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Pub Date : 2021-11-25 DOI: 10.1215/00031283-85-4-479
J. Tait
BARALLE, F. E. See HOPKINS, B. BARBOSA, E. See REPRESA, J. J. BARCELLONA, P. S. See FRANCAVILLA, S. BARTON, S. C. See SURANI, M. A. H. BATES, W. R. See JEFFERY, W. R. BEACH, R. L. See JEFFERY, W. R. BECHTOL, K. B., HO, w. c. and VAUPEL, s. Biochemical characterization of the adhesion-related differentiation antigen XT-1 93, 197 BELL, H. See VAN BLERKOM, J. BELL, K. M. The preliminary characterization of mitogens secreted by embryonic chick wing bud tissues in vitro 93, 257 BELLAIRS, R. See OOI, V. E. C. BOOKSTEIN, F. L. See BRINKLEY, L. L. BRINKLEY, L. L. and BOOKSTEIN, F. L. Cell distribution during mouse secondary palate closure. II. Mesenchymal cells 96, 111 BRINSTER, R. L. See HAMMER, R. E. BRONNER-FRASER, M. See GUILLORY, G. BROWN, c. R. and CHENG, W. K. T. Changes in composition of the porcine zona pellucida during development of the oocyte to the 2to 4-cell embryo 92,183 BRUNO, B. See FRANCAVILLA, S. BRYANT, S. V. See MUNEOKA, K. BULLEIT, R. F. and ZIMMERMAN, E. F. The effect of reducing ATP levels on reorientation of the secondary palate 93, 73 BUNT, S. M. See SCOTT, T. M. BURRIDGE, K. See SADLER, T. W. BURTENSHAW, M. D. See LYON, M. F. BURTON, R., HOLDER, N. and JESANI, p. The regeneration of double dorsal and double ventral limbs in the axolotl 94, 29 BUTLER, J., CAUWENBERGS, P. and COSMOS, E. Fate of brachial muscles of the chick embryo innervated by inappropriate nerves: structural, functional and histochemical analyses 95, 147
BARALLE, F. E. See HOPKINS, B. BARBOSA, E. See REPRESA, J. J. BARCELLONA, P. S. See FRANCAVILLA, S. BARTON, S. C. See SURANI, M. A. H. BATES, W. R. See JEFFERY, W. R. BEACH, R. L. See JEFFERY, W. R. BECHTOL, K. B.. HO, W. C. and VAUPEL, s. Biological characterization of the adhesion-related differentiation antigen XT-1 93, 197 BELL, H. See VAN BLERKOM, J. J. BECHTOL, K. B.. HO, W. C. and VAUPEL, s、HO, W. C. and VAUPEL, S. Biochemical characterization of the adhesion-related differentiation antigen XT-1 93, 197 BELL, H. See VAN BLERKOM, J. BELL, K. M.胚胎雏鸡翼芽组织体外分泌的有丝分裂原的初步特征 93, 257 BELLAIRS, R. See OOI, V. E. C. BOOKSTEIN, F. L. See BRINKLEY, L. L. BRINKLEY, L. L. and BOOKSTEIN, F. L. Cell distribution during mouse secondary palate closure.II.BRONNER-FRASER, M. See GUILLORY, G. BROWN, c. R. and CHENG, W. K. T. Changes in the composition of the porcine zona pellucida during the development of the oocyte to the 2 to 4-cell embryo 92,183 BRUNO, B. See FRANCAVILLA, M. and CHENG, W. K. T.BRYANT, S. V. See MUNEOKA, K. BULLEIT, R. F. and ZIMMERMAN, E. F. The effect of reducing ATP levels on reorientation of the secondary palate 93, 73 BUNT, S. M. See SCOTT, T. M. BURRIDGE, K. See SADLER, T. W. BURTENSHAW, M. D. See LYON, M. F. BURTON, R.、HOLDER, N. and JESANI, p. The regeneration of double dorsal and double ventral limbs in the axolotl 94, 29 BUTLER, J., CAUWENBERGS, P. and COSMOS, E. Fate of brachial muscles of the chicko embryo innervated by inappropriate nerves: structural, functional and histochemical analyses 95, 147
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引用次数: 2
International Serious Games Symposium (ISGS) 国际严肃游戏研讨会(ISGS)
Pub Date : 2021-11-25 DOI: 10.1109/isgs54702.2021.9684765
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引用次数: 0
Serious Interactive Digital Narrative: Explorations in Personalization and Player Experience Enrichment 严肃的交互式数字叙述:探索个性化和丰富玩家体验
Pub Date : 2021-11-25 DOI: 10.1109/ISGS54702.2021.9685015
Arash Moradi-Karkaj
Serious Interactive Digital Narrative is the next step in the evolution of serious games: a deeply adaptive medium that applies player modeling at its core to provide seamless and justifiable personalized experience, which entrenches the impact of its serious discourse using the novel artificially intelligent methods. The objective of this exploratory paper is to re-explore the idea that narration has central role in serious games and interactiveness can arguably enrich the player experience. This is done through tracing relevant literature to highlight its importance and exploration into the arsenal of novel intelligent techniques as an attempt to elaborate on its realization, emphasizing on major functionality of interactive narrative in delegating agency and providing immersive experience for the player. To clarify, due to its exploratory nature, this study in its current stage is void of experimental results. Nevertheless, it concludes with a proposed prototype game design, outlining its key game design elements and stating possible outlooks.
严肃互动数字叙事是严肃游戏发展的下一步:这是一种深度自适应的媒介,以玩家建模为核心,提供无缝且合理的个性化体验,使用新颖的人工智能方法巩固其严肃话语的影响。这篇探索性论文的目的是重新探讨叙事在严肃游戏中扮演的核心角色,以及互动性可以丰富玩家体验的观点。这是通过追踪相关文献来强调其重要性,并探索新颖的智能技术库来阐述其实现,强调互动叙事在授权代理中的主要功能,并为玩家提供沉浸式体验。需要说明的是,由于其探索性,本研究在现阶段缺乏实验结果。尽管如此,本文还是提出了一个原型游戏设计,概述了其关键游戏设计元素,并阐述了可能的前景。
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引用次数: 1
Impact Assessment as a new horizon for assessing the game's intervention: A framework for the impact assessment of educational games 影响评估作为评估游戏干预的新视角:教育游戏影响评估的框架
Pub Date : 2021-11-25 DOI: 10.1109/ISGS54702.2021.9684763
A. Asgari
the use of serious games for educating people and transferring organizational content is increasing globally. In this context, assessing the game's intervention to ensure the implementation of defined goals is necessary. The current research, using a scoping review research methodology, for the first time, introduces the concept of impact assessment (IA) to measure the consequences of game's intervention on player. Besides, the current research presents a framework for the impact assessment of educational games. The research findings inform the researchers, policymakers, developers, and other engaged people in the world of serious games, about the notions, and insights of IA during and after the game design.
在全球范围内,越来越多的人使用严肃游戏来教育人们和传递组织内容。在这种情况下,评估游戏干预以确保既定目标的执行是必要的。目前的研究使用了范围审查研究方法,首次引入了影响评估(IA)的概念来衡量游戏干预对玩家的影响。此外,本研究还提出了教育游戏影响评估的框架。这些研究结果为研究人员、政策制定者、开发者和其他严肃游戏领域的从业人员提供了有关游戏设计期间和之后IA的概念和见解。
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引用次数: 0
A Survey on Implementations of Adaptive AI in Serious Games for Enhancing Player Engagement 关于在严肃游戏中实施自适应AI以提高玩家粘性的调查
Pub Date : 2021-11-25 DOI: 10.1109/ISGS54702.2021.9684760
Behdad Mansouri, Ardavan Roozkhosh, Hamed Farbeh
The current studies centered around the education system have shown dwindling levels of attention from the stu-dents. While the education system has established the globally well-received lecture system, abysmal student attention retention reports are alarming. According to these new findings and reports, the modern education system cannot engage students, especially when higher education is concerned. We have serious games as a possible solution to increase engagement and help students and scholars have a more exciting learning experi-ence. However, designing serious games in a way that they can serve both their educational and entertainment purpose can be extremely difficult. After achieving this feat, they must appeal to a vast audience if we consider them an alternative to conventional education. In this review paper, we analyze the effects of multiple projects that use adaptive AI to achieve this feat, all of which are tailored towards students and scholars and, more importantly, developed by a collective of institutes or governments. Furthermore, this paper reviews some of the notable methods and possible solutions to achieve adaptability in serious games. By the end of this paper, we show the importance and effectiveness of an adaptive AI in serious games in order to solve the issues of our modern education system.
目前以教育系统为中心的研究表明,学生对教育系统的关注程度正在下降。虽然教育系统建立了全球受欢迎的讲座系统,但糟糕的学生注意力保持报告令人担忧。根据这些新的发现和报告,现代教育体系无法吸引学生,尤其是在高等教育方面。我们将严肃游戏作为一种可能的解决方案,以提高参与度,并帮助学生和学者获得更令人兴奋的学习体验。然而,设计出兼具教育和娱乐目的的严肃游戏是非常困难的。在取得这一成就之后,如果我们认为它们是传统教育的替代品,它们必须吸引大量的受众。在这篇综述文章中,我们分析了使用自适应人工智能来实现这一壮举的多个项目的影响,所有这些项目都是为学生和学者量身定制的,更重要的是,这些项目是由一群机构或政府开发的。在此基础上,综述了在严肃博弈中实现适应性的一些重要方法和可能的解决方案。在本文的最后,我们展示了自适应AI在严肃游戏中的重要性和有效性,以解决我们现代教育系统的问题。
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引用次数: 0
Analysis of instantaneous choices made by the player in a game based on his/her behavioral character 根据玩家的行为特征分析他们在游戏中做出的即时选择
Pub Date : 2021-11-25 DOI: 10.1109/ISGS54702.2021.9684758
Shahriar Derhami, Behnam Alizadehashrafi, M. Faramoushi, Y. Movahedi
11This paper is extracted from the MA thesis of the first author Shahriar Derhami.―The present study was conducted to identify the behavior of video game players before and during the game. In this regard, a maze computer game was designed. 20 players from Tabriz University of Islamic Arts participated in this study. Before the game, the players demonstrated their behavioral personality by answering 30 questions based on Bartle's theory. Then, by playing the game and making their choices during the game, their behavioral personality was re-examined. Based on the findings of this study, a significant percentage of participants showed a killer personality. But during the game and faced with a momentary choice in the game, even other participants who did not demonstrate a killer personality in the questionnaire also showed the behavior of a killer. According to the obtained results and their analysis, there is a desire to compete and win, which is one of the main personality traits of killers in most players. Being in a predetermined position in the game scenario can lead to this behavioral character. Based on this finding, it can be concluded that examining players during a game will show more realistic results than personality tests.
11本文摘自第一作者Shahriar Derhami的硕士论文。-本研究旨在确定电子游戏玩家在游戏前和游戏中的行为。为此,设计了一款迷宫电脑游戏。来自大不里士伊斯兰艺术大学的20名球员参与了这项研究。在比赛之前,参与者通过回答基于Bartle理论的30个问题来展示他们的行为个性。然后,通过玩游戏并在游戏中做出选择,他们的行为个性被重新审视。根据这项研究的结果,相当大比例的参与者表现出杀手的性格。但在游戏过程中,面对游戏中的瞬间选择,即使其他在问卷中没有表现出杀手性格的参与者也表现出了杀手的行为。根据获得的结果和他们的分析,有一种竞争和获胜的欲望,这是大多数玩家杀手的主要性格特征之一。在游戏场景中处于预定位置可能会导致这种行为特征。基于这一发现,我们可以得出这样的结论:在游戏中对玩家进行测试比性格测试得出的结果更真实。
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引用次数: 0
Identifying Factors Affecting the Empathy of Players in Serious Games 严肃游戏中影响玩家移情的因素
Pub Date : 2021-11-25 DOI: 10.1109/ISGS54702.2021.9685014
Reza Moradi Rahimabad, Mohammad Hossein Rezvani
Serious games are a type of digital game that is designed for a purpose other than just entertainment. These games are used in various fields such as defense, education, scientific exploration, health care, emergency management, urban planning, engineering, and politics. Today, users expect software programs to be not only functional but also attractive. This is the most important reason for the increasing growth of serious games. The elements of entertainment, excitement, and mentality embedded in serious games, motivate players and they can, by immersing themselves in the game, eventually into a state of empathy called Empathy Identification. In other words, serious video games are one of the most important entertainment tools that play an important role in people's empathy with various products of creative industries. In this study, we examine the factors affecting empathy between players in serious games. For this purpose, we use two path analysis models of linear regression and artificial neural networks. The results of this research have interesting implications for serious game designers.
严肃游戏是一种数字游戏,其设计目的不仅仅是为了娱乐。这些游戏应用于国防、教育、科学探索、卫生保健、应急管理、城市规划、工程和政治等各个领域。今天,用户期望软件程序不仅功能齐全,而且具有吸引力。这是严肃游戏增长的最重要原因。严肃游戏中嵌入的娱乐、兴奋和心态元素能够激励玩家,他们可以通过沉浸在游戏中,最终进入一种称为移情识别的同理心状态。换句话说,严肃的电子游戏是最重要的娱乐工具之一,在人们对各种创意产业产品的共鸣中发挥着重要作用。在本研究中,我们考察了影响玩家在严肃游戏中共情的因素。为此,我们使用线性回归和人工神经网络两种路径分析模型。这项研究的结果对严肃的游戏设计师有着有趣的启示。
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引用次数: 1
A web-based gamification of upper extremity robotic rehabilitation 基于网络的上肢机器人康复游戏化
Pub Date : 2021-11-25 DOI: 10.1109/ISGS54702.2021.9684761
Payman Sharafian Ardakani, Hadi Moradi, F. Bahrami, M. Akbarfahimi
In recent years, gamification has become very popular for rehabilitating different cognitive and motor problems. It has been shown that rehabilitation is effective when it starts early enough and it is intensive and repetitive. However, the success of rehabilitation depends also on the motivation and perseverance of patients during treatment. Adding serious games to the rehabilitation procedure will help the patients to overcome the monotonicity of the treatment procedure better. On the other hand, if we can use different serious games with a robotic rehabilitation system, it will help us to define more easily tasks with different levels of difficulty, or again, to set up more options for patients to choose the desired game, among the existing games, for practicing the therapeutic tasks. This article provides a procedure for connecting a rehabilitation robot to several web games. In this vein, we designed an interface and connected our robot to the computer with a serial port. Finally, we proved our method with a survey from an experiment, And we demonstrate that having several games besides rehabilitation makes the procedure of rehabilitation entertaining.
近年来,游戏化已经成为非常流行的康复不同的认知和运动问题。研究表明,如果康复开始得足够早,并且是密集和重复的,那么康复是有效的。然而,康复的成功还取决于患者在治疗期间的动力和毅力。在康复过程中加入严肃游戏有助于患者更好地克服治疗过程的单调性。另一方面,如果我们可以在机器人康复系统中使用不同的严肃游戏,它将帮助我们定义不同难度级别的更容易的任务,或者为患者提供更多的选择,让他们在现有的游戏中选择自己想要的游戏,来练习治疗任务。本文提供了将康复机器人连接到几个网页游戏的过程。本着这种思路,我们设计了一个接口,并通过串口将机器人与计算机连接起来。最后,我们通过一个实验的调查来证明我们的方法,我们证明了在康复之外有几个游戏可以使康复过程变得有趣。
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引用次数: 0
Investigating the consideration of explorer player style in Iranian educational games 探讨伊朗教育类游戏对探索者玩家风格的考虑
Pub Date : 2021-11-25 DOI: 10.1109/ISGS54702.2021.9684767
M. Moradi, Y. Mahdavinasab
Considering different player styles in games and their adaptability increases audiences' engagement, motivation, and learning, making it necessary to pay attention to the components of player styles in educational game design. One of the dominant player styles in educational games is the explorer style. Therefore, the purpose of this study is to evaluate the use of explorer player style components in existing educational games. For this purpose, based on the systematic review method, the components of exploration player styles were extracted, and the evaluation framework was determined. Then, through the purposeful sampling method, 10 educational games introduced by Iran Computer & Video Games Foundation were evaluated using the quantitative content analysis method. One-sample t-test was used to analyze the data, and the results of the analysis showed that the mean score of the exploration components in the sample group was $0. 78$, which was significantly $(mathrm{p} < 0.005)$ less than 1. This indicated that the exploration components had not been appropriately used in the selected educational games. Moreover, the existence of exploratory elements in the subsets of educational elements, dynamics, proportionality, and story of the game was not confirmed, but the existence of aesthetic and mechanic components in these educational games received confirmation. The results of the present study show that the application of exploratory game design style components needs more attention.
考虑到游戏中的不同玩家风格及其适应性能够提高用户粘性、动机和学习能力,因此在教育类游戏设计中有必要关注玩家风格的组成部分。教育类游戏的主要玩家风格之一是探索者风格。因此,本研究的目的是评估探索者玩家风格组件在现有教育游戏中的使用情况。为此,基于系统评价法,提取探索玩家风格的构成要素,确定评价框架。然后,通过有目的的抽样方法,采用定量内容分析法对伊朗计算机与视频游戏基金会引进的10款教育类游戏进行评价。采用单样本t检验对数据进行分析,分析结果显示,样本组中勘探成分的平均得分为0美元。$( mathm {p} < 0.005)$小于1。这表明,在选定的教育类游戏中,探索元素并未得到适当的运用。此外,教育元素、动态、比例和游戏故事子集中探索元素的存在并未得到证实,但这些教育游戏中美学和机制元素的存在得到了证实。本研究结果表明,探索性游戏设计风格元素的应用需要引起更多关注。
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引用次数: 1
Serious Cheating in Word Making Games with Specific Letters using Fast Correct Word Finder by Neural Match Tree: High-Performance Data Structure and Algorithms for Word Processing Games 基于神经匹配树的快速正确单词查找器在特定字母的单词制作游戏中的严重作弊:用于文字处理游戏的高性能数据结构和算法
Pub Date : 2021-11-25 DOI: 10.1109/ISGS54702.2021.9684759
Behzad Soleimani Neysiani, Mohammad Ismaeil Shahabian, Seyed Moein Khayam Nekooei
Word-making games (WMG) are a particular type of puzzle game that is educational and suitable for memory strength improvement. There are many types of WMG, like using specific letters or optional letters by player. Cheating in games always is interesting for players, mainly in competitive social games. Cheating in social computer-based WMG is very hard because it is a real-time game and depends on players' speed, so there is no time to check dictionaries. If we have an online dictionary on a computer, checking the existence of different combinations and permutations of letters in the dictionary is time-consuming, too. We coded a program to do this job, and it is slower than a good player considering the vast number of words in the dictionary and too many permuted words. This study introduces a new prefix tree-based -or Trie-called neural match tree (NMT) to save the dictionary and reduce the search time. Moreover, the proposed method reduces the number of permutations precisely to the number of defined words. The experimental results show more than 99% improvement relative and averagely more than 100K times absolutely for speed versus brute force. This kind of cheating can be known as serious cheating against serious games, which involves technical and creative solutions to win a game.
拼字游戏是一种特殊类型的益智游戏,具有教育意义,适合提高记忆力。WMG有很多种类型,比如玩家使用特定字母或可选字母。对于玩家来说,游戏中的作弊总是很有趣,尤其是在竞争性社交游戏中。在基于社交电脑的WMG中,作弊是非常困难的,因为这是一款实时游戏,取决于玩家的速度,所以他们没有时间去查字典。如果我们在电脑上有一个在线词典,检查字典中是否存在不同的字母组合和排列也很耗时。我们编写了一个程序来完成这项工作,考虑到字典中有大量的单词和太多的排列单词,它比一个优秀的玩家要慢。本研究引入了一种新的基于前缀树的神经匹配树(NMT)来节省字典和减少搜索时间。此外,该方法将排列的数量精确地减少到定义词的数量。实验结果表明,相对于蛮力,速度提高了99%以上,绝对速度平均提高了100K倍以上。这种作弊可以被称为针对严肃游戏的严重作弊,这涉及到赢得游戏的技术和创造性解决方案。
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引用次数: 0
期刊
2021 International Serious Games Symposium (ISGS)
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