Matching Items (5)

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An Architecture for Designing Content Agnostic Game Mechanics for Educational Burst Games

Description

Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design

Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the educational value of the game. The other issue is that the code base of the game is mostly or completely unusable for any other games as the game mechanics are too strongly connected to the educational content being taught. This means that the mechanics are impossible to reuse in future projects without major revisions, and starting over is often more time and cost efficient.

This thesis presents the Content Agnostic Game Engineering (CAGE) model for designing educational games. CAGE is a way to separate the educational content from the game mechanics without compromising the educational value of the game. This is done by designing mechanics that can have multiple educational contents layered on top of them which can be switched out at any time. CAGE allows games to be designed with a game design first approach which allows them to maintain higher engagement levels. In addition, since the mechanics are not tied to the educational content several different educational topics can reuse the same set of mechanics without requiring major revisions to the existing code.

Results show that CAGE greatly reduces the amount of code needed to make additional versions of educational games, and speeds up the development process. The CAGE model is also shown to not induce high levels of cognitive load, allowing for more in depth topic work than was attempted in this thesis. However, engagement was low and switching the active content does interrupt the game flow considerably. Altering the difficulty of the game in real time in response to the affective state of the player was not shown to increase engagement. Potential causes of the issues with CAGE games and potential fixes are discussed.

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Created

Date Created
  • 2017

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Modeling, simulation and analysis for software-as-service in cloud

Description

Software-as-a-Service (SaaS) has received significant attention in recent years as major computer companies such as Google, Microsoft, Amazon, and Salesforce are adopting this new approach to develop software and systems.

Software-as-a-Service (SaaS) has received significant attention in recent years as major computer companies such as Google, Microsoft, Amazon, and Salesforce are adopting this new approach to develop software and systems. Cloud computing is a computing infrastructure to enable rapid delivery of computing resources as a utility in a dynamic, scalable, and virtualized manner. Computer Simulations are widely utilized to analyze the behaviors of software and test them before fully implementations. Simulation can further benefit SaaS application in a cost-effective way taking the advantages of cloud such as customizability, configurability and multi-tendency.

This research introduces Modeling, Simulation and Analysis for Software-as-Service in Cloud. The researches cover the following topics: service modeling, policy specification, code generation, dynamic simulation, timing, event and log analysis. Moreover, the framework integrates current advantages of cloud: configurability, Multi-Tenancy, scalability and recoverability.

The following chapters are provided in the architecture:

Multi-Tenancy Simulation Software-as-a-Service.

Policy Specification for MTA simulation environment.

Model Driven PaaS Based SaaS modeling.

Dynamic analysis and dynamic calibration for timing analysis.

Event-driven Service-Oriented Simulation Framework.

LTBD: A Triage Solution for SaaS.

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Created

Date Created
  • 2015

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Enabling multi-threaded applications on hybrid shared memory manycore architectures

Description

As the number of cores per chip increases, maintaining cache coherence becomes prohibitive for both power and performance. Non Coherent Cache (NCC) architectures do away with hardware-based cache coherence, but

As the number of cores per chip increases, maintaining cache coherence becomes prohibitive for both power and performance. Non Coherent Cache (NCC) architectures do away with hardware-based cache coherence, but they become difficult to program. Some existing architectures provide a middle ground by providing some shared memory in the hardware. Specifically, the 48-core Intel Single-chip Cloud Computer (SCC) provides some off-chip (DRAM) shared memory some on-chip (SRAM) shared memory. We call such architectures Hybrid Shared Memory, or HSM, manycore architectures. However, how to efficiently execute multi-threaded programs on HSM architectures is an open problem. To be able to execute a multi-threaded program correctly on HSM architectures, the compiler must: i) identify all the shared data and map it to the shared memory, and ii) map the frequently accessed shared data to the on-chip shared memory. This work presents a source-to-source translator written using CETUS that identifies a conservative superset of all the shared data in a multi-threaded application and maps it to the shared memory such that it enables execution on HSM architectures.

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Created

Date Created
  • 2014

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Extensions to a unified theory of the cognitive architecture

Description

Building computational models of human problem solving has been a longstanding goal in Artificial Intelligence research. The theories of cognitive architectures addressed this issue by embedding models of problem solving

Building computational models of human problem solving has been a longstanding goal in Artificial Intelligence research. The theories of cognitive architectures addressed this issue by embedding models of problem solving within them. This thesis presents an extended account of human problem solving and describes its implementation within one such theory of cognitive architecture--ICARUS. The document begins by reviewing the standard theory of problem solving, along with how previous versions of ICARUS have incorporated and expanded on it. Next it discusses some limitations of the existing mechanism and proposes four extensions that eliminate these limitations, elaborate the framework along interesting dimensions, and bring it into closer alignment with human problem-solving abilities. After this, it presents evaluations on four domains that establish the benefits of these extensions. The results demonstrate the system's ability to solve problems in various domains and its generality. In closing, it outlines related work and notes promising directions for additional research.

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Created

Date Created
  • 2011

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Towards effective and intelligent multi-tenancy SaaS

Description

Cloud computing has received significant attention recently as it is a new computing infrastructure to enable rapid delivery of computing resources as a utility in a dynamic, scalable, and visualized

Cloud computing has received significant attention recently as it is a new computing infrastructure to enable rapid delivery of computing resources as a utility in a dynamic, scalable, and visualized manner. SaaS (Software-as-a-Service) provide a now paradigm in cloud computing, which goal is to provide an effective and intelligent way to support end users' on-demand requirements to computing resources, including maturity levels of customizable, multi-tenancy and scalability. To meet requirements of on-demand, my thesis discusses several critical research problems and proposed solutions using real application scenarios. Service providers receive multiple requests from customers, how to prioritize those service requests to maximize the business values is one of the most important issues in cloud. An innovative prioritization model is proposed, which uses different types of information, including customer, service, environment and workflow information to optimize the performance of the system. To provide "on-demand" services, an accurate demand prediction and provision become critical for the successful of the cloud computing. An effective demand prediction model is proposed, and applied to a real mortgage application. To support SaaS customization and fulfill the various functional and quality requirements of individual tenants, a unified and innovative multi-layered customization framework is proposed to support and manage the variability of SaaS applications. To support scalable SaaS, a hybrid database design to support SaaS customization with two-layer database partitioning is proposed. To support secure SaaS, O-RBAC, an ontology based RBAC (Role based Access Control) model is used for Multi-Tenancy Architecture in clouds. To support a significant number of tenants, an easy to use SaaS construction framework is proposed. As a summary, this thesis discusses the most important research problems in cloud computing, towards effective and intelligent SaaS. The research in this thesis is critical to the development of cloud computing and provides fundamental solutions to those problems.

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Created

Date Created
  • 2011