data management at NIST.


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Eduard Pomytkin ◽  
◽  
Daria Bohdanova ◽  

The results of theoretical research identify the following specific features of spiritual intelligence development among future educators: awareness of self-realization, ability to forecast, professionalism, and capability of the person to self-regulation. Spiritual intelligence is represented as the highest form of intelligence of the teacher’s personality, which determines the structure of one’s values, is used for self-expression (which is the primary goal of pedagogical activity), and is a determining success factor in the process of forming a model of understanding the meaning of life by the followers. The spiritual intelligence of a teacher guides one’s ability for self-improvement and self-motivation for effective, humanistic-oriented pedagogical activity, and is the main mean of finding teacher's own “Me” within the framework of the professional activity. The core traits of the highly-developed spiritual intelligence of the teacher are seen in one’s ability to inspire others, to a deep self-awareness, to flexibility in making pedagogical decisions, as well as in one's capability of representing compassion and openness in relation to the learners. Spiritual and intellectual abilities and skills may have significant differences among people, depending on the individual characteristics of the individual, one’s spiritual beliefs, religious preconditions for one’s formation and development. The spiritual intelligence of the individual can be advanced throughout life, and this tendency may be referred to as the necessary prerequisite for the professional development of teachers and their achievement of a high level of pedagogical mastery.


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