4 resultados para Human Computer Cryptography

em Worcester Research and Publications - Worcester Research and Publications - UK


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The power of computer game technology is currently being harnessed to produce “serious games”. These “games” are targeted at the education and training marketplace, and employ various key game-engine components such as the graphics and physics engines to produce realistic “digital-world” simulations of the real “physical world”. Many approaches are driven by the technology and often lack a consideration of a firm pedagogical underpinning. The authors believe that an analysis and deployment of both the technological and pedagogical dimensions should occur together, with the pedagogical dimension providing the lead. This chapter explores the relationship between these two dimensions, and explores how “pedagogy may inform the use of technology”, how various learning theories may be mapped onto the use of the affordances of computer game engines. Autonomous and collaborative learning approaches are discussed. The design of a serious game is broken down into spatial and temporal elements. The spatial dimension is related to the theories of knowledge structures, especially “concept maps”. The temporal dimension is related to “experiential learning”, especially the approach of Kolb. The multi-player aspect of serious games is related to theories of “collaborative learning” which is broken down into a discussion of “discourse” versus “dialogue”. Several general guiding principles are explored, such as the use of “metaphor” (including metaphors of space, embodiment, systems thinking, the internet and emergence). The topological design of a serious game is also highlighted. The discussion of pedagogy is related to various serious games we have recently produced and researched, and is presented in the hope of informing the “serious game community”.

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Purpose Drafting in cycling influences collective behaviour of pelotons. Whilst evidence for collective behaviour in competitive running events exists, it is not clear if this results from energetic savings conferred by drafting. This study modelled the effects of drafting on behavior in elite 10,000 m runners. Methods Using performance data from a men’s elite 10,000 m track running event, computer simulations were constructed using Netlogo 5.1 to test the effects of three different drafting quantities on collective behaviour: no drafting, drafting to 3m behind with up to ~8% energy savings (a realistic running draft); and drafting up to 3m behind with up to 38% energy savings (a realistic cycling draft). Three measures of collective behaviour were analysed in each condition; mean speed, mean group stretch (distance between first and last placed runner), and Runner Convergence Ratio (RCR) which represents the degree of drafting benefit obtained by the follower in a pair of coupled runners. Results Mean speeds were 6.32±0.28m.s-1, 5.57±0.18 m.s-1, and 5.51±0.13 m.s-1 in the cycling draft, runner draft, and no draft conditions respectively (all P<0.001). RCR was lower in the cycling draft condition, but did not differ between the other two. Mean stretch did not differ between conditions. Conclusions Collective behaviours observed in running events cannot be fully explained through energetic savings conferred by realistic drafting benefits. They may therefore result from other, possibly psychological, processes. The benefits or otherwise of engaging in such behavior are, as yet, unclear.

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In this extended abstract, we discuss recent research at Worcester into the inclusion of AI into ‘Serious Games’. Serious Games research intends to harness the power of computer game technology to produce educational and training materials. We prefer the name ‘Immersive Environments’ (IEs) since this emphasises the human psychological dimension. Creation of compelling and convincing learning software requires a rich engagement of the learner, and a convincing learning experience. We believe that various aspects of the AI tradition can inform the production of such learning.

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At a recent conference on games in education, we made a radical decision to transform our standard presentation of PowerPoint slides and computer game demonstrations into a unified whole, inserting the PowerPoint presentation to the computer game. This opened up various questions relating to learning and teaching theories, which were debated by the conference delegates. In this paper, we reflect on these discussions, we present our initial experiment, and relate this to various theories of learning and teaching. In particular, we consider the applicability of “concept maps” to inform the construction of educational materials, especially their topological, geometrical and pedagogical significance. We supplement this “spatial” dimension with a theory of the dynamic, temporal dimension, grounded in a context of learning processes, such as Kolb’s learning cycle. Finally, we address the multi-player aspects of computer games, and relate this to the theories of social and collaborative learning. This paper attempts to explore various theoretical bases, and so support the development of a new learning and teaching virtual reality approach.