Preface

Chapter 8 **Developing Educational Simulation for Rockwell Hardness**

**Developing Computational Thinking Skills 143** Andoni Eguíluz, Pablo Garaizar and Mariluz Guenaga

Chapter 11 **War-Gaming Applications for Achieving Optimum Acquisition**

Tien M. Nguyen, Andy T. Guillen, Sumner S. Matsunaga, Hien T.

Chapter 9 **An Evaluation of Open Digital Gaming Platforms for**

Chapter 10 **Artificial Intelligence: Are You Sure? Beware of What**

Hugo Miguel da Luz dos Santos

**of Future Space Systems 189**

Ahmed Hadi Shubber, Amirmudin Bin Udin and Asnul Bin Minghat

**Test Machine 129**

**VI** Contents

**You Wish! 169**

Tran and Tung X. Bui

The development of simulation and gaming as a specific area of scientific and practical research has started at the beginning of twentieth century. Computer simulations and gaming have be‐ come a useful part of mathematical modeling of many natural systems in physics, quantum me‐ chanics, chemistry, and biology and then in economic systems, psychology, and social sciences, as well as in the engineering processes of new technologies, in order to gain a better insight into their way of working and behaving. Recently, social sciences have become even more engaged in the study of various video materials and computer games as a way of expression of new media cultures. Game theory and specific modeling of various parameters have gained pretty good posi‐ tion in the economy. Business simulations and games, in general covering the management field, have been already integrated into many programs of business schools.

Computer simulations differ from computer programs in time required to finish running, pro‐ grams run a few minutes, while the simulation can be run for hours or if it is a demanding simu‐ lation, it can last even for days. It can be said that the simulations have surpassed the efficiency of methods that use pencil and paper to problem-solve.

Nowadays, computer simulations are used to solve problems in all spheres of life. Meteorological forecasts, such as the calculation of rainfall, water flows in rivers, underground water flow, and oil exploitation, are just some of the tasks that cannot be accomplished without the use of comput‐ ers. One of the most interesting computer applications is the simulation of processes in the human body. Modern software solutions enable the calculation of muscle fatigue in certain activities, the deposition of fat in the blood vessels, the risk of cancer, and so on. In the future, these programs will be able to allow the realization of virtual surgeries and to predict the effects of surgery before they are performed in reality.

When it comes to gaming, attention should be paid to the meaning of word game and what is con‐ sidered by that word, what knowledge is required for designing the game, what kind of knowledge is included in the process of playing games, and so on. Answers to these questions put the word gaming in proper category, determine the difference between declarative and procedural knowl‐ edge, and define the nature and scope of necessary knowledge in order to create the desired prod‐ uct. Obviously, gaming is an interdisciplinary and a multidisciplinary field, and those who want to participate in the process of creating a simulation in a game must deal with the fact that natural, technical, technological, social sciences, and humanities should be linked and intertwined. Creating simulations in a game is not a simple task and requires a lot of knowledge and effort.

The book "Simulation and Gaming" discusses the following topics and research areas:












I would like to express my sincere gratitude to all the authors and coauthors for their contribu‐ tions. The successful completion of the book "Simulation and Gaming" has been the result of the cooperation of many people. I would especially like to thank the Publishing Process Manager, Mr. Teo Kos, for his support during the publishing process.

> **Dragan Cvetković** Singidunum University Faculty of Informatics and Computing Belgrade, Republic of Serbia

**Section 1**

**Educational Games**

**Section 1**

**Educational Games**











I would like to express my sincere gratitude to all the authors and coauthors for their contribu‐ tions. The successful completion of the book "Simulation and Gaming" has been the result of the cooperation of many people. I would especially like to thank the Publishing Process Manager, Mr.

> **Dragan Cvetković** Singidunum University

Faculty of Informatics and Computing

Belgrade, Republic of Serbia

war-gaming engines to address the challenges for acquisition of future space systems.

combinations and modifications of the Gameblox and StarLogo platforms.

in order to progress through the game and to deepen their conceptual knowledge.

game named Computer Hardware Game (CHG) is explained.

amples and games as well, in the field of physics.

game development, including game engines.

the popular Arduino technology.

VIII Preface

complement to traditional subjects.

think through a series of activities such as games.

and forecasting of online casino patron's churn behavior.

Teo Kos, for his support during the publishing process.

**Chapter 1**

**Provisional chapter**

**Gamesourcing: Perspectives and Implementations**

This chapter discusses game-based methods of problem solution and data processing, analysis, and information mining. Attention is mainly focused on swarm algorithm and principles used in the task of complex problem solving using computer games. We intensively discuss the interdisciplinary intersection between swarm systems dynamics and computer science, including a variety of data sources and examples. Possibilities of the new approach based on swarm algorithm used in a game or using principles of swarm algorithms to solve the problem are demonstrated here. More precisely, this chapter discusses modern methods of calculation and crowd use, so-called gamesourcing, i.e., game-driven crowdsourcing, from various points of view such as history, motivation, or paradigm and presents several examples of contemporary projects of this kind. Ideas, results, and methodologies reported and mentioned here are based on our previous results and experiments that are fully reported here for detailed study in the case of

reader's interest. Therefore, this chapter is an overview survey of our research.

**Keywords:** swarm algorithm, swarm intelligence, dynamics, data, analysis,

**1. Crowdsourcing and gamesourcing: a brief overview**

**Gamesourcing: Perspectives and Implementations**

DOI: 10.5772/intechopen.71703

© 2016 The Author(s). Licensee InTech. This chapter is distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/3.0), which permits unrestricted use, distribution,

© 2018 The Author(s). Licensee InTech. This chapter is distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/3.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

and reproduction in any medium, provided the original work is properly cited.

even *need to know that they are doing any crowdsourcing at all*. While they still enjoy it.

Gamesourcing is a new term created by combining a pair of English word games and crowdsourcing. The game is a game, but the explanation of crowdsourcing is somewhat more extensive. It is a method where a job (often very difficult for a computer but relatively easy for a person) is divided among a large number of people and depending on the nature of the assignment, either by common forces or by each one of them. In the first case, all participants will cooperate, with only the best of the other being selected. By joining with the game, we offer a means of making crowdsourcing on a slightly different basis. That is, players do not

Ivan Zelinka, Martin Němec and Roman Šenkeřík

Ivan Zelinka, Martin Němec and Roman Šenkeřík

Additional information is available at the end of the chapter

Additional information is available at the end of the chapter

http://dx.doi.org/10.5772/intechopen.71703

**Abstract**

gamesourcing, game

**Provisional chapter**
