{"title":"Exploring Algorithmic Options for the Efficient Design and Reconfiguration of Reactive Robot Swarms","authors":"T. Wareham","doi":"10.4108/eai.3-12-2015.2262395","DOIUrl":"https://doi.org/10.4108/eai.3-12-2015.2262395","url":null,"abstract":"A key challenge in robot swarm engineering is the design \u0000 \u0000of individual robot controllers such that the robots as a group can \u0000 \u0000perform a specified task. \u0000 \u0000In this \u0000 \u0000paper, we explore algorithmic options for designing and reconfiguring \u0000 \u0000swarms of synchronous reactive robots to perform a joint navigation / \u0000 \u0000morphogenesis task in a known world. Our results show that neither \u0000 \u0000of these problems can be solved both efficiently and correctly either in \u0000 \u0000general or relative to a surprisingly large number of restrictions \u0000 \u0000on robot and swarm architecture. We also \u0000 \u0000give restrictions under which these problems \u0000 \u0000can be solved both efficiently and correctly.A key challenge in robot swarm engineering is the design \u0000 \u0000of individual robot controllers such that the robots as a group can \u0000 \u0000perform a specified task. \u0000 \u0000In this \u0000 \u0000paper, we explore algorithmic options for designing and reconfiguring \u0000 \u0000swarms of synchronous reactive robots to perform a joint navigation / \u0000 \u0000morphogenesis task in a known world. Our results show that neither \u0000 \u0000of these problems can be solved both efficiently and correctly either in \u0000 \u0000general or relative to a surprisingly large number of restrictions \u0000 \u0000on robot and swarm architecture. We also \u0000 \u0000give restrictions under which these problems \u0000 \u0000can be solved both efficiently and correctly.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134439868","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Llorenç Pagés Casas, Pedro M. Latorre Andrés, C. V. Carvalho
{"title":"Editorial: the NOVATICA collaboration","authors":"Llorenç Pagés Casas, Pedro M. Latorre Andrés, C. V. Carvalho","doi":"10.4108/eai.5-11-2015.150606","DOIUrl":"https://doi.org/10.4108/eai.5-11-2015.150606","url":null,"abstract":"This edition of the EAI Transactions on Serious Games represents a collaboration between SEGAN, EAI and ATI (Asociación de Técnicos de Informática – Association of e largest, oldest, most active ssociations of Information Technologies (IT) professionals existing in Spain. Founded in 1967, ATI has 3,500 members and permanent offices in Barcelona (Headquarters) and Madrid. ATI has ring different areas and aspects of the IT spectrum and promotes many IT events in Spain and Latin America. ATI is Spain’s representative in, and founding member of, CEPIS (Council of European Professional Informatics Socities, www.cepis.org), an organization with a global membership of above 300,000 European informatics professionals. ATI is also Spain’s representative in IFIP (International Federation for Information Processing, www.ifip.org), a worldwide umbrella organization for national societies working in the field of information processing. ATI is a member of CLEI (Centro Latinoamericano de Estudios en Informática – Latin American Center for Informatics Studies, www.clei.cl), an organization that reunites a hundred Universities and Research Centers in the region. ATI publishes the digital quarterly journal Novática. Born in 1975, it is the oldest periodical publication amongst those specialized in IT existing today in Spain. Novática will celebrate its 40th anniversary in 2015 with some special issues and events. www.ati.es/novatica (detailed information about ATI can be found in http://www.ati.es) This monograph includes eight papers about different aspects of serious games. Baltasar Fernández Manjón et al. addresses some still existing controversy about serious games and the challenges that make it difficult for their use to be generalised. The paper deals with these barriers – in their sociocultural, educational and technological dimensions –, and with the strategies to overcome them, suggesting lines of work – reducing the social rejection, increasing the educational value, using new development and deployment techniques. Olivier Heidemann’s paper presents the basic knowledge about the theme: terminology definitions, the creation process and its didactic and technological considerations, etc. This paper is a good introduction for those readers that are not familiar with the theme.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122164065","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Evaluating the use of programming games for building early analytical thinking skills","authors":"H. Tsalapatas","doi":"10.4108/eai.5-11-2015.150610","DOIUrl":"https://doi.org/10.4108/eai.5-11-2015.150610","url":null,"abstract":"Analytical thinking is a transversal skill that helps learners excel academically independently of theme area. It is on high demand in the world of work especially in innovation related sectors. It involves finding a viable solution to a problem by identifying goals, parameters, and resources available for deployment. These are strategy elements in game play. They further constitute good practices in programming. This work evaluates how serious games based on visual programming as a solution synthesis tool within exploration, inquiry, and collaboration can help learners build structured mindsets. It analyses how a visual programming environment that supports experimentation for building intuition on potential solutions to logical puzzles, and then encourages learners to synthesize a solution interactively, helps learners through gaming principles to build self-esteem on their problem solving ability, to develop algorithmic thinking capacity, and to stay engaged in learning.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130649339","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"How to create a serious game?","authors":"O. Heidmann","doi":"10.4108/eai.5-11-2015.150608","DOIUrl":"https://doi.org/10.4108/eai.5-11-2015.150608","url":null,"abstract":"Serious games are video games designed to achieve an educational effect and achieve some degree of training in a certain area. They are nowadays used in industries such as defense, education, scientific exploration, health care, emergency management, city planning, engineering, and many others. As it still a nascent subject who doesn’t follow exactly the same rules and practices than the commercial video games industry, questions remain about how to create and use serious games. This article presents some know-how on the subject of creating serious games.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"177 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116329444","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Innovative interfaces for Serious Games","authors":"Javier Marco, E. Cerezo, S. Baldassarri","doi":"10.4108/eai.5-11-2015.150612","DOIUrl":"https://doi.org/10.4108/eai.5-11-2015.150612","url":null,"abstract":"The tangible interaction approach has, in recent years, become a promising alternative to tactile interaction for very young children. Children playing with Tangible User Interfaces (TUI) are motivated by the novel and digital environment and benefit from the same values as conventional physical playing. Young children build their mental image of the world through action and motor responses and, with physical handling, they become conscious of reality. Within TUIs, digitally augmented surfaces (interactive blackboards and tabletops) are becoming popular in educative environments. Tabletop devices are horizontal surfaces capable of supporting interaction and image feedback on their surface, and are especially interesting for reinforcing face-to-face social relations and group activities. However, most of current children-oriented applications for tabletops are based on tactile interaction, thus losing the benefits of physical playing. The paper describes our experiences building tangible tabletops, and designing tangible games and toys. In particular, we present NIKVision, a tabletop device intended to give leisure and fun while reinforcing physical manipulation and colocated gaming for 3-6 year old children. Several hybrid (physical/digital) games based on the manipulation of passive and active toys have been developed for NIKVision. From our experience several useful lessons can be extracted. Among them, the necessity of bridging the gap between designers and developers making it easier the prototyping of tabletop games stands out. To tackle this difficulty a toolkit for the prototyping of tabletop games called ToyVision has been created. The toolkit supports designers to fully explore the physical feasibilities of the manipulation of physical playing pieces, while minimizing the technical difficulties of implementing tabletop games based on physical manipulation. This way, NIKVision and ToyVision are becoming powerful tools to develop innovative serious games.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132250574","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Game engines: a survey","authors":"A. Andrade","doi":"10.4108/eai.5-11-2015.150615","DOIUrl":"https://doi.org/10.4108/eai.5-11-2015.150615","url":null,"abstract":"Due to hardware limitations at the origin of the video game industry, each new game was generally coded from the ground up. Years later, from the evolution of hardware and the need for quick game development cycles, spawned the concept of game engine. A game engine is a reusable software layer allowing the separation of common game concepts from the game assets (levels, graphics, etc.). This paper surveys fourteen different game engines relevant today, ranging from the industry-level to the newcomer-friendlier ones.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115245082","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Baltasar Fernandez-Manjon, P. Moreno-Ger, I. Martínez-Ortiz, M. Freire
{"title":"Challenges of serious games","authors":"Baltasar Fernandez-Manjon, P. Moreno-Ger, I. Martínez-Ortiz, M. Freire","doi":"10.4108/eai.5-11-2015.150611","DOIUrl":"https://doi.org/10.4108/eai.5-11-2015.150611","url":null,"abstract":"","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121784055","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Serious computer games in computer science education","authors":"J. Rugelj","doi":"10.4108/eai.5-11-2015.150613","DOIUrl":"https://doi.org/10.4108/eai.5-11-2015.150613","url":null,"abstract":"The role and importance of serious computer games in contemporary educational practice is presented in this paper as well as the theoretical fundamentals that justify their use in different forms of education. We present a project for designing and developing serious games that take place within the curriculum for computer science teachers’ education as an independent project work in teams. In this project work students have to use their knowledge in the field of didactics and computer science to develop games. The developed game is tested and evaluated in schools in the framework of their practical training. The results of the evaluation can help students improve their games and verify to which extent specified learning goals have been achieved.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123175310","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Serious games in education","authors":"J. Read","doi":"10.4108/eai.5-11-2015.150614","DOIUrl":"https://doi.org/10.4108/eai.5-11-2015.150614","url":null,"abstract":"Playfulness came into education at a later date. There are two main theoretical paradigms around play and both are relevant to a discussion around serious games for education. Modern theories aim to mainly describe the benefits of play, and classical theories tend to focus on the reasons for play. The classical theories include explanations for children needing play like ‘surplus energy’, [4] and ‘restoration’ [4]. Play as one preparation for adulthood [5, 6] is also considered important for children to develop. Within education, there was something of a revolution when computers came into the classroom and when playfulness could then be associated with gaming, and specifically ‘videogaming’. Playfulness could then be designed in such a way that playing could be packaged as learning. In his explanation of how digital gaming has pervaded classrooms, Egenfeldt-Nelson [7] describes the transition from ‘edutainment,’ which was where computers were mainly used in game like instances to provide drill and repetition, through ‘learner-centred’ products where the emphasis was on personalisation and individually adapting systems, to the most recent ‘socially constructed’ games where learning is situated in a context. Play has always had a close relationship with learning and is certainly essential to learning as far as young children are concerned, but the association of play with learning as learners become older is much less understood and is relatively understudied. In particular, the design of game based and play based This paper describes some of the tensions around serious games in education by considering how serious games might be designed for learners who may not be especially motivated to play them. Beginning with a narrative that sets out where serious games position within educational settings, with a focus on high school and college, the paper describes two elements that are considered essential for serious games for this demographic – fun and cool.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121679618","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Experiments as Instruments: Heterogeneous Position Effects in Sponsored Search Auctions","authors":"Matthew Goldman, Justin M. Rao","doi":"10.4108/eai.8-8-2015.2261043","DOIUrl":"https://doi.org/10.4108/eai.8-8-2015.2261043","url":null,"abstract":"Google and Bing employ a generalized second price (GSP) auction to allocate billions of dollars of sponsored search advertising. Despite evolving from a naive, first-price, rank-by-bid auction, the GSP has been shown to achieve an efficient allocation and favorable revenue properties via a tight theoretical link with the equilibrium of the truthful Vickrey-Clarke-Groves mechanism. This link hinges on a critical assumption about the causal impact of ad position on user click probabilities: moving up increases click-through-rate by the same scaling factor for all ads. Because an ad's position is the endogenous outcome of an auction, these assumptions have gone largely untested. We overcome this identification problem by developing a novel method to re-purpose internal business experimentation at a major search engine. Using a broad cross-section of advertisers we strongly reject the conventional multiplicatively-separable model, instead finding substantial heterogeneity of the causal impact of position on click-through-rates. For brand queries, off-brand competitors benefit much more from position than the advertiser matching the query. For generic queries, higher quality and less-well known websites benefit more from position. The impact of position differs by up to 100% across ad types. These findings raise serious concerns about the efficiency properties of the GSP as currently employed.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"75 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-08-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129165412","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}