scholarly journals Aplikasi Game Quiz Animals Berbasis Windows 8

Author(s):  
Yulyani Arifin ◽  
Budi Handoko ◽  
Venansius Kevin Nurtanio

Game is currently in great demand by various circles, especially children. Children's interest in the game can be used as a tool to increase children’s intellectuality, i.e. English competence. The purpose of this study is to design an animal-themed quiz game in English languange based on Windows 8 operating system, followed by making a game prototype designed. This game is expected to be an exciting educational tool for children in learning English and broadening the knowledge about types of animal. The research is conducted through the stages of game design requirements, game design, evaluation and implementation. Based on theresults of the evaluation it is found that thoroughly the game already meets the standards of IMK by Shneiderman and Plaisant (2010). It is good enough as a game play since it is available at Window Store.

2013 ◽  
Vol 4 (2) ◽  
pp. 79-83
Author(s):  
Handy Sunjaya ◽  
Deny Setiawan ◽  
Sandri Pratama

In this project, we demonstrated how to improve transfer rate when transfering data from a notebook installed FreeBSD operating system to another notebook installed Windows 8 operating system. The method which we used was with customizing the kernel on FreeBSD. Before we customized the kernel, we calculated the average time of the transfer speed with its default kernel. After we got the average time, then we customized its kernel and calculated the average time after we installed the custom kernel. At the end we got faster average time with the customized kernel and the performance better. Index Terms - FreeBSD, Server, Transfer rate, Improving


Author(s):  
Lingfu Zeng ◽  
Lennart G. Jansson

A nuclear piping system which is found to be disqualified, i.e. overstressed, in design evaluation in accordance with ASME III, can still be qualified if further non-linear design requirements can be satisfied in refined non-linear analyses in which material plasticity and other non-linear conditions are taken into account. This paper attempts first to categorize the design verification according to ASME III into the linear design and non-linear design verifications. Thereafter, the corresponding design requirements, in particular, those non-linear design requirements, are reviewed and examined in detail. The emphasis is placed on our view on several formulations and design requirements in ASME III when applied to nuclear power piping systems that are currently under intensive study in Sweden.


Aerospace ◽  
2021 ◽  
Vol 8 (5) ◽  
pp. 133
Author(s):  
Sugjoon Yoon ◽  
Dongcho Shin ◽  
Younghoon Choi ◽  
Kyungtae Park

In order to study air traffic control of UAS’s (Unmanned Aerial Systems) in very low altitudes, the UTM (UAS Traffic Management) simulator has to be as flexible and expandable as other research simulators because relevant technologies and regulations are not matured enough at this stage. Available approaches using open sources and platforms are investigated to be used in the UTM simulator. The fundamental rationale for selection is availability of necessary resources to build a UTM simulator. Integration efforts to build a UTM simulator are elaborated, using Ardupilot, MavProxi, Cesium, and VWorld, which are selected from the thorough field study. Design requirements of a UTM simulator are determined by analyzing UTM services defined by NASA (National Aeronautics and Space Administration) and Eurocontrol. The UTM simulator, named eUTM, is composed of three components: UOS (UTM Operating System), UTM, and multiple GCSs (Ground Control Stations). GCSs are responsible for generation of flight paths of various UASs. UTM component copies functions of a real UTM such as monitoring and controlling air spaces. UOS provides simulation of environment such as weather, and controls the whole UTM simulator system. UOS also generates operation scenarios of UTM, and resides on the same UTM computer as an independent process. Two GCS simulators are connected to the UTM simulator in the present configuration, but the UTM simulator can be expanded to include up to 10 GCS simulators in the present design. In order to demonstrate the flexibility and expandability of eUTM simulator, several operation scenarios are realized and typical deconfliction scenarios among them are tested with a deconfliction algorithm. During the study, some limits are identified with applied open sources and platforms, which have to be resolved in order to obtain a flexible and expandable UTM simulator supporting relevant studies. Most of them are related to interfacing individual sources and platforms which use different program languages and communication drivers.


2016 ◽  
Vol 6 (3) ◽  
pp. 18-33 ◽  
Author(s):  
Marilyn Ault ◽  
Jana Craig-Hare ◽  
Bruce Frey

Reason Racer is an online, rate-based, multiplayer game designed to engage middle school students in the knowledge and skills related to scientific argumentation. Several game features are included as design considerations unrelated to science content or argumentation. One specific feature, a competitive racing component that occurs in between challenging tasks, is the subject of this analysis. The effect of two conditions on 72 ninth grade students' performance was analyzed: game play with a competitive racing component (Race) and game play without a competitive racing component (No-Race). A counterbalanced design was used with two randomly assigned groups playing the game using two different science scenarios. When students played with a racing component interspersed between challenging tasks they completed the tasks more quickly and accurately than when they did not experience the racing component. These findings are discussed in terms of game design and the use of game features not related to academic content.


2017 ◽  
Vol 13 (4) ◽  
pp. 386-407
Author(s):  
Vlasios Kasapakis ◽  
Damianos Gavalas

Purpose Existing guidelines are typically extracted from a few empirical evaluations of pervasive game prototypes featuring incompatible scenarios, game play design and technical characteristics. Hence, the applicability of those design guidelines across the increasingly diverse landscape of pervasive games is questionable and should be investigated. Design/methodology/approach This paper presents Barbarossa, a scenario-driven pervasive game that encompasses different game modes, purposely adopting opposing principles in addressing the core elements of challenge and control. Using Barbarossa as a testbed, this study aims at validating the applicability of existing design guidelines across diverse game design approaches. Findings The compilation of Barbarossa user evaluation results confirmed the limited applicability of existing guidelines and provided evidence that developers should handle core game elements, taking into account the game play characteristics derived from their scenario. Originality/value Stepping upon those findings, the authors propose a revision of design guidelines relevant to control and challenge based on elaborate classification criteria for pervasive game prototypes.


2010 ◽  
Vol 97-101 ◽  
pp. 4429-4432 ◽  
Author(s):  
Mei Yan Wang ◽  
Lian Guan Shen ◽  
Yi Min Deng

Conceptual design is a critical design phase during which initial design solutions, called design concepts, are developed. These design concepts must be evaluated to ensure they satisfy the specified design requirements and the most appropriate design concept must be selected. It is often difficult for the designer, especially for the novice, to make an appropriate design concept evaluation and selection. Existing work on design evaluation lacks an effective tool for evaluating the temporal performance of the design concepts. To address this problem, a Critical Path Method (CPM) from project management is adapted for design evaluation, whereby a CPM network is converted from a causal behavioral process (CBP) and the methodologies relating to CPM are also applied to design improvement. A case study of a lever-clamp assembly system is also presented to illustrate as well as validate the method.


Author(s):  
Aina Strode ◽  
Viktorija Loktionova

The aim of the article - to study the essence of game design and the possibilities of usage games in the pedagogical-psychological context, to justify the choice of the game as tool of university advertising. Research methods - theoretical - research of literature and internet resources; empirical - interviews of experts. Since the aim of the projected game is to test and supplement the knowledge about Rezekne Academy of Technologies (RTA) and create interest in studying at RTA, the degree of research of the topic has been done by analyzing publications about the place of game in advertising, as a educational tool, as well as scientific articles about game design, its development process. The concept of advertising game includes the substantiation of the content, organizational, constructive and graphical solution.


2018 ◽  
Vol 24 (3) ◽  
pp. 1567-1570 ◽  
Author(s):  
Irna Hamzah ◽  
A. Imran Nordin ◽  
Hamidah Alias ◽  
Nadhirah Rasid ◽  
Hanif Baharin

2011 ◽  
Vol 480-481 ◽  
pp. 956-961
Author(s):  
Chai Gang ◽  
Xiao Yu Huang

This paper studies the application of computer games in the popularization of forestry science knowledge and proposes a method of 3D game development based on Virtools platform, which creates 3D models in 3ds max and Maya, and then realizes the game functions in Virtools. This paper designs and develops a 3D game for the popularization of forestry science, gets a better balance between knowledge and game play, and enhances the users' interaction experience by adding the gamepad, which has great reference and practicability value. Computer games will play an increasingly important role in the popularization of forestry science.


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