The development of video games is now being influenced by machine learning (ML), which is changing the industry with every passing day. The focus of this research is on how video games can be made better through ML in...
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The widespread integration of Machine learning (ML) in software systems has brought forth unprecedented advancements, yet the surge in energy consumption raises ecological concerns. This research addresses the environ...
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ISBN:
(纸本)9798400705915
The widespread integration of Machine learning (ML) in software systems has brought forth unprecedented advancements, yet the surge in energy consumption raises ecological concerns. This research addresses the environmental impact of ML development, focusing on the energy implications of design decisions in ML-based systems. This thesis aims to offer insights into the energy consumption patterns influenced by deployment architecture and training environment. Different case studies on ML-based systems will be conducted to validate and demonstrate the implications of these design choices. The expected outcomes encompass actionable insights, validated through rigorous evaluations, and the development of an energy prediction tool for ML-based system development, to help in the decision-making process. This work contributes to the broader field of Green AI by addressing a critical gap and guiding the transition towards a more sustainable AI landscape.
Narrative-based serious games are accessible, engaging technologies that connect users’ lived experiences to pedagogy. Despite having patient-centered goals, most narrative-based serious games are not designed alongs...
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ISBN:
(纸本)9781917204194
Narrative-based serious games are accessible, engaging technologies that connect users’ lived experiences to pedagogy. Despite having patient-centered goals, most narrative-based serious games are not designed alongside patients and communities, limiting their likelihood of acceptance, uptake, and impact. Literature reveals that many serious games intended for patients merely evaluate efficacy with end-users after game deployment and with a lack of consistent participatory design. This work aims to describe a patient-centered participatory approach to game development to teach self-advocacy skills to patients newly diagnosed with cancer. First, characters were developed based on panels that included patient advocates, cancer survivors, clinicians, and researchers. Second, storyline development created realistic story arcs, decision-points, and consequences based on qualitative interviews with patients, patient advocates, and cancer survivors. Third, game evaluation metrics (e.g., 1st vs. 3rd person perspective, game fail states that incentivize replaying the game, and provision of implicit or explicit feedback) were developed based on accessibility, usability, and patient preferences. based on patients’ insights, we implemented changes accordingly to maximize the game’s efficacy and collected qualitative data on patients’ assessment of the game’s accessibility, relevance, and impact. During initial game development, patient and advocate feedback built relatable characters with a particular focus on providing sensitive information (e.g., palliative care) and inclusive storylines (e.g., diverse family situations). Following a prototype, patients and advocates suggested refinements to characters and additional storylines, including common and/or distressing experiences related to pain management, family dynamics, financial struggles, and disrespect from healthcare providers. Participants in a randomized trial of the game (N=34) found the scenarios relevant and realisti
To contribute to the mitigation of global anthropogenic crises, engineering education needs to provide holistic views of these crises through collaborating with experts in various fields. This study designed three edu...
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ISBN:
(纸本)9783031530210;9783031530227
To contribute to the mitigation of global anthropogenic crises, engineering education needs to provide holistic views of these crises through collaborating with experts in various fields. This study designed three educational boardgames representing common structures among global anthropogenic issues and investigated their effects on the lessons learned by university students. Experts in Energy System Engineering, Virology, Philosophy of Education, Design Science, Agricultural Economics, and Law participated in this study. The 2nd, 3rd, and 4th authors of this study designed games named 'Parasite Wars', 'The Dialogue with Future', and 'The House". The concept of games, such as themes, roles and purposes of players, and lessons expected to be imparted to participants, largely differed among the games;each designer represented the same issues from very different perspectives. The results of test sessions with 60 students suggest that participants learned lessons relevant to the messages that the designers conveyed. Further, discussions and reviews for designing boardgames are useful to understand the perspectives and approaches of experts in other fields and reflect on the roles of their own disciplines in terms of sustainability education. Such interdisciplinary collaboration enables the design of educational content that complements diverse perspectives on global anthropogenic issues and has the potential to help promote a holistic view of such complex issues.
The proceedings contain 11 papers. The topics discussed include: improved YOLOv5-based method for date palm leaf disease recognition;three real-time pathfinding strategies in games: from a ideas to machine learning ap...
ISBN:
(纸本)9798331532864
The proceedings contain 11 papers. The topics discussed include: improved YOLOv5-based method for date palm leaf disease recognition;three real-time pathfinding strategies in games: from a ideas to machine learning approaches;software metrics selection– the case of C#;automated seismic horizon picking using vision transformer;a regionally generalized machine learning framework towards census-enabled multi-factor non-communicable disease analyses;and enhancing the customer experience in Philippine food court establishments with an integrated self-service ordering system.
In terms of data processing in puzzle games, this research paper studies and implements a set of data table workflows, with the aim of improving the flexibility of data configuration and increasing the convenience of ...
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As the complexity of video games escalates, the presence of more agents, diverse game environments and richer game mechanisms are continuously drawing attention to real-time pathfinding algorithms. Researchers have de...
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Traditional electronic classroom software is widely used in teaching university computer labs. When the teacher lectures in front of the classroom, he/she cannot see all the students39; learning behaviors. Thus the ...
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Deep learning finds its application in multiple disciplines from healthcare to security systems. Convolution neural networks a part of deep learning architecture power the computers with human visionary capabilities. ...
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The Stackelberg equilibrium approach is based on the traditional dynamic programming technique, which requires an understanding of the system model to solve the optimal control problem. Therefore, we propose a Q-learn...
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