scholarly journals Numeric Guess a Guessing Game for Mind Tests

Author(s):  
S. Dorin Christa ◽  
M. S. Hiruni Peiris ◽  
P. Shouthiri

In the modern world, all technologies have reached, their level of perspective especially computer technology has reached the maximum level. Nowadays, the game application plays a major role in everyone's life. Day by day, Gaming applications and the gaming industries are becoming more and more fashionable. This article aims to create, design and develop a Computer Game named as Numeric Guess, a guessing game to test the mind, which should be entertaining, relaxing, interesting and very pleasant to play during leisure as well as during moments of relaxation. The Numeric Guess is a game for desktop computers. A guessing game is a game that, as an object, can find or discover some kind of information. Similarly, The Numeric Guess is a guessing game, which will randomly fix a number within a known range, and then the player that the person who played the game wants to guess the number in limited trials. In this game, the player can choose the default range, or the user selection range to play. The game application was implemented by Java programming language using eclipse in java with tools like JFrame and the windows application to build the interfaces. Photoshop used to change the background of the interfaces. The if-else instruction mainly used for programming and JOptionPane for the input string as well as the popup messages. This Numeric Guess game is the most exciting and competitive game for the adults as well as the children do. This article study assesses the use of java language to develop a simple and challenging game.

Author(s):  
M. S. Hiruni Peiris ◽  
S. D. Christa

Game application development is still one of the major trends in the Computer Industry. It gets updated day by day. But still the desktop or laptop game concepts rank at the top of the industry. Games are more popular among the younger generation and they find it interesting to engage in those. In addition, games provide a convenient platform for the developers to develop eye catching applications with the use of the facilities provided. In this paper, we present our Path Finder game as a mind relaxation and stress relief game to be played easily without many strategies to follow. There’s nothing to think deeply; just to move the cursor in between the cubes without touching the major lines of the cubes to reach the destination from the start position, is the concept we used here. It was our only objective to make it simple as a mind relaxation game without any procedures to carry out while playing. Although we mainly targeted the younger generation for this game, during our implementations we found that this is suitable for any person of any age group. Java is the language we used to develop our game and it was developed using eclipse in Java with the tools like JFrame and windows applications to build the interfaces and JOptinonPane to pop up the messages. Main programming concepts were carried out with if else statements in Java. And also we used eclipse with graphical user interfaces which help anyone to get entertained via playing it. This study evaluates the use of Java language to develop simple mind relaxing games.


2021 ◽  
Author(s):  
Arindam Sarkar ◽  
Bhaswati Goswami ◽  
Ratna Ghosh

Abstract Hypertension or high blood pressure is a severe health issue in the modern world, especially in this pandemic scenario, that can cause many heart related diseases or even death, and it is increasing day by day. For this reason, a reliable, automatic and easy to use system for hypertensive subject detection is an important focus for the researchers. Biopotential signals can play a pivotal role in this regard. Though, few strategies were proposed based on electrocardiogram (ECG) or electrodermal (EDA) signals, but those require special circuitry, as well as trained persons. In this article, a method is proposed to classify hypertensive and normotensive subjects using differential biopotential signals. Neither special circuitry, nor much expertise is required for handling this system. It was assumed that progression of rest is dependent upon blood pressure. To serve the purpose, signals were acquired from both hypertensive and normotensive subjects bilaterally for 10 continuous minutes. Result of the random forest (RF) classification establishes that from the analysis of the progression of the bilaterally acquired differential biopotential signals, hypertensive subjects can be distinguished from normotensive subjects.


2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Junko Iwahashi ◽  
Yoshiharu Nishioka ◽  
Daisaku Kawabata ◽  
Akinobu Ando ◽  
Hiroshi Une

<p><strong>Abstract.</strong> The purpose of this research is to give children a geographical viewpoint, and to encourage an interest in, and awareness of, landforms and geology. We created a system based on an exploration type computer game and verified the educational effects. Moreover, we aim to reach not only the virtual aspect but we also have a goal of creating interest in the actual field. As a secondary effect, by using a computer game that attracts children’s interest, we aim to make the experience of solving issues subjective and active even if the player is a passive child, a child with little inquiry, or a child who is not adept at self-assertion. With this new approach, we also hope to interact with young generations who usually do not interact with researchers.</p><p>Many thematic maps of geography and geology are already published on the Web. They are popular among those who need to collect and view the information for some reason or with those who are interested in observing topographic maps and are interested in geology. However, in particular, the approach to children who do not have such motivation needs one more step: a mechanism to induce an inquiring mind, and a mechanism that leads to finding the information and having interest in the real field.</p><p>The platform of this research is Minecraft Education Edition (Mojang/Microsoft). Minecraft is very popular game software which has exceeded one hundred million users worldwide in recent years, and in Japan there are many elementary and junior high school student enthusiasts of Minecraft. In the game a user explores a virtual world made of cubic blocks. The blocks imitate vegetation, rock formations, and other items, and can create various puzzles. In recent years, the release of the Education Edition assumes use in classrooms.</p><p>In this research, we have constructed a virtual world tailored to a specific junior high school which teaches science classes to first grade students. First, we re-created the actual school buildings and also included the underground geologic strata based on data from boring. In addition, we created a mechanism to expand children’s imagination and knowledge about past environments which can be understood from the geological strata. We also provided checkpoints and gave challenges regarding knowledge about the formation of the land. Together with this modern world, we created ancient virtual worlds so users may understand the geological history around the school’s location.</p><p>Through the experience of this research, we were able to confirm the mechanisms for promoting motivation in children and aiding their understanding of science. It can be applied to systems other than Minecraft, and it can contribute to educational support in a wide variety of fields.</p>


Author(s):  
Rand J. Spiro ◽  
Brian P. Collins ◽  
Aparna R. Ramchandran

The words openness and flexibility—the latter is the topic of this volume—are joined in the title of this chapter. We see them as two sides of the same coin—structure and process, as well as antecedent and consequent. Closed structures of presentation (how instructional materials are organized in delivery systems) and of representation (how knowledge is structured and operated upon in the mind) produce rigidity of thought and action. The antithesis of this rigidity is a kind of “openness-based” flexibility necessary for adaptive knowledge application, for transfer of knowledge to new situations, for situation-sensitive use of knowledge, and for the kind of world-fitting complexity of understanding that cognitive flexibility depends upon—and that the increasingly complex modern world of life and work needs now more than ever. Rigidity and oversimplification are rampant in learning and teaching (e.g., Feltovich, Coulson, & Spiro, 2001; Feltovich, Spiro, & Coulson, 1989, 1996; Spiro, Feltovich, & Coulson, 1996), but with the affordances of new media, we do not need to live complacently with this state of affairs (Spiro, in press). The perspective of cognitive flexibility theory (CFT; Mishra, Spiro, & Feltovich, 1996; Spiro, Coulson, Feltovich, & Anderson, 1988, 2004; Spiro, Feltovich, Jacobson, & Coulson, 1992a, 1992b; Spiro & Jehng, 1990) enacts openness in many ways—in the theory itself and in the multimedia learning systems based on the theory (cognitive flexibility hypertext learning environments, CFHs). A recent overview of CFT can be found in Spiro, Collins, and Thota (2003).


2011 ◽  
Vol 57 (4) ◽  
pp. 35-46
Author(s):  
Tomáš Peňáz ◽  
Radek Dostál

Abstract The article deals with the transformation of an experimental ontology, classifying selected declarative knowledge for the domain of thematic cartography, into classes and interfaces of the Java language. The reason for this transformation is to transfer the declarative knowledge from the field of thematic cartography into the form of a program code in the Java programming language. The resulting program code containing declarations of interfaces and classes will be further used for creating a software application for an intelligent system for the interactive support of thematic map creation. The upcoming pilot project of this knowledge system is designed for the users without necessary cartographic knowledge, which will allow them to create interactively thematic maps and provide them with the support. The purpose of the use of such a tool is to prevent the users from deviating from established cartographic rules and avoid the occurrence of gross errors in resulting maps. A properly compiled knowledge ontology facilitates the design of the prepared intelligent cartographic application, as the use of cartographic knowledge is enabled based on the automated transformation into the program code in the Java language. The generated program code contains declarations of basic concepts of thematic cartography, their structuring into classes corresponding to the source structures described in the ontology. The code also contains descriptions vertical and horizontal relations between the declared classes and also the interface for access to these classes and relations. The automated transformation of ontology into the Java code is not completely lossless. The examples of a transformation of individual components of ontology (classes, individuals, and object and datatype properties) into interfaces and classes in Java show the differences occurred during the transfer of the declarative knowledge into the program code. From these examples it is clear that the elements of ontology component description are or are not transformed into the Java code in full. The article proposes recommendations how to optimize the knowledge description on the part of ontology in order to minimize possible losses of the transformation of knowledge into the Java code


1991 ◽  
Vol 81 ◽  
pp. 1-9 ◽  
Author(s):  
J. S. Richardson

The vocabulary of empire, as it has developed in European contexts since the period of the Roman empire, reveals clearly enough the significance of the inheritance of Rome for the regimes which have followed it. From Charlemagne to the Tsars, from British imperialism to Italian Fascism, the language and symbols of the Roman republic and the Roman emperors have been essential elements in the self-expression of imperial powers. Such communality of language, by creating a sense of familiarity in the mind of a modern observer of the Roman empire, may hinder a proper understanding of antiquity, because the importance of the after life of these words and symbols tends to obscure the nature of the contexts from which they originated. An obvious parallel instance can be seen in the case of the word ‘democracy’, where the adoption of the Athenian term to describe a series of political developments in the modern world which claim some connection with the Greek notion of demokratia has tended to make more difficult the modern understanding of what happened at Athens in the fifth and fourth centuries B.C.


2013 ◽  
Vol 2 (1) ◽  
pp. 87-96
Author(s):  
Amy Swartz

In our modern world filled with exacting information and result-oriented activities, drawing is both a process and product that feeds the imagination, rescues the mind from literal explanation and builds a connection between emotion and rational thought. The drawn mark can transform into a plethora of optical possibilities, creating visual poetry and free association of ideas. This article is based on my own thoughts about the mark marking process and the wide-ranging, inventive and unexpected ways students' create complex, personally relevant contemporary drawing.


2005 ◽  
Vol 13 ◽  
pp. 1052-1054
Author(s):  
Jayant V. Narlikar

In 1944, three years before India became independent of the British rule, Jawaharlal Nehru wrote in his now famous book Discovery of India: ”The impact of science and the modern world have brought a greater appreciation of facts, a more critical faculty, a weighing of evidence, a refusal to accept tradition merely because it is tradition”. But even today it is strange how we suddenly become overwhelmed by tradition, and the critical faculties of even intelligent people cease to function. He then went on to express the hope that ”Only when we are politically and economically free will the mind function normally and critically”.


2021 ◽  
Vol 17 (9) ◽  
Author(s):  
Giorgi Aptsiauri

This paper focuses on analyzing the structure of political iconography as one of the methods to achieve political power. On this basis, the political iconography of three Georgian presidents is analyzed. In the modern world, the most important tool for politics and politicians is creating a political icon. Political iconography is directly connected with Christian iconography. It is widely known that in order to get the desired impact on the society, various forms and means of mass communication are used such as personal, social, visual, rhetoric, audio, and communication. Using them without creating iconographic image from politicians does not have any result. Political iconography reaches and mostly remains in the mind of the society, and this leads people to make their decision to support the politician who is a hero of the iconography. This fits the narrative, meaning, and common discourse of the society, which formed an iconographic image of the certain politician. After the collapse of the Soviet Union, a new type of political iconography of Georgia was born which is essentially different from the Soviet iconography. The political iconography of these three Georgian presidents is based on the narrative of creating a modern state. There is however a substantial difference between them. Zviad Gamsakhurdia created the political iconography of a savior, Edward Shevardnadze was seen as an iconic politician, and Mikheil Saakashvili was a creator of power and savior.


2020 ◽  
Vol 210 ◽  
pp. 19033
Author(s):  
Tatyana Torubarova ◽  
Olga Dyachenko

In the presented article, the problem of the metaphysical foundations of human personality in the modern world is brought to the foreground. The relevance of the study is due to the presence in contemporary culture of the phenomenon of human self-alienation, depreciation of the personal in man as a result of creation of cultural and scientific institutions, which appear as the embodiment of collective perception. The leading approach to the study of this problem is the ascent from the abstract to the concrete, which makes it possible to comprehend the phenomenon of personal participation of man in the world on the whole, key essence of spirituality and the significance of its adequate interpretation in human existence in the modern world. This study also used the dialectical method and hermeneutical analysis of texts that relate to the problems of the metaphysical foundations of human personality in the modern world. It is spirituality that is currently undergoing a false interpretation, since spirit and mind are identified. Thus, the mind is a service tool of being as will and is placed in the sphere of culture. The spirit turns out to be utilitarian intelligence and is defined as the cultivation of certain values. The conducted analysis shows that the possibility of personal self-identification in the world is only possible thanks to the participation in existence, in that which forms and preserves the human essence and is the manifestation of its being.


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