763 resultados para Pervasive Games
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First, this paper describes a future layered Air Traffic Management (ATM) system centred in the execution phase of flights. The layered ATM model is based on the work currently performed by SESAR [1] and takes into account the availability of accurate and updated flight information ?seen by all? across the European airspace. This shared information of each flight will be referred as Reference Business Trajectory (RBT). In the layered ATM system, exchanges of information will involve several actors (human or automatic), which will have varying time horizons, areas of responsibility and tasks. Second, the paper will identify the need to define the negotiation processes required to agree revisions to the RBT in the layered ATM system. Third, the final objective of the paper is to bring to the attention of researchers and engineers the communalities between multi-player games and Collaborative Decision Making processes (CDM) in a layered ATM system
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Institute for Prospective Technological Studies Mission: - to provide customer-driven support to the EU policymaking process - by developing science based responses to policy challenges - having both socio-economic and scientific /technological dimension.
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In this article we present a didactic experience developed by the GIE (Group of Educational Innovation) “Pensamiento Matemático” of the Polytechnics University of Madrid (UPM), in order to bring secondary students and university students closer to Mathematics. It deals with the development of a virtual board game called Mate-trivial. The mechanics of the game is to win points by going around the board which consists of four types of squares identified by colours: “Statistics and Probability”, “Calculus and Analysis”, “Algebra and Geometry” and “Arithmetic and Number Theory ”. When landing on a square, a question of its category is set out: a correct answer wins 200 points, if wrong it loses 100 points, and not answering causes no effect on the points, but all the same, two minutes out of the 20 minutes that each game lasts are lost. For the game to be over it is necessary, before those 20 minutes run out, to reach the central square and succeed in the final task: four chained questions, one of each type, which must be all answered correctly. It is possible to choose between two levels to play: Level 1, for pre-university students and Level 2 for university students. A prototype of the game is available at the website “Aula de Pensamiento Matemático” developed by the GIE: http://innovacioneducativa.upm.es/pensamientomatematico/. This activity lies within a set of didactic actions which the GIE is developing in the framework of the project “Collaborative Strategies between University and Secondary School Education for the teaching and learning of Mathematics: An Application to solve problems while playing”, a transversal project financed by the UPM.
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This paper presents a model that enables the integration of SCORM packages into web games. It is based on the fact that SCORM packages are prepared to be integrated into Learning Management Systems and to communicate with them. Hence in a similar way they can also be integrated into web games. The application of this model results in the linkage between the Learning Objects inside the package and specific actions or conditions in the game. The educational content will be shown to the players when they perform these actions or the conditions are met. For example, when they need a special weapon they will have to consume the Learning Object to get it. Based on this model we have developed an open source web platform which main aim is to facilitate teachers the creation of educational games. They can select existing SCORM packages or upload their own ones and then select a game template in which the Learning Objects will be integrated. The resulting educational game will be available online. Details about the model and the developed platform are explained in this paper. Also links to the platform and an example of a generated game will be provided.
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The security event correlation scalability has become a major concern for security analysts and IT administrators when considering complex IT infrastructures that need to handle gargantuan amounts of events or wide correlation window spans. The current correlation capabilities of Security Information and Event Management (SIEM), based on a single node in centralized servers, have proved to be insufficient to process large event streams. This paper introduces a step forward in the current state of the art to address the aforementioned problems. The proposed model takes into account the two main aspects of this ?eld: distributed correlation and query parallelization. We present a case study of a multiple-step attack on the Olympic Games IT infrastructure to illustrate the applicability of our approach.
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Comparación de las variables cinemáticas y de frecuencia cardiaca en dos posesiones en fútbol
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We demonstrate generating complete and playable card games using evolutionary algorithms. Card games are represented in a previously devised card game description language, a context-free grammar. The syntax of this language allows us to use grammar-guided genetic programming. Candidate card games are evaluated through a cascading evaluation function, a multi-step process where games with undesired properties are progressively weeded out. Three representa- tive examples of generated games are analysed. We observed that these games are reasonably balanced and have skill ele- ments, they are not yet entertaining for human players. The particular shortcomings of the examples are discussed in re- gard to the generative process to be able to generate quality games
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Pervasive computing offers new scenarios where users are surrounded by invisible and proactive technology making smart spaces. Although the utility and power of solutions developed using this computer paradigm are proved, there are unresolved problems that hinder their acceptance and inclusion in our private life. Users have problems understanding the operations of a pervasive computing solution, and therefore they should trust that the solution works properly and according to their expectations. Nevertheless, the concept of trust is already framed in a specific use within the ecosystem of applications that can populate a smart space. To take this concept of trust to the whole space, we propose to study and define the concept of confidence. In contrast to the concept of trust, confidence has deeper psychological implications.
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Nowadays, there is an uprising social pressure on big companies to incorporate into their decision-making process elements of the so-called social responsibility. Among the many implications of this fact, one relevant one is the need to include this new element in classic portfolio selection models. This paper meets this challenge by formulating a model that combines goal programming with "goal games" against nature in a scenario where the social responsibility is defined through the introduction of a battery of sustainability indicators amalgamated into a synthetic index. In this way, we have obtained an efficient model that only implies solving a small number of linear programming problems. The proposed approach has been tested and illustrated by using a case study related to the selection of securities in international markets.
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Los servicios basados en las Tecnologías de la Información y las Comunicaciones (TIC) están cada vez más presentes en la vida de las personas. El avance de las TIC en términos técnicos y de aceptación social ha dado lugar la creación de nuevos modelos de provisión de servicios. Estos modelos de servicio implican una mayor integración con las actividades de las personas de forma que ya no solo están presentes en su ámbito profesional o de espacio ciudadano sino también en un ámbito más íntimo relacionado con su propia identidad. Así en la actualidad es común encontrar servicios conocedores del estado de salud de las personas, sus hábitos domésticos, su ideología, etc. Por tanto el análisis de los servicios actuales no puede limitarse a una componente técnica sino que es más necesario que nunca la inclusión de aspectos más relacionados con la forma de ser y sentir de sus usuarios. De esta forma no solo se garantizará la corrección técnica de sus funcionalidades sino que también se fomentará la generación de soluciones cívicamente seguras y respetuosas tanto con los derechos como con la forma de ser y sentir de sus usuarios. Desde el punto de vista de ingeniería, la perspectiva del usuario se ha englobado históricamente bajo el concepto de aceptación tecnológica. Dentro de este ámbito se puede interpretar que soluciones respetuosas y adaptadas a los usuarios fomentarán la aceptación por parte de éstos. La aceptación de una solución es algo deseable si bien es difícil de asegurar. Esta dificultad es debida al desconocimiento del número de variables que afectan a la aceptación de soluciones tecnológicas y a la dificultad de optimización de las variables conocidas. En esta tesis doctoral se estudia y caracteriza una de las variables que afecta a la aceptación de los servicios actuales: la confianza. Se define la confianza en términos psicológicos caracterizándola para permitir su uso en los métodos propios de la ingeniería. Además se proponen distintas herramientas que facilitan la optimización de la confianza en servicios cuya complejidad convierte a esta variable en una cuestión básica para mejorar la aceptación. Como contexto de trabajo para la tesis se ha escogido un servicio de salud desplegado en un hogar. Este escenario presenta una serie de restricciones de aceptación relativas a la tecnología utilizada para la creación de los servicios y la forma en que éstos gestionan la información adquirida del usuario. Se trata de servicios altamente sensibles y deslocalizados que pueden afectar a la percepción del usuario sobre el entorno, el hogar, y generar temores o rechazos que impidan su adopción final como solución válida. Una vez definido el marco genérico de trabajo, el objetivo principal de esta tesis doctoral se concreta en contribuir al fomento de la aceptación de nuevos servicios de salud pervasivos y personalizados y su despliegue en entornos inteligentes domésticos mediante un marco de diseño que promueva un estado psicológico de confianza en los usuarios. Para lograr abordar correctamente este objetivo se han proporcionado una serie de resultados tanto a nivel conceptual como tecnológico y experimental. En concreto se ha ofrecido una caracterización completa del sentimiento de confianza desde un punto de vista de ingeniería y una definición del concepto de servicio sensible deslocalizado o pervasivo. Además se ofrece un método para la inclusión del Diseño de Interacción, herramienta muy relacionada con la mejora de las variables de aceptación de tecnología, en los procesos de ingeniería de este tipo de servicios mediante un conjunto de patrones de interacción Persona – Entorno Inteligente. Finalmente se ha proporcionado el desarrollo de una arquitectura software para garantizar el correcto despliegue de estos servicios sensibles pervasivos en espacios inteligentes de una forma confiable. La discusión de los resultados obtenidos sugiere la extensión del modelo a diferentes servicios de la Sociedad de la Información que manejen datos sensibles tanto en el contexto del Hogar Digital como otros contextos donde el usuario realice actividades cotidianas, como los espacios de trabajo o los centros educativos. Las líneas de trabajo futuras contemplan la necesidad inminente de aplicar los resultados a desarrollos en curso, dentro de proyectos de investigación en los que participa el autor así como el desarrollo de nuevas líneas de investigación orientadas a la generación de nuevos espacios y tecnologías de interacción como el Colegio Digital, juguetes del futuro, sistemas de visualización confiables o sistemas de seguridad basados en el estado de las personas.
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We examine decision making in two-person extensive form game trees using nine treatments that vary matching protocol, payoffs, and payoff information. Our objective is to establish replicable principles of cooperative versus noncooperative behavior that involve the use of signaling, reciprocity, and backward induction strategies, depending on the availability of dominated direct punishing strategies and the probability of repeated interaction with the same partner. Contrary to the predictions of game theory, we find substantial support for cooperation under complete information even in various single-play treatments.
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In the setting of noncooperative game theory, strategic negligibility of individual agents, or diffuseness of information, has been modeled as a nonatomic measure space, typically the unit interval endowed with Lebesgue measure. However, recent work has shown that with uncountable action sets, for example the unit interval, there do not exist pure-strategy Nash equilibria in such nonatomic games. In this brief announcement, we show that there is a perfectly satisfactory existence theory for nonatomic games provided this nonatomicity is formulated on the basis of a particular class of measure spaces, hyperfinite Loeb spaces. We also emphasize other desirable properties of games on hyperfinite Loeb spaces, and present a synthetic treatment, embracing both large games as well as those with incomplete information.
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Recent theoretical advances have dramatically increased the relevance of game theory for predicting human behavior in interactive situations. By relaxing the classical assumptions of perfect rationality and perfect foresight, we obtain much improved explanations of initial decisions, dynamic patterns of learning and adjustment, and equilibrium steady-state distributions.