| 
JAIST Repository >
b. 情報科学研究科・情報科学系 >
 b10. 学術雑誌論文等 >
 b10-1. 雑誌掲載論文 >
 
        
        
        
            | このアイテムの引用には次の識別子を使用してください: http://hdl.handle.net/10119/16005 |  
 
| タイトル: | Possible Interpretation of Mass-in-Mind: A Case Study Using SCRABBLE |  | 著者: | Kananat, Suwanviwatana Terrillon, Jean-Christophe
 Iida, Hiroyuki
 |  | キーワード: | Scrabble Game refinement theory
 Game progress model
 Boardgame model
 Physic in mind
 |  | 発行日: | 2018-03-26 |  | 出版者: | IARIA |  | 誌名: | eKNOW 2018 : The Tenth International Conference on Information, Process, and Knowledge Management |  | 開始ページ: | 26 |  | 終了ページ: | 31 |  | 抄録: | This paper explores the possible interpretation of `mass-in-mind,' which describes a shift in a perceived challenge due to experience. This work involves a measurement called `game refinement,' which has been used to quantify the engagement of a game. It establishes an incomplete link between real-world physics and physics-in-mind, in which the acceleration and the distance, also known as game progress, have been identified. An existence of mass-in-mind, however, has just been established. The mathematical model of mass-in-mind is constructed based on the data interpretation, in which SCRABBLE matches between computer players were analyzed. The results reveal a significant gap between prior models, which is explainable once the mass-in-mind is considered. |  | Rights: | Copyright (C) 2018 IARIA. Suwanviwatana Kananat, Jean-Christophe Terrillon, Hiroyuki Iida , eKNOW 2018 : The Tenth International Conference on Information, Process, and Knowledge Management, 2018, 26-31. This material is posted here with permission of IARIA. |  | URI: | http://hdl.handle.net/10119/16005 |  | 資料タイプ: | publisher |  | 出現コレクション: | b10-1. 雑誌掲載論文 (Journal Articles) 
 |  
 | このアイテムのファイル: | ファイル | 記述 | サイズ | 形式 | 
|---|
 | 24126.pdf |  | 2530Kb | Adobe PDF | 見る/開く | 
 | 
 
    
     当システムに保管されているアイテムはすべて著作権により保護されています。   |