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Search results for: board game
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for: board game</h1> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1099</span> The Effect Training Program on Mixed Contractions on Both the Maximum Force and Explosive Force of the Lower Limbs Conducted Study to the Football Players Under the Age of 17 Years-Tiaret, Algeria</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Saidia%20Houari">Saidia Houari</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The game of football is one of the global sports activities that have witnessed a remarkable development in recent years in the physical, technical, rhetorical and psychological aspects, so the modern play in different teams and international teams quickly and forcefully in the exact technical performance, and this is due to the interest of international coaches. The good training of the players during the youth stage at the level of various aspects to develop all the techniques that have a great effectiveness in competitions according to scientific methods studied. The muscle strength plays a very important role achieving the performance player during the game and it is clear the need for the player in many situations, especially when jumping to hit the ball head or the goal on the goal or long passes of different types and in the performance of various skills by force and speed appropriate to the possession of the ball or the control of the court of the court while overcoming the body weight during the game it is known that the stronger the muscles of the athlete and the reduced joints injuries, and the strength increases energy saving such as Latin phosphate and glycogen, and develop the player for a game football volitional qualities of the most important of courage, determination And self-confidence. There are also some skill movements that can not be performed without a certain level of strength, so the development of power may affect the effectiveness of the long-term training system. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=trainning%20program" title="trainning program">trainning program</a>, <a href="https://publications.waset.org/abstracts/search?q=maximum%20force%20and%20expolosive%20force" title=" maximum force and expolosive force"> maximum force and expolosive force</a>, <a href="https://publications.waset.org/abstracts/search?q=lowers%20limbs" title=" lowers limbs"> lowers limbs</a>, <a href="https://publications.waset.org/abstracts/search?q=under%2017%20years" title=" under 17 years"> under 17 years</a> </p> <a href="https://publications.waset.org/abstracts/158622/the-effect-training-program-on-mixed-contractions-on-both-the-maximum-force-and-explosive-force-of-the-lower-limbs-conducted-study-to-the-football-players-under-the-age-of-17-years-tiaret-algeria" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/158622.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">104</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1098</span> Use of Visual, Animating Narrative in an Entrepreneurial Storytelling: A Case Study of Greenesignit! Card Game, Educational and Brainstorming Tool for Development of Sustainable Products</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Maja%20S.%20Todorovic">Maja S. Todorovic</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This paper aims to promote entrepreneurial storytelling by exploring new ideas and learning practices. An entrepreneur needs to be a ‘storyteller’, an ‘epic hero’, capable of offering an emotional connection to his audience, a character with whom audience can identify with, rejoice, suffer, celebrate, fail – simply experience everything. In other words, a successful entrepreneur is giving tangible experience through his business story and that’s what makes his story and business alive. Use of mythology, eulogy, metaphor, epic, fairytales and cartoons, permeated with humor and sudden twists is a winning recipe for a business story that captures attention. In the business case of the Greenesignit! Card game, (educational and brainstorming tool for development of sustainable products) we will demonstrate how an entrepreneur successfully used visual narrative to communicate his story and at the same time as a vehicle to transmute his message in learning tool and product development. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=animating%20narrative" title="animating narrative">animating narrative</a>, <a href="https://publications.waset.org/abstracts/search?q=entrepreneur" title=" entrepreneur"> entrepreneur</a>, <a href="https://publications.waset.org/abstracts/search?q=Greeneisgnit%21%20card%20game" title=" Greeneisgnit! card game"> Greeneisgnit! card game</a>, <a href="https://publications.waset.org/abstracts/search?q=visual%20storytelling" title=" visual storytelling"> visual storytelling</a> </p> <a href="https://publications.waset.org/abstracts/39520/use-of-visual-animating-narrative-in-an-entrepreneurial-storytelling-a-case-study-of-greenesignit-card-game-educational-and-brainstorming-tool-for-development-of-sustainable-products" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/39520.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">393</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1097</span> Mechanical and Physical Properties of Wood Composite Panel from Recycled Plastic and Sawdust of Cordia alliodora (Ruiz and Pav.)</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Ahmed%20Bolaji%20Alarape">Ahmed Bolaji Alarape</a>, <a href="https://publications.waset.org/abstracts/search?q=Oluwatobi%20Damilola%20Aba"> Oluwatobi Damilola Aba</a>, <a href="https://publications.waset.org/abstracts/search?q=Usman%20Shehu"> Usman Shehu</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Wood plastic composite boards were made from sawn dust of Cordia alliodora and recycled polyethylene at a mixing ratio of 1.5ratio1, 2.5ratio1 and 3.5ratio1 and nominal densities of 600 kilograms per meter cube, 700 kilograms per meter cube, and 800 kilograms per meter cube, The material was hot pressed at 150-degree celsius to produce board of 250 millimeter by 250 millimeter by 6 millimeter of which 18 boards were produced. The experiment was subject to 3 by 3 factorial experiments in Completely Randomised Design (CRD). Analysis of variance and Duncan Multiple Range Test (DMRT) was adopted by 3 by 3 at 5 percent probability. The strength properties of the boards such as modulus of rupture (MOR) and modulus of elasticity (MOE) were investigated, while the dimensional properties of the board such as the water absorption (WA) and thickness swelling (TS) were as well determined after 12hrs and 24hrs of water immersion. The result showed that the mean values of MOE ranged from 9100.73 Newtons per square millimeters to 12086.96 Newtons per square millimeters while MOR values ranged from 48.26 Newtons per square millimeters to 103.09 Newtons per square millimeters. The values of WA and TS after 12hrs immersion ranged from 1.21 percent to 1.56 percent and 0.00 percent to 0.13 percent, respectively. The values of WA and TS after 24hrs of water immersion ranged from 1.66 percent to 2.99 percent and 0.02 percent to 0.18 percent, respectively. The higher the value of board density and the high-density polythene /sawdust ratio, the stronger, the stiffer and more dimensionally stable the wood plastic composite boards obtained. In addition, as the density of the board increases, the strength property of the boards increases. Hence the board will be suitable for internal construction materials. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=wood%20Plastic%20composite" title="wood Plastic composite">wood Plastic composite</a>, <a href="https://publications.waset.org/abstracts/search?q=modulus%20of%20rupture" title=" modulus of rupture"> modulus of rupture</a>, <a href="https://publications.waset.org/abstracts/search?q=modulus%20of%20elasticity" title=" modulus of elasticity"> modulus of elasticity</a>, <a href="https://publications.waset.org/abstracts/search?q=dimensional%20stability" title=" dimensional stability"> dimensional stability</a> </p> <a href="https://publications.waset.org/abstracts/83704/mechanical-and-physical-properties-of-wood-composite-panel-from-recycled-plastic-and-sawdust-of-cordia-alliodora-ruiz-and-pav" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/83704.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">180</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1096</span> Relevance of Copyright and Trademark in the Gaming Industry</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Deeksha%20Karunakar">Deeksha Karunakar</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The gaming industry is one of the biggest industries in the world. Video games are interactive works of authorship that require the execution of a computer programme on specialized hardware but which also incorporate a wide variety of other artistic mediums, such as music, scripts, stories, video, paintings, and characters, into which the player takes an active role. Therefore, video games are not made as singular, simple works but rather as a collection of elements that, if they reach a certain level of originality and creativity, can each be copyrighted on their own. A video game is made up of a wide variety of parts, all of which combine to form the overall sensation that we, the players, have while playing. The entirety of the components is implemented in the form of software code, which is then translated into the game's user interface. Even while copyright protection is already in place for the coding of software, the work that is produced because of that coding can also be protected by copyright. This includes the game's storyline or narrative, its characters, and even elements of the code on their own. In each sector, there is a potential legal framework required, and the gaming industry also requires legal frameworks. This represents the importance of intellectual property laws in each sector. This paper will explore the beginnings of video games, the various aspects of game copyrights, and the approach of the courts, including examples of a few different instances. Although the creative arts have always been known to draw inspiration from and build upon the works of others, it has not always been simple to evaluate whether a game has been cloned. The video game business is experiencing growth as it has never seen before today. The majority of today's video games are both pieces of software and works of audio-visual art. Even though the existing legal framework does not have a clause specifically addressing video games, it is clear that there is a great many alternative means by which this protection can be granted. This paper will represent the importance of copyright and trademark laws in the gaming industry and its regulations with the help of relevant case laws via utilizing doctrinal methodology to support its findings. The aim of the paper is to make aware of the applicability of intellectual property laws in the gaming industry and how the justice system is evolving to adapt to such new industries. Furthermore, it will provide in-depth knowledge of their relationship with each other. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=copyright" title="copyright">copyright</a>, <a href="https://publications.waset.org/abstracts/search?q=DMCA" title=" DMCA"> DMCA</a>, <a href="https://publications.waset.org/abstracts/search?q=gaming%20industry" title=" gaming industry"> gaming industry</a>, <a href="https://publications.waset.org/abstracts/search?q=trademark" title=" trademark"> trademark</a>, <a href="https://publications.waset.org/abstracts/search?q=WIPO" title=" WIPO"> WIPO</a> </p> <a href="https://publications.waset.org/abstracts/161755/relevance-of-copyright-and-trademark-in-the-gaming-industry" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/161755.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">69</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1095</span> Democracy in Gaming: An Artificial Neural Network Based Approach towards Rule Evolution</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Nelvin%20Joseph">Nelvin Joseph</a>, <a href="https://publications.waset.org/abstracts/search?q=K.%20Krishna%20Milan%20Rao"> K. Krishna Milan Rao</a>, <a href="https://publications.waset.org/abstracts/search?q=Praveen%20Dwarakanath"> Praveen Dwarakanath</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The explosive growth of Smart phones around the world has led to the shift of the primary engagement tool for entertainment from traditional consoles and music players to an all integrated device. Augmented Reality is the next big shift in bringing in a new dimension to the play. The paper explores the construct and working of the community engine in Delta T – an Augmented Reality game that allows users to evolve rules in the game basis collective bargaining mirroring democracy even in a gaming world. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title="augmented reality">augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=artificial%20neural%20networks" title=" artificial neural networks"> artificial neural networks</a>, <a href="https://publications.waset.org/abstracts/search?q=mobile%20application" title=" mobile application"> mobile application</a>, <a href="https://publications.waset.org/abstracts/search?q=human%20computer%20interaction" title=" human computer interaction"> human computer interaction</a>, <a href="https://publications.waset.org/abstracts/search?q=community%20engine" title=" community engine"> community engine</a> </p> <a href="https://publications.waset.org/abstracts/42990/democracy-in-gaming-an-artificial-neural-network-based-approach-towards-rule-evolution" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/42990.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">333</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1094</span> The On-Board Critical Message Transmission Design for Navigation Satellite Delay/Disruption Tolerant Network</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Ji-yang%20Yu">Ji-yang Yu</a>, <a href="https://publications.waset.org/abstracts/search?q=Dan%20Huang"> Dan Huang</a>, <a href="https://publications.waset.org/abstracts/search?q=Guo-ping%20Feng"> Guo-ping Feng</a>, <a href="https://publications.waset.org/abstracts/search?q=Xin%20Li"> Xin Li</a>, <a href="https://publications.waset.org/abstracts/search?q=Lu-yuan%20Wang"> Lu-yuan Wang</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The navigation satellite network, especially the Beidou MEO Constellation, can relay data effectively with wide coverage and is applied in navigation, detection, and position widely. But the constellation has not been completed, and the amount of satellites on-board is not enough to cover the earth, which makes the data-relay disrupted or delayed in the transition process. The data-relay function needs to tolerant the delay or disruption in some extension, which make the Beidou MEO Constellation a delay/disruption-tolerant network (DTN). The traditional DTN designs mainly employ the relay table as the basic of data path schedule computing. But in practical application, especially in critical condition, such as the war-time or the infliction heavy losses on the constellation, parts of the nodes may become invalid, then the traditional DTN design could be useless. Furthermore, when transmitting the critical message in the navigation system, the maximum priority strategy is used, but the nodes still inquiry the relay table to design the path, which makes the delay more than minutes. Under this circumstances, it needs a function which could compute the optimum data path on-board in real-time according to the constellation states. The on-board critical message transmission design for navigation satellite delay/disruption-tolerant network (DTN) is proposed, according to the characteristics of navigation satellite network. With the real-time computation of parameters in the network link, the least-delay transition path is deduced to retransmit the critical message in urgent conditions. First, the DTN model for constellation is established based on the time-varying matrix (TVM) instead of the time-varying graph (TVG); then, the least transition delay data path is deduced with the parameters of the current node; at last, the critical message transits to the next best node. For the on-board real-time computing, the time delay and misjudges of constellation states in ground stations are eliminated, and the residual information channel for each node can be used flexibly. Compare with the minute’s delay of traditional DTN; the proposed transmits the critical message in seconds, which improves the re-transition efficiency. The hardware is implemented in FPGA based on the proposed model, and the tests prove the validity. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=critical%20message" title="critical message">critical message</a>, <a href="https://publications.waset.org/abstracts/search?q=DTN" title=" DTN"> DTN</a>, <a href="https://publications.waset.org/abstracts/search?q=navigation%20satellite" title=" navigation satellite"> navigation satellite</a>, <a href="https://publications.waset.org/abstracts/search?q=on-board" title=" on-board"> on-board</a>, <a href="https://publications.waset.org/abstracts/search?q=real-time" title=" real-time"> real-time</a> </p> <a href="https://publications.waset.org/abstracts/67904/the-on-board-critical-message-transmission-design-for-navigation-satellite-delaydisruption-tolerant-network" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/67904.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">344</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1093</span> Analysis of Football Fans Perception of the Video Assistant Referee System</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=David%20Yartel">David Yartel</a>, <a href="https://publications.waset.org/abstracts/search?q=Johnmark%20Ampomah%20Mensah%20Fobi"> Johnmark Ampomah Mensah Fobi</a>, <a href="https://publications.waset.org/abstracts/search?q=Ernest%20Yeboah%20Acheampong"> Ernest Yeboah Acheampong</a>, <a href="https://publications.waset.org/abstracts/search?q=Sintim%20Musah"> Sintim Musah</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Football has gone through a series of technological reforms targeted at improving the game for its audience. Yet, promote sanity of the game led to the introduction of the video assistant referee (VAR) to ‘check’ or ‘review’ an incident to clarify incidents and communicate the outcome to the referee and the fans. This is to reduce controversies regarding incidents on the pitch of play. In this study, we seek to survey the views of football fans to understand their perception of the video assistant referee, whether it has brought sanity or reduce the uncertainty regarding the decisions after reviews. The exploratory study focuses on 420 fans arbitrarily sampled on the university campuses to answer questionnaires based on the introduction of the video assistant referee. Results show that the VAR has interrupted the flow of the game, dropping passion, increased controversies including decisions from the referees’ call room leading to ensuing fans conflict, especially when it is against their team and vice versa. The study concludes by addressing some of their concerns as the VAR has come to minimise perceptions of incidents and engender fairness for teams. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=football%20fans" title="football fans">football fans</a>, <a href="https://publications.waset.org/abstracts/search?q=football%20incidents" title=" football incidents"> football incidents</a>, <a href="https://publications.waset.org/abstracts/search?q=football%20match" title=" football match"> football match</a>, <a href="https://publications.waset.org/abstracts/search?q=video%20assistant%20referee" title=" video assistant referee"> video assistant referee</a>, <a href="https://publications.waset.org/abstracts/search?q=technology" title=" technology"> technology</a> </p> <a href="https://publications.waset.org/abstracts/118318/analysis-of-football-fans-perception-of-the-video-assistant-referee-system" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/118318.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">144</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1092</span> 2D Hexagonal Cellular Automata: The Complexity of Forms</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Vural%20Erdogan">Vural Erdogan</a> </p> <p class="card-text"><strong>Abstract:</strong></p> We created two-dimensional hexagonal cellular automata to obtain complexity by using simple rules same as Conway’s game of life. Considering the game of life rules, Wolfram's works about life-like structures and John von Neumann's self-replication, self-maintenance, self-reproduction problems, we developed 2-states and 3-states hexagonal growing algorithms that reach large populations through random initial states. Unlike the game of life, we used six neighbourhoods cellular automata instead of eight or four neighbourhoods. First simulations explained that whether we are able to obtain sort of oscillators, blinkers, and gliders. Inspired by Wolfram's 1D cellular automata complexity and life-like structures, we simulated 2D synchronous, discrete, deterministic cellular automata to reach life-like forms with 2-states cells. The life-like formations and the oscillators have been explained how they contribute to initiating self-maintenance together with self-reproduction and self-replication. After comparing simulation results, we decided to develop the algorithm for another step. Appending a new state to the same algorithm, which we used for reaching life-like structures, led us to experiment new branching and fractal forms. All these studies tried to demonstrate that complex life forms might come from uncomplicated rules. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=hexagonal%20cellular%20automata" title="hexagonal cellular automata">hexagonal cellular automata</a>, <a href="https://publications.waset.org/abstracts/search?q=self-replication" title=" self-replication"> self-replication</a>, <a href="https://publications.waset.org/abstracts/search?q=self-reproduction" title=" self-reproduction"> self-reproduction</a>, <a href="https://publications.waset.org/abstracts/search?q=self-%20maintenance" title=" self- maintenance"> self- maintenance</a> </p> <a href="https://publications.waset.org/abstracts/99380/2d-hexagonal-cellular-automata-the-complexity-of-forms" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/99380.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">152</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1091</span> 'Violence Is Bad, but It's Just a Game': The Glorification of Violence from Roman Antiquity to Popular Culture</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=M.%20C.%20Steyn">M. C. Steyn</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Violence and entertainment are not mutually exclusive subjects in the Ancient Roman world, in reality they are closely knit together. Their world is permeated by repeated and continuous episodes of violence in its many manifestations, both sanctioned and spontaneous, most of which is considered as some form of entertainment, from plays and writings through the spectrum to the gladiatorial arena. In the 21st century this socio-psychological dynamic is manifested through the stage provided by the screen and what we watch in terms of TV, movies and games. This glorification of violence in a modern world is not out of place as seen in contemporary post apocalyptical/ dystopian literature, film and computer games where the act of violence, frowned upon by social norms and values, becomes sanctioned by the (un)real nature of the game: ‘I am not a violent person, violence is bad, this is just a game’. This paper will examine how violence is framed in the Ancient World and subsequently how it is received by popular culture to represent a world in which the maintenance of stability can only be achieved through officially sanctioned violence, whether sanctioned by the State or the gaming community. This argument will examine both ancient and modern critics of violence such as Senecca, Coleman and Foucault and framed by Baudrillard’s commentary on the post-modern conceptualization of reality. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=entertainment" title="entertainment">entertainment</a>, <a href="https://publications.waset.org/abstracts/search?q=violence" title=" violence"> violence</a>, <a href="https://publications.waset.org/abstracts/search?q=gladiatorial%20games" title=" gladiatorial games"> gladiatorial games</a>, <a href="https://publications.waset.org/abstracts/search?q=gaming" title=" gaming"> gaming</a> </p> <a href="https://publications.waset.org/abstracts/40107/violence-is-bad-but-its-just-a-game-the-glorification-of-violence-from-roman-antiquity-to-popular-culture" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/40107.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">490</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1090</span> Approach-Avoidance and Intrinsic-Extrinsic Motivation of Adolescent Computer Games Players</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Monika%20Paleczna">Monika Paleczna</a>, <a href="https://publications.waset.org/abstracts/search?q=Barbara%20Szmigielska"> Barbara Szmigielska</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The period of adolescence is a time when young people are becoming more and more active and conscious users of the digital world. One of the most frequently undertaken activities by them is computer games. Young players can choose from a wide range of games, including action, adventure, strategy, and logic games. The main aim of this study is to answer the question about the motivation of teenage players. The basic question is what motivates young players to play computer games and what motivates them to play a particular game. Fifty adolescents aged 15-17 participated in the study. They completed a questionnaire in which they determined what motivates them to play, how often they play computer games, and what type of computer games they play most often. It was found that entertainment and learning English are among the most important motives. The most important specific features related to a given game are the knowledge of its previous parts and the ability to play for free. The motives chosen by the players will be described in relation to the concepts of internal and external as well as approach and avoidance motivation. An additional purpose of this study is to present data concerning preferences regarding the type of games and the amount of time they spend playing. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=computer%20games" title="computer games">computer games</a>, <a href="https://publications.waset.org/abstracts/search?q=motivation" title=" motivation"> motivation</a>, <a href="https://publications.waset.org/abstracts/search?q=game%20preferences" title=" game preferences"> game preferences</a>, <a href="https://publications.waset.org/abstracts/search?q=adolescence" title=" adolescence"> adolescence</a> </p> <a href="https://publications.waset.org/abstracts/135153/approach-avoidance-and-intrinsic-extrinsic-motivation-of-adolescent-computer-games-players" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/135153.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">186</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1089</span> Gamification in Education: A Case Study on the Use of Serious Games</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Maciej%20Zareba">Maciej Zareba</a>, <a href="https://publications.waset.org/abstracts/search?q=Pawel%20Dawid"> Pawel Dawid</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This article provides a case study exploring the use of serious games in educational settings, indicating their potential to transform conventional teaching methods into interactive and engaging learning experiences. By incorporating game elements such as points, leaderboards and progress indicators, serious games establish clear goals, provide real-time feedback and give a sense of progress. These elements enable students to solve complex problems in simulated environments, fostering critical thinking, creativity and contextual learning. The article provides a case study of the feasibility of using the 4FactryManager serious game in a selected educational context, demonstrating its effectiveness in increasing student motivation, improving academic performance and promoting knowledge consolidation. The study and presentation are based on the results of industrial research and development work conducted as part of the project titled (4FM) 4FACTORY Manager – an innovative simulation game for managing real production processes using a novel gameplay model based on the interaction between the virtual and real worlds, applying the Industry 4.0 concept (Project number: POIR.01.02.00-00-0057/19). <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=gamification" title="gamification">gamification</a>, <a href="https://publications.waset.org/abstracts/search?q=serious%20games" title=" serious games"> serious games</a>, <a href="https://publications.waset.org/abstracts/search?q=education" title=" education"> education</a>, <a href="https://publications.waset.org/abstracts/search?q=elearning" title=" elearning"> elearning</a> </p> <a href="https://publications.waset.org/abstracts/196317/gamification-in-education-a-case-study-on-the-use-of-serious-games" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/196317.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">6</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1088</span> Adapting the Chemical Reaction Optimization Algorithm to the Printed Circuit Board Drilling Problem</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Taisir%20Eldos">Taisir Eldos</a>, <a href="https://publications.waset.org/abstracts/search?q=Aws%20Kanan"> Aws Kanan</a>, <a href="https://publications.waset.org/abstracts/search?q=Waleed%20Nazih"> Waleed Nazih</a>, <a href="https://publications.waset.org/abstracts/search?q=Ahmad%20Khatatbih"> Ahmad Khatatbih</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Chemical Reaction Optimization (CRO) is an optimization metaheuristic inspired by the nature of chemical reactions as a natural process of transforming the substances from unstable to stable states. Starting with some unstable molecules with excessive energy, a sequence of interactions takes the set to a state of minimum energy. Researchers reported successful application of the algorithm in solving some engineering problems, like the quadratic assignment problem, with superior performance when compared with other optimization algorithms. We adapted this optimization algorithm to the Printed Circuit Board Drilling Problem (PCBDP) towards reducing the drilling time and hence improving the PCB manufacturing throughput. Although the PCBDP can be viewed as instance of the popular Traveling Salesman Problem (TSP), it has some characteristics that would require special attention to the transactions that explore the solution landscape. Experimental test results using the standard CROToolBox are not promising for practically sized problems, while it could find optimal solutions for artificial problems and small benchmarks as a proof of concept. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=evolutionary%20algorithms" title="evolutionary algorithms">evolutionary algorithms</a>, <a href="https://publications.waset.org/abstracts/search?q=chemical%20reaction%20optimization" title=" chemical reaction optimization"> chemical reaction optimization</a>, <a href="https://publications.waset.org/abstracts/search?q=traveling%20salesman" title=" traveling salesman"> traveling salesman</a>, <a href="https://publications.waset.org/abstracts/search?q=board%20drilling" title=" board drilling"> board drilling</a> </p> <a href="https://publications.waset.org/abstracts/20797/adapting-the-chemical-reaction-optimization-algorithm-to-the-printed-circuit-board-drilling-problem" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/20797.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">519</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1087</span> UK GAAP and IFRS Standards: Similarities and Differences</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Feddaoui%20Amina">Feddaoui Amina</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This paper aimed to help researchers and international companies to the differences and similarities between IFRS (International financial reporting standards) and UK GAAP or UK accounting principles, and to the accounting changes between standard setting of the International Accounting Standards Board and the Accounting Standards Board in United Kingdom. We will use in this study statistical methods to calculate similarities and difference frequencies between the UK standards and IFRS standards, according to the PricewaterhouseCoopers report in 2005. We will use the one simple test to confirm or refuse our hypothesis. In conclusion, we found that the gap between UK GAAP and IFRS is small. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=accounting" title="accounting">accounting</a>, <a href="https://publications.waset.org/abstracts/search?q=UK%20GAAP" title=" UK GAAP"> UK GAAP</a>, <a href="https://publications.waset.org/abstracts/search?q=IFRS" title=" IFRS"> IFRS</a>, <a href="https://publications.waset.org/abstracts/search?q=similarities" title=" similarities"> similarities</a>, <a href="https://publications.waset.org/abstracts/search?q=differences" title=" differences"> differences</a> </p> <a href="https://publications.waset.org/abstracts/73469/uk-gaap-and-ifrs-standards-similarities-and-differences" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/73469.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">211</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1086</span> Teaching the Binary System via Beautiful Facts from the Real Life</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Salem%20Ben%20Said">Salem Ben Said</a> </p> <p class="card-text"><strong>Abstract:</strong></p> In recent times the decimal number system to which we are accustomed has received serious competition from the binary number system. In this note, an approach is suggested to teaching and learning the binary number system using examples from the real world. More precisely, we will demonstrate the utility of the binary system in describing the optimal strategy to win the Chinese Nim game, and in telegraphy by decoding the hidden message on Perseverance’s Mars parachute written in the language of binary system. Finally, we will answer the question, “why do modern computers prefer the ternary number system instead of the binary system?”. All materials are provided in a format that is conductive to classroom presentation and discussion. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=binary%20number%20system" title="binary number system">binary number system</a>, <a href="https://publications.waset.org/abstracts/search?q=Nim%20game" title=" Nim game"> Nim game</a>, <a href="https://publications.waset.org/abstracts/search?q=telegraphy" title=" telegraphy"> telegraphy</a>, <a href="https://publications.waset.org/abstracts/search?q=computers%20prefer%20the%20ternary%20system" title=" computers prefer the ternary system"> computers prefer the ternary system</a> </p> <a href="https://publications.waset.org/abstracts/143278/teaching-the-binary-system-via-beautiful-facts-from-the-real-life" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/143278.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">188</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1085</span> Providing Emotional Support to Children under Long-Term Health Treatments</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Ram%C3%B3n%20Cruzat">Ramón Cruzat</a>, <a href="https://publications.waset.org/abstracts/search?q=Sergio%20F.%20Ochoa"> Sergio F. Ochoa</a>, <a href="https://publications.waset.org/abstracts/search?q=Ignacio%20Casas"> Ignacio Casas</a>, <a href="https://publications.waset.org/abstracts/search?q=Luis%20A.%20Guerrero"> Luis A. Guerrero</a>, <a href="https://publications.waset.org/abstracts/search?q=Jos%C3%A9%20Bravo"> José Bravo</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Patients under health treatments that involve long stays at a hospital or health centre (e.g. cancer, organ transplants and severe burns), tend to get bored or depressed because of the lack of social interaction with family and friends. Such a situation also affects the evolution and effectiveness of their treatments. In many cases, the solution to this problem involves extra challenges, since many patients need to rest quietly (or remain in bed) to their being contagious. Considering the weak health condition in which usually are these kinds, keeping them motivated and quiet represents an important challenge for nurses and caregivers. This article presents a mobile ubiquitous game called MagicRace, which allows hospitalized kinds to interact socially with one another without putting to risk their sensitive health conditions. The game does not require a communication infrastructure at the hospital, but instead, it uses a mobile ad hoc network composed of the handheld devices used by the kids to play. The usability and performance of this application was tested in two different sessions. The preliminary results show that users experienced positive feelings from this experience. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=ubiquitous%20game" title="ubiquitous game">ubiquitous game</a>, <a href="https://publications.waset.org/abstracts/search?q=children%27s%20emotional%20support" title=" children's emotional support"> children's emotional support</a>, <a href="https://publications.waset.org/abstracts/search?q=social%20isolation" title=" social isolation"> social isolation</a>, <a href="https://publications.waset.org/abstracts/search?q=mobile%20collaborative%20interactions" title=" mobile collaborative interactions"> mobile collaborative interactions</a> </p> <a href="https://publications.waset.org/abstracts/2537/providing-emotional-support-to-children-under-long-term-health-treatments" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/2537.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">430</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1084</span> Official Game Account Analysis: Factors Influence Users' Judgments in Limited-Word Posts</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Shanhua%20Hu">Shanhua Hu</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Social media as a critical propagandizing form of film, video games, and digital products has received substantial research attention, but there exists several critical barriers such as: (1) few studies exploring the internal and external connections of a product as part of the multimodal context that gives rise to readability and commercial return; (2) the lack of study of multimodal analysis in product’s official account of game publishers and its impact on users’ behaviors including purchase intention, social media engagement, and playing time; (3) no standardized ecologically-valid, game type-varying data can be used to study the complexity of official account’s postings within a time period. This proposed research helps to tackle these limitations in order to develop a model of readability study that is more ecologically valid, robust, and thorough. To accomplish this objective, this paper provides a more diverse dataset comprising different visual elements and messages collected from the official Twitter accounts of the Top 20 best-selling games of 2021. Video game companies target potential users through social media, a popular approach is to set up an official account to maintain exposure. Typically, major game publishers would create an official account on Twitter months before the game's release date to update on the game's development, announce collaborations, and reveal spoilers. Analyses of tweets from those official Twitter accounts would assist publishers and marketers in identifying how to efficiently and precisely deploy advertising to increase game sales. The purpose of this research is to determine how official game accounts use Twitter to attract new customers, specifically which types of messages are most effective at increasing sales. The dataset includes the number of days until the actual release date on Twitter posts, the readability of the post (Flesch Reading Ease Score, FRES), the number of emojis used, the number of hashtags, the number of followers of the mentioned users, the categorization of the posts (i.e., spoilers, collaborations, promotions), and the number of video views. The timeline of Twitter postings from official accounts will be compared to the history of pre-orders and sales figures to determine the potential impact of social media posts. This study aims to determine how the above-mentioned characteristics of official accounts' Twitter postings influence the sales of the game and to examine the possible causes of this influence. The outcome will provide researchers with a list of potential aspects that could influence people's judgments in limited-word posts. With the increased average online time, users would adapt more quickly than before in online information exchange and readings, such as the word to use sentence length, and the use of emojis or hashtags. The study on the promotion of official game accounts will not only enable publishers to create more effective promotion techniques in the future but also provide ideas for future research on the influence of social media posts with a limited number of words on consumers' purchasing decisions. Future research can focus on more specific linguistic aspects, such as precise word choice in advertising. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=engagement" title="engagement">engagement</a>, <a href="https://publications.waset.org/abstracts/search?q=official%20account" title=" official account"> official account</a>, <a href="https://publications.waset.org/abstracts/search?q=promotion" title=" promotion"> promotion</a>, <a href="https://publications.waset.org/abstracts/search?q=twitter" title=" twitter"> twitter</a>, <a href="https://publications.waset.org/abstracts/search?q=video%20game" title=" video game"> video game</a> </p> <a href="https://publications.waset.org/abstracts/159347/official-game-account-analysis-factors-influence-users-judgments-in-limited-word-posts" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/159347.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">78</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1083</span> Thermal Behavior of Green Roof: Case Study at Seoul National University Retentive Green Roof</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Theresia%20Gita%20Hapsari">Theresia Gita Hapsari</a> </p> <p class="card-text"><strong>Abstract:</strong></p> There has been major concern about urban heating as urban clusters emerge and population migration from rural to urban areas continues. Green roof has been one of the main practice for urban heat island mitigation for the past decades, thus, this study was conducted to predict the cooling potential of retentive green roof in mitigating urban heat island. Retentive green roof was developed by Han in 2010. It has 320 mm height of retention wall surrounding the vegetation and 65mm depth of retention board underneath the soil, while most conventional green roof doesn’t have any retention wall and only maximum of 25 mm depth of drainage board. Seoul National University retentive green roof significantly reduced sensible heat movement towards the air by 0.5 kWh/m2, and highly enhanced the evaporation process as much as 0.5 – 5.4 kg/m2 which equals to 0.3 – 3.6 kWh/m2 of latent heat flux. These results indicate that with design enhancement, serving as a viable alternate for conventional green roof, retentive green roof contributes to overcome the limitation of conventional green roof which is the main solution for mitigating urban heat island. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=green%20roof" title="green roof">green roof</a>, <a href="https://publications.waset.org/abstracts/search?q=low%20impact%20development" title=" low impact development"> low impact development</a>, <a href="https://publications.waset.org/abstracts/search?q=retention%20board" title=" retention board"> retention board</a>, <a href="https://publications.waset.org/abstracts/search?q=thermal%20behavior" title=" thermal behavior"> thermal behavior</a>, <a href="https://publications.waset.org/abstracts/search?q=urban%20heat%20island" title=" urban heat island"> urban heat island</a> </p> <a href="https://publications.waset.org/abstracts/76640/thermal-behavior-of-green-roof-case-study-at-seoul-national-university-retentive-green-roof" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/76640.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">278</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1082</span> Corporate Governance and Audit Report Lag: The Case of Tunisian Listed Companies</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Lajmi%20Azhaar">Lajmi Azhaar</a>, <a href="https://publications.waset.org/abstracts/search?q=Yab%20Mdallelah"> Yab Mdallelah</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This study examines the Tunisian market in which recent events, notably financial scandals, provide an appropriate framework for studying the impact of corporate governance on the audit report lag. Moreover, very little research has been done to examine this relationship in this context. The objective of this work is, therefore, to understand the factors influencing audit report lag, drawing primarily on agency theory (Jensen and Meckling, 1976), which shows that the characteristics of the board of directors have an impact on the report lag (independence, diligence, and size). In addition, the characteristics of the committee also have an impact on the audit report lag (size, independence, diligence, and expertise). Therefore, our research provides empirical evidence on the impact of governance mechanisms attributes on audit report lag. Using a sample of forty-seven (47) Tunisian companies listed on the Tunis Stock Exchange (BVMT) during the period from 2014 to 2019, and basing on the GMM method of the dynamic panel, multivariate analysis shows that most corporate governance attributes have a significant effect on audit report lag. Specifically, the audit committee diligence and the audit committee expertise have a significant and positive effect on audit report lag. But the diligence of the board has a significant and negative effect on audit report lag. However, this study finds no evidence that the audit committee independence, the size, independence, and diligence of the director’s board are associated with the audit report lag. In addition, the results of this study also show that there is a significant effect of some control variables. Finally, we are contributing to this study by using the GMM method of the dynamic panel. We are also using an emerging context that is very poorly developed and exploited by previous studies. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=governance%20mechanisms" title="governance mechanisms">governance mechanisms</a>, <a href="https://publications.waset.org/abstracts/search?q=audit%20committee" title=" audit committee"> audit committee</a>, <a href="https://publications.waset.org/abstracts/search?q=board%20of%20directors" title=" board of directors"> board of directors</a>, <a href="https://publications.waset.org/abstracts/search?q=audit%20report%20lag" title=" audit report lag"> audit report lag</a> </p> <a href="https://publications.waset.org/abstracts/134412/corporate-governance-and-audit-report-lag-the-case-of-tunisian-listed-companies" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/134412.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">175</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1081</span> The Effects of Computer Game-Based Pedagogy on Graduate Students Statistics Performance</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Clement%20Yeboah">Clement Yeboah</a>, <a href="https://publications.waset.org/abstracts/search?q=Eva%20Laryea"> Eva Laryea</a> </p> <p class="card-text"><strong>Abstract:</strong></p> A pretest-posttest within subjects experimental design was employed to examine the effects of a computerized basic statistics learning game on achievement and statistics-related anxiety of students enrolled in introductory graduate statistics course. Participants (N = 34) were graduate students in a variety of programs at state-funded research university in the Southeast United States. We analyzed pre-test posttest differences using paired samples t-tests for achievement and for statistics anxiety. The results of the t-test for knowledge in statistics were found to be statistically significant, indicating significant mean gains for statistical knowledge as a function of the game-based intervention. Likewise, the results of the t-test for statistics-related anxiety were also statistically significant, indicating a decrease in anxiety from pretest to posttest. The implications of the present study are significant for both teachers and students. For teachers, using computer games developed by the researchers can help to create a more dynamic and engaging classroom environment, as well as improve student learning outcomes. For students, playing these educational games can help to develop important skills such as problem solving, critical thinking, and collaboration. Students can develop an interest in the subject matter and spend quality time to learn the course as they play the game without knowing that they are even learning the presupposed hard course. The future directions of the present study are promising as technology continues to advance and become more widely available. Some potential future developments include the integration of virtual and augmented reality into educational games, the use of machine learning and artificial intelligence to create personalized learning experiences, and the development of new and innovative game-based assessment tools. It is also important to consider the ethical implications of computer game-based pedagogy, such as the potential for games to perpetuate harmful stereotypes and biases. As the field continues to evolve, it will be crucial to address these issues and work towards creating inclusive and equitable learning experiences for all students. This study has the potential to revolutionize the way basic statistics graduate students learn and offers exciting opportunities for future development and research. It is an important area of inquiry for educators, researchers, and policymakers and will continue to be a dynamic and rapidly evolving field for years to come. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=pretest-posttest%20within%20subjects" title="pretest-posttest within subjects">pretest-posttest within subjects</a>, <a href="https://publications.waset.org/abstracts/search?q=computer%20game-based%20learning" title=" computer game-based learning"> computer game-based learning</a>, <a href="https://publications.waset.org/abstracts/search?q=statistics%20achievement" title=" statistics achievement"> statistics achievement</a>, <a href="https://publications.waset.org/abstracts/search?q=statistics%20anxiety" title=" statistics anxiety"> statistics anxiety</a> </p> <a href="https://publications.waset.org/abstracts/166062/the-effects-of-computer-game-based-pedagogy-on-graduate-students-statistics-performance" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/166062.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">78</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1080</span> Impact of Instructional Designing in Digital Game-Based Learning for Enhancing Students' Motivation</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Shafaq%20Rubab">Shafaq Rubab</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The primary reason for dropping out of school is associated with students’ lack of motivation in class, especially in mathematics. Digital game-based learning is an approach that is being actively explored; there are very few learning games based on proven instructional design models or frameworks due to which the effectiveness of the learning games suffers. The purpose of this research was twofold: first, developing an appropriate instructional design model and second, evaluating the impact of the instructional design model on students’ motivation. This research contributes significantly to the existing literature in terms of student motivation and the impact of instructional design model in digital game-based learning. The sample size for this study consists of two hundred out-of-school students between the age of 6 and 12 years. The research methodology used for this research was a quasi-experimental approach and data was analyzed by using the instructional material motivational survey questionnaire which is adapted from the Keller Arcs model. Control and experimental groups consisting of two hundred students were analyzed by utilizing instructional material motivational survey (IMMS), and comparison of result from both groups showed the difference in the level of motivation of the students. The result of the research showed that the motivational level of student in the experimental group who were taught by the game was higher than the student in control group (taught by conventional methodology). The mean score of the experimental group against all subscales (attention, relevance, confidence, and satisfaction) of IMMS survey was higher; however, no statistical significance was found between the motivational scores of control and experimental group. The positive impact of game-based learning on students’ level of motivation, as measured in this study, strengthens the case for the use of pedagogically sound instructional design models in the design of interactive learning applications. In addition, the present study suggests learning from interactive, immersive applications as an alternative solution for children, especially in Third World countries, who, for various reasons, do not attend school. The mean score of experimental group against all subscales of IMMS survey was higher; however, no statistical significance was found between motivational scores of control and experimental group. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=digital%20game-based%20learning" title="digital game-based learning">digital game-based learning</a>, <a href="https://publications.waset.org/abstracts/search?q=students%E2%80%99%20motivation" title=" students’ motivation"> students’ motivation</a>, <a href="https://publications.waset.org/abstracts/search?q=and%20instructional%20designing" title=" and instructional designing"> and instructional designing</a>, <a href="https://publications.waset.org/abstracts/search?q=instructional%20material%20motivational%20survey" title=" instructional material motivational survey"> instructional material motivational survey</a> </p> <a href="https://publications.waset.org/abstracts/75751/impact-of-instructional-designing-in-digital-game-based-learning-for-enhancing-students-motivation" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/75751.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">422</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1079</span> Competition and Cooperation of Prosumers in Cournot Games with Uncertainty</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Yong-Heng%20Shi">Yong-Heng Shi</a>, <a href="https://publications.waset.org/abstracts/search?q=Peng%20Hao"> Peng Hao</a>, <a href="https://publications.waset.org/abstracts/search?q=Bai-Chen%20Xie"> Bai-Chen Xie</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Solar prosumers are playing increasingly prominent roles in the power system. However, its uncertainty affects the outcomes and functions of the power market, especially in the asymmetric information environment. Therefore, an important issue is how to take effective measures to reduce the impact of uncertainty on market equilibrium. We propose a two-level stochastic differential game model to explore the Cournot decision problem of prosumers. In particular, we study the impact of punishment and cooperation mechanisms on the efficiency of the Cournot game in which prosumers face uncertainty. The results show that under the penalty mechanism of fixed and variable rates, producers and consumers tend to take conservative actions to hedge risks, and the variable rates mechanism is more reasonable. Compared with non-cooperative situations, prosumers can improve the efficiency of the game through cooperation, which we attribute to the superposition of market power and uncertainty reduction. In addition, the market environment of asymmetric information intensifies the role of uncertainty. It reduces social welfare but increases the income of prosumers. For regulators, promoting alliances is an effective measure to realize the integration, optimization, and stable grid connection of producers and consumers. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=Cournot%20games" title="Cournot games">Cournot games</a>, <a href="https://publications.waset.org/abstracts/search?q=power%20market" title=" power market"> power market</a>, <a href="https://publications.waset.org/abstracts/search?q=uncertainty" title=" uncertainty"> uncertainty</a>, <a href="https://publications.waset.org/abstracts/search?q=prosumer%20cooperation" title=" prosumer cooperation"> prosumer cooperation</a> </p> <a href="https://publications.waset.org/abstracts/163232/competition-and-cooperation-of-prosumers-in-cournot-games-with-uncertainty" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/163232.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">109</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1078</span> Decision Making under Strict Uncertainty: Case Study in Sewer Network Planning</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Zhen%20Wu">Zhen Wu</a>, <a href="https://publications.waset.org/abstracts/search?q=David%20Lupien%20St-Pierre"> David Lupien St-Pierre</a>, <a href="https://publications.waset.org/abstracts/search?q=Georges%20Abdul-Nour"> Georges Abdul-Nour</a> </p> <p class="card-text"><strong>Abstract:</strong></p> In decision making under strict uncertainty, decision makers have to choose a decision without any information about the states of nature. The classic criteria of Laplace, Wald, Savage, Hurwicz and Starr are introduced and compared in a case study of sewer network planning. Furthermore, results from different criteria are discussed and analyzed. Moreover, this paper discusses the idea that decision making under strict uncertainty (DMUSU) can be viewed as a two-player game and thus be solved by a solution concept in game theory: Nash equilibrium. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=decision%20criteria" title="decision criteria">decision criteria</a>, <a href="https://publications.waset.org/abstracts/search?q=decision%20making" title=" decision making"> decision making</a>, <a href="https://publications.waset.org/abstracts/search?q=sewer%20network%20planning" title=" sewer network planning"> sewer network planning</a>, <a href="https://publications.waset.org/abstracts/search?q=decision%20making" title=" decision making"> decision making</a>, <a href="https://publications.waset.org/abstracts/search?q=strict%20uncertainty" title=" strict uncertainty"> strict uncertainty</a> </p> <a href="https://publications.waset.org/abstracts/64139/decision-making-under-strict-uncertainty-case-study-in-sewer-network-planning" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/64139.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">562</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1077</span> Research on Transverse Ecological Compensation Mechanism in Yangtze River Economic Belt Based on Evolutionary Game Theory</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Tingyu%20Zhang">Tingyu Zhang</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The cross-basin ecological compensation mechanism is key to stimulating active participation in ecological protection across the entire basin. This study constructs an evolutionary game model of cross-basin ecological compensation in the Yangtze River Economic Belt (YREB), introducing a central government constraint and incentive mechanism (CGCIM) to explore the conditions for achieving strategies of protection and compensation that meet societal expectations. Furthermore, using a water quality-water quantity model combined with factual data from the YREB in 2020, the amount of ecological compensation is calculated. The results indicate that the stability of the evolutionary game model of the upstream and downstream governments in the YREB is closely related to the CGCIM. When the sum of the central government's reward amount to the upstream government and the penalty amount to both sides simultaneously is greater than 39.948 billion yuan, and the sum of the reward amount to the downstream government and the penalty amount to only the lower reaches is greater than 1.567 billion yuan, or when the sum of the reward amount to the downstream government and the penalty amount to both sides simultaneously is greater than 1.567 billion yuan, and the sum of the reward amount to the upstream government and the penalty amount to only the upstream government is greater than 399.48 billion yuan, the protection and compensation become the only evolutionarily stable strategy for the evolutionary game system composed of the upstream and downstream governments in the YREB. At this point, the total ecological compensation that the downstream government of the YREB should pay to the upstream government is 1.567 billion yuan, with Hunan paying 0.03 billion yuan, Hubei 2.53 billion yuan, Jiangxi 0.18 billion yuan, Anhui 1.68 billion yuan, Zhejiang 0.75 billion yuan, Jiangsu 6.57 billion yuan, and Shanghai 3.93 billion yuan. The research results can provide a reference for promoting the improvement and perfection of the cross-basin ecological compensation system in the YREB. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=ecological%20compensation" title="ecological compensation">ecological compensation</a>, <a href="https://publications.waset.org/abstracts/search?q=evolutionary%20game%20model" title=" evolutionary game model"> evolutionary game model</a>, <a href="https://publications.waset.org/abstracts/search?q=central%20government%20constraint%20and%20incentive%20mechanism" title=" central government constraint and incentive mechanism"> central government constraint and incentive mechanism</a>, <a href="https://publications.waset.org/abstracts/search?q=Yangtze%20river%20economic%20belt" title=" Yangtze river economic belt"> Yangtze river economic belt</a> </p> <a href="https://publications.waset.org/abstracts/183109/research-on-transverse-ecological-compensation-mechanism-in-yangtze-river-economic-belt-based-on-evolutionary-game-theory" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/183109.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">65</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1076</span> Clean Gold Solution from Printed Circuit Board Physical Processing Dust by Selective Complexation</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Iyiola%20O.%20Otunniyi">Iyiola O. Otunniyi</a>, <a href="https://publications.waset.org/abstracts/search?q=Oluwayimika%20O.%20Oluokun"> Oluwayimika O. Oluokun</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The two-step leaching process of PCB dust will produce a first leaching stream containing assorted metals that still requires more demanding multistage processing afterward to recover base metals and precious metals. In this work, three-step selective complexations produce a clean gold solution from printed circuit board dust. After optimizing for temperature and concentrations, the first step under oxidative ammonia leaching recovered no gold, 90 % Cu and 50 % Zn. Second step acid leaching recovered no gold, 89 % Fe, 48 % Zn, 94 % Ni. The recoveries generally increased with reducing dust particle sizes, except for zinc under oxidative ammonia, and it was noted that its various alloy forms in PCB could be responsible for this. At the third leaching step using acidified thiourea with 0.1 M H₂O₂ at 25 OC, gold recovery was 99 %. The leaching rate was shown to be chemically controlled, implying that reagent dosage control will compensate for feed assay shifts in an operation design. Copper, zinc and nickel will be easily recoverable from leach solutions of the first two steps in this leaching scheme. The third step produced a clean gold solution for easy processing downstream. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=gold%20thiourea%20complexation" title="gold thiourea complexation">gold thiourea complexation</a>, <a href="https://publications.waset.org/abstracts/search?q=printed%20circuit%20board" title=" printed circuit board"> printed circuit board</a>, <a href="https://publications.waset.org/abstracts/search?q=step%20leaching" title=" step leaching"> step leaching</a>, <a href="https://publications.waset.org/abstracts/search?q=selective%20recovery" title=" selective recovery"> selective recovery</a> </p> <a href="https://publications.waset.org/abstracts/195407/clean-gold-solution-from-printed-circuit-board-physical-processing-dust-by-selective-complexation" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/195407.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">12</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1075</span> Establish a Company in Turkey for Foreigners</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Mucahit%20Unal">Mucahit Unal</a>, <a href="https://publications.waset.org/abstracts/search?q=Ibrahim%20Arslan"> Ibrahim Arslan</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The New Turkish Commercial Code (TCC) No. 6102 was published in the Official Gazette on February 14, 2011. As stated in the New Turkish Commercial Code No. 6102 and Law No. 6103 on Validity and Application of the Turkish Commercial Code, TCC came into effect on July 1, 2012. The basic purpose of the TCC is to form corporate governance coherent with the international standards; to provide transparency in company management; to adjust the Turkish Commercial Code rules with European Union legislations and to simplify establishing a company for foreigner investors to move investments to Turkish market. In this context according to TCC, joint stock companies and limited liability companies can establish with only one single shareholder; the one single shareholder can be foreigner; all board of director members can be foreigner, also all shareholders and board of director members can be non-resident foreigners. Additionally, TCC does not require physical participation to the general shareholders and board members meetings. TCC allows that the general shareholders and board members meetings can hold in an electronic form and resolution of these meetings may also be approved via electronic signatures. Through this amendment, foreign investors no longer have to deal with red tapes. This amendment also means the TCC prevents foreign companies from incurring unnecessary travel expenses. In accordance with all this amendments about TCC, to invest in Turkish market is easy, simple and transparent for foreigner investors and also investors can establish a company in Turkey, irrespective of nationality or place of residence. This article aims to analyze ‘Establish a Company in Turkey for Foreigners’ and inform investors about investing (especially establishing a company) in the Turkish market. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=establish%20a%20company" title="establish a company">establish a company</a>, <a href="https://publications.waset.org/abstracts/search?q=foreigner%20investors" title=" foreigner investors"> foreigner investors</a>, <a href="https://publications.waset.org/abstracts/search?q=invest%20in%20Turkish%20market" title=" invest in Turkish market"> invest in Turkish market</a>, <a href="https://publications.waset.org/abstracts/search?q=Turkish%20commercial%20code" title=" Turkish commercial code"> Turkish commercial code</a> </p> <a href="https://publications.waset.org/abstracts/31547/establish-a-company-in-turkey-for-foreigners" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/31547.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">264</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1074</span> Natural Interaction Game-Based Learning of Elasticity with Kinect</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Maryam%20Savari">Maryam Savari</a>, <a href="https://publications.waset.org/abstracts/search?q=Mohamad%20Nizam%20Ayub"> Mohamad Nizam Ayub</a>, <a href="https://publications.waset.org/abstracts/search?q=Ainuddin%20Wahid%20Abdul%20Wahab"> Ainuddin Wahid Abdul Wahab</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Game-based Learning (GBL) is an alternative that provides learners with an opportunity to experience a volatile environment in a safe and secure place. A volatile environment requires a different technique to facilitate learning and prevent injury and other hazards. Subjects involving elasticity are always considered hazardous and can cause injuries,for instance a bouncing ball. Elasticity is a topic that necessitates hands-on practicality for learners to experience the effects of elastic objects. In this paper the scope is to investigate the natural interaction between learners and elastic objects in a safe environment using GBL. During interaction, the potentials of natural contact in the process of learning were explored and gestures exhibited during the learning process were identified. GBL was developed using Kinect technology to teach elasticity to primary school children aged 7 to 12. The system detects body gestures and defines the meanings of motions exhibited during the learning process. The qualitative approach was deployed to constantly monitor the interaction between the student and the system. Based on the results, it was found that Natural Interaction GBL (Ni-GBL) is engaging for students to learn, making their learning experience more active and joyful. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=elasticity" title="elasticity">elasticity</a>, <a href="https://publications.waset.org/abstracts/search?q=Game-Based%20Learning%20%28GBL%29" title=" Game-Based Learning (GBL)"> Game-Based Learning (GBL)</a>, <a href="https://publications.waset.org/abstracts/search?q=kinect%20technology" title=" kinect technology"> kinect technology</a>, <a href="https://publications.waset.org/abstracts/search?q=natural%20interaction" title=" natural interaction "> natural interaction </a> </p> <a href="https://publications.waset.org/abstracts/22347/natural-interaction-game-based-learning-of-elasticity-with-kinect" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/22347.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">484</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1073</span> Physical Education Effect on Sports Science Analysis Technology</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Peter%20Adly%20Hamdy%20Fahmy">Peter Adly Hamdy Fahmy</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The aim of the study was to examine the effects of a physical education program on student learning by combining the teaching of personal and social responsibility (TPSR) with a physical education model and TPSR with a traditional teaching model, these learning outcomes involving self-learning. -Study. Athletic performance, enthusiasm for sport, group cohesion, sense of responsibility and game performance. The participants were 3 secondary school physical education teachers and 6 physical education classes, 133 participants with students from the experimental group with 75 students and the control group with 58 students, and each teacher taught the experimental group and the control group for 16 weeks. The research methods used surveys, interviews and focus group meetings. Research instruments included the Personal and Social Responsibility Questionnaire, Sports Enthusiasm Scale, Group Cohesion Scale, Sports Self-Efficacy Scale, and Game Performance Assessment Tool. Multivariate analyzes of covariance and repeated measures ANOVA were used to examine differences in student learning outcomes between combining the TPSR with a physical education model and the TPSR with a traditional teaching model. The research findings are as follows: 1) The TPSR sports education model can improve students' learning outcomes, including sports self-efficacy, game performance, sports enthusiasm, team cohesion, group awareness and responsibility. 2) A traditional teaching model with TPSR could improve student learning outcomes, including sports self-efficacy, responsibility, and game performance. 3) The sports education model with TPSR could improve learning outcomes more than the traditional teaching model with TPSR, including sports self-efficacy, sports enthusiasm, responsibility and game performance. 4) Based on qualitative data on teachers' and students' learning experience, the physical education model with TPSR significantly improves learning motivation, group interaction and sense of play. The results suggest that physical education with TPSR could further improve learning outcomes in the physical education program. On the other hand, the hybrid model curriculum projects TPSR - Physical Education and TPSR - Traditional Education are good curriculum projects for moral character education that can be used in school physics. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=approach%20competencies" title="approach competencies">approach competencies</a>, <a href="https://publications.waset.org/abstracts/search?q=physical" title=" physical"> physical</a>, <a href="https://publications.waset.org/abstracts/search?q=education" title=" education"> education</a>, <a href="https://publications.waset.org/abstracts/search?q=teachers%20employment" title=" teachers employment"> teachers employment</a>, <a href="https://publications.waset.org/abstracts/search?q=graduate" title=" graduate"> graduate</a>, <a href="https://publications.waset.org/abstracts/search?q=physical%20education%20and%20sport%20sciences" title=" physical education and sport sciences"> physical education and sport sciences</a>, <a href="https://publications.waset.org/abstracts/search?q=SWOT%20analysis%20character%20education" title=" SWOT analysis character education"> SWOT analysis character education</a>, <a href="https://publications.waset.org/abstracts/search?q=sport%20season" title=" sport season"> sport season</a>, <a href="https://publications.waset.org/abstracts/search?q=game%20performance" title=" game performance"> game performance</a>, <a href="https://publications.waset.org/abstracts/search?q=sport%20competence" title=" sport competence"> sport competence</a> </p> <a href="https://publications.waset.org/abstracts/185889/physical-education-effect-on-sports-science-analysis-technology" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/185889.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">48</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1072</span> The Misuse of Free Cash and Earnings Management: An Analysis of the Extent to Which Board Tenure Mitigates Earnings Management</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Michael%20McCann">Michael McCann</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Managerial theories propose that, in joint stock companies, executives may be tempted to waste excess free cash on unprofitable projects to keep control of resources. In order to conceal their projects' poor performance, they may seek to engage in earnings management. On the one hand, managers may manipulate earnings upwards in order to post ‘good’ performances and safeguard their position. On the other, since managers pursuit of unrewarding investments are likely to lead to low long-term profitability, managers will use negative accruals to reduce current year’s earnings, smoothing earnings over time in order to conceal the negative effects. Agency models argue that boards of directors are delegated by shareholders to ensure that companies are governed properly. Part of that responsibility is ensuring the reliability of financial information. Analyses of the impact of board characteristics, particularly board independence on the misuse of free cash flow and earnings management finds conflicting evidence. However, existing characterizations of board independence do not account for such directors gaining firm-specific knowledge over time, influencing their monitoring ability. Further, there is little analysis of the influence of the relative experience of independent directors and executives on decisions surrounding the use of free cash. This paper contributes to this literature regarding the heterogeneous characteristics of boards by investigating the influence of independent director tenure on earnings management and the relative tenures of independent directors and Chief Executives. A balanced panel dataset comprising 51 companies across 11 annual periods from 2005 to 2015 is used for the analysis. In each annual period, firms were classified as conducting earnings management if they had discretionary accruals in the bottom quartile (downwards) and top quartile (upwards) of the distributed values for the sample. Logistical regressions were conducted to determine the marginal impact of independent board tenure and a number of control variables on the probability of conducting earnings management. The findings indicate that both absolute and relative measures of board independence and experience do not have a significant impact on the likelihood of earnings management. It is the level of free cash flow which is the major influence on the probability of earnings management. Higher free cash flow increases the probability of earnings management significantly. The research also investigates whether board monitoring of earnings management is contingent on the level of free cash flow. However, the results suggest that board monitoring is not amplified when free cash flow is higher. This suggests that the extent of earnings management in companies is determined by a range of company, industry and situation-specific factors. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=corporate%20governance" title="corporate governance">corporate governance</a>, <a href="https://publications.waset.org/abstracts/search?q=boards%20of%20directors" title=" boards of directors"> boards of directors</a>, <a href="https://publications.waset.org/abstracts/search?q=agency%20theory" title=" agency theory"> agency theory</a>, <a href="https://publications.waset.org/abstracts/search?q=earnings%20management" title=" earnings management"> earnings management</a> </p> <a href="https://publications.waset.org/abstracts/69568/the-misuse-of-free-cash-and-earnings-management-an-analysis-of-the-extent-to-which-board-tenure-mitigates-earnings-management" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/69568.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">236</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1071</span> Using Game Engines in Lightning Shielding: The Application of the Rolling Spheres Method on Virtual As-Built Power Substations</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Yuri%20A.%20Gruber">Yuri A. Gruber</a>, <a href="https://publications.waset.org/abstracts/search?q=Matheus%20Rosendo"> Matheus Rosendo</a>, <a href="https://publications.waset.org/abstracts/search?q=Ulisses%20G.%20A.%20Casemiro"> Ulisses G. A. Casemiro</a>, <a href="https://publications.waset.org/abstracts/search?q=Klaus%20de%20Geus"> Klaus de Geus</a>, <a href="https://publications.waset.org/abstracts/search?q=Rafael%20T.%20Bee"> Rafael T. Bee</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Lightning strikes can cause severe negative impacts to the electrical sector causing direct damage to equipment as well as shutdowns, especially when occurring in power substations. In order to mitigate this problem, a meticulous planning of the power substation protection system is of vital importance. A critical part of this is the distribution of shielding wires through the substation, which creates a 3D imaginary protection mesh similar to a circus tarpaulin. Equipment enclosed in the volume defined by that 3D mesh is considered protected against lightning strikes. The use of traditional methods of longitudinal cutting analysis based on 2D CAD tools makes the process laborious and the results obtained may not guarantee satisfactory protection of electrical equipment. This work describes the application of a Game Engine to the problem of lightning protection of power substations providing the visualization of the 3D protection mesh, the amount of protected components and the highlight of equipment which remain unprotected. In addition, aspects regarding the implementation and the advantages of approaching the problem using Unreal® Engine 4 are described. In order to validate results, a comparison with traditional 2D methods is applied to the same case study to which the proposed technique has been applied. Finally, a comparative study involving different levels of protection using the technique developed in this work is presented, showing that modern game engines can be a powerful accessory for simulations in several areas of engineering. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=game%20engine" title="game engine">game engine</a>, <a href="https://publications.waset.org/abstracts/search?q=rolling%20spheres%20method" title=" rolling spheres method"> rolling spheres method</a>, <a href="https://publications.waset.org/abstracts/search?q=substation%20protection" title=" substation protection"> substation protection</a>, <a href="https://publications.waset.org/abstracts/search?q=UE4" title=" UE4"> UE4</a>, <a href="https://publications.waset.org/abstracts/search?q=Unreal%20Engine%204" title=" Unreal Engine 4"> Unreal Engine 4</a> </p> <a href="https://publications.waset.org/abstracts/80764/using-game-engines-in-lightning-shielding-the-application-of-the-rolling-spheres-method-on-virtual-as-built-power-substations" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/80764.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">528</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">1070</span> A Review of Serious Games Characteristics: Common and Specific Aspects</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=B.%20Ben%20Amara">B. Ben Amara</a>, <a href="https://publications.waset.org/abstracts/search?q=H.%20Mhiri%20Sellami"> H. Mhiri Sellami </a> </p> <p class="card-text"><strong>Abstract:</strong></p> Serious games adoption is increasing in multiple fields, including health, education, and business. In the same way, many research studied serious games (SGs) for various purposes such as classification, positive impacts, or learning outcomes. Although most of these research examine SG characteristics (SGCs) for conducting their studies, to author’s best knowledge, there is no consensus about features neither in number not in the description. In this paper, we conduct a literature review to collect essential game attributes regardless of the application areas and the study objectives. Firstly, we aimed to define Common SGCs (CSGCs) that characterize the game aspect, by gathering features having the same meanings. Secondly, we tried to identify specific features related to the application area or to the study purpose as a serious aspect. The findings suggest that any type of SG can be defined by a number of CSGCs depicting the gaming side, such as adaptability and rules. In addition, we outlined a number of specific SGCs describing the 'serious' aspect, including specific needs of the domain and indented outcomes. In conclusion, our review showed that it is possible to bridge the research gap due to the lack of consensus by using CSGCs. Moreover, these features facilitate the design and development of successful serious games in any domain and provide a foundation for further research in this area. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=serious%20game%20characteristics" title="serious game characteristics">serious game characteristics</a>, <a href="https://publications.waset.org/abstracts/search?q=serious%20games%20common%20aspects" title=" serious games common aspects"> serious games common aspects</a>, <a href="https://publications.waset.org/abstracts/search?q=serious%20games%20features" title=" serious games features"> serious games features</a>, <a href="https://publications.waset.org/abstracts/search?q=serious%20games%20outcomes" title=" serious games outcomes"> serious games outcomes</a> </p> <a href="https://publications.waset.org/abstracts/108792/a-review-of-serious-games-characteristics-common-and-specific-aspects" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/108792.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">136</span> </span> </div> </div> <ul class="pagination"> <li class="page-item"><a class="page-link" href="https://publications.waset.org/abstracts/search?q=board%20game&page=9" rel="prev">‹</a></li> <li class="page-item"><a class="page-link" href="https://publications.waset.org/abstracts/search?q=board%20game&page=1">1</a></li> <li class="page-item"><a class="page-link" href="https://publications.waset.org/abstracts/search?q=board%20game&page=2">2</a></li> <li class="page-item disabled"><span class="page-link">...</span></li> <li class="page-item"><a class="page-link" href="https://publications.waset.org/abstracts/search?q=board%20game&page=7">7</a></li> <li class="page-item"><a class="page-link" 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