{"title":"游戏化算法研究的新环境","authors":"Y. Fujikawa, Manki Min","doi":"10.1109/EIT.2013.6632668","DOIUrl":null,"url":null,"abstract":"There have been many academic research projects that tried to take advantages of “game”. Games provide the ability to process information quickly, improve problem solving skills. With this project we developed an environment that helps researchers to obtain inputs from general users using a game. Even though the project is configured for the Minimum Power Broadcast (MPB) Tree in wireless Ad Hoc Network problem, the environment can be used for other research projects. In this paper, we will discuss the approach we used, prior gamification research projects, our work, results and analysis of the results, findings we learnt from the project and the future work.","PeriodicalId":201202,"journal":{"name":"IEEE International Conference on Electro-Information Technology , EIT 2013","volume":"4 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-05-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"A new environment for algorithm research using gamification\",\"authors\":\"Y. Fujikawa, Manki Min\",\"doi\":\"10.1109/EIT.2013.6632668\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"There have been many academic research projects that tried to take advantages of “game”. Games provide the ability to process information quickly, improve problem solving skills. With this project we developed an environment that helps researchers to obtain inputs from general users using a game. Even though the project is configured for the Minimum Power Broadcast (MPB) Tree in wireless Ad Hoc Network problem, the environment can be used for other research projects. In this paper, we will discuss the approach we used, prior gamification research projects, our work, results and analysis of the results, findings we learnt from the project and the future work.\",\"PeriodicalId\":201202,\"journal\":{\"name\":\"IEEE International Conference on Electro-Information Technology , EIT 2013\",\"volume\":\"4 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-05-09\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IEEE International Conference on Electro-Information Technology , EIT 2013\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/EIT.2013.6632668\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE International Conference on Electro-Information Technology , EIT 2013","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/EIT.2013.6632668","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A new environment for algorithm research using gamification
There have been many academic research projects that tried to take advantages of “game”. Games provide the ability to process information quickly, improve problem solving skills. With this project we developed an environment that helps researchers to obtain inputs from general users using a game. Even though the project is configured for the Minimum Power Broadcast (MPB) Tree in wireless Ad Hoc Network problem, the environment can be used for other research projects. In this paper, we will discuss the approach we used, prior gamification research projects, our work, results and analysis of the results, findings we learnt from the project and the future work.