Dynamic Difficulty Adjustment of Serious-Game Based on Synthetic Fog using Activity Theory Model

This study used the activity theory model to determine the dynamic difficulty adjustment of serious-game based on synthetic fog. The difference in difficulty levels was generated in a 3-dimensional game environment with changes determined by applying varying fog thickness. The activity theory model...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:International journal of advanced computer science & applications 2023, Vol.14 (6)
Hauptverfasser: Nugroho, Fresy, Basid, Puspa Miladin Nuraida Safitri Abdul, Bahtiar, Firma Sahrul, Buditjahjanto, I. G. P. Asto
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page
container_issue 6
container_start_page
container_title International journal of advanced computer science & applications
container_volume 14
creator Nugroho, Fresy
Basid, Puspa Miladin Nuraida Safitri Abdul
Bahtiar, Firma Sahrul
Buditjahjanto, I. G. P. Asto
description This study used the activity theory model to determine the dynamic difficulty adjustment of serious-game based on synthetic fog. The difference in difficulty levels was generated in a 3-dimensional game environment with changes determined by applying varying fog thickness. The activity theory model in serious-games aims to facilitate development analysis in terms of learning content, the equipment used, and the resulting in-game action. The difficulty levels vary according to the player's ability because the game is expected to reduce boredom and frustration. Furthermore, this study simulated scenarios of various conditions, scores, time remaining, and the lives of synthetic players. The experimental results showed that the system can change the game environment with different fog thicknesses according to synthetic player parameters.
doi_str_mv 10.14569/IJACSA.2023.0140660
format Article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_journals_2843254621</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2843254621</sourcerecordid><originalsourceid>FETCH-LOGICAL-c274t-1669b8f6b1ad7c30afeb0ca9751601a942bfc1dbe58bce8f81c1f7fbc5b3a63b3</originalsourceid><addsrcrecordid>eNotkE1PwjAYxxujiQT5Bh6aeB72Ze224wRBDMYDmHirbddCCVtx7Uz27Z3gc_k_h_9L8gPgHqMpThkvHlev5WxTTgkidIpwijhHV2BEMOMJYxm6Pv95glH2eQsmIRzQcLQgPKcj8DXvG1k7DefOWqe7Y-xhWR26EGvTROgt3JjW-S4kS1kb-CSDqaBv4KZv4t7EIbjwO9gF1-xgqaP7cUPBdm9828M3X5njHbix8hjM5F_H4GPxvJ29JOv35WpWrhNNsjQmmPNC5ZYrLKtMUyStUUjLImOYIyyLlCircaUMy5U2uc2xxjazSjNFJaeKjsHDpffU-u_OhCgOvmubYVKQPKWEpZzgwZVeXLr1IbTGilPratn2AiNxxikuOMUfTvGPk_4C_VRpig</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2843254621</pqid></control><display><type>article</type><title>Dynamic Difficulty Adjustment of Serious-Game Based on Synthetic Fog using Activity Theory Model</title><source>EZB-FREE-00999 freely available EZB journals</source><creator>Nugroho, Fresy ; Basid, Puspa Miladin Nuraida Safitri Abdul ; Bahtiar, Firma Sahrul ; Buditjahjanto, I. G. P. Asto</creator><creatorcontrib>Nugroho, Fresy ; Basid, Puspa Miladin Nuraida Safitri Abdul ; Bahtiar, Firma Sahrul ; Buditjahjanto, I. G. P. Asto</creatorcontrib><description>This study used the activity theory model to determine the dynamic difficulty adjustment of serious-game based on synthetic fog. The difference in difficulty levels was generated in a 3-dimensional game environment with changes determined by applying varying fog thickness. The activity theory model in serious-games aims to facilitate development analysis in terms of learning content, the equipment used, and the resulting in-game action. The difficulty levels vary according to the player's ability because the game is expected to reduce boredom and frustration. Furthermore, this study simulated scenarios of various conditions, scores, time remaining, and the lives of synthetic players. The experimental results showed that the system can change the game environment with different fog thicknesses according to synthetic player parameters.</description><identifier>ISSN: 2158-107X</identifier><identifier>EISSN: 2156-5570</identifier><identifier>DOI: 10.14569/IJACSA.2023.0140660</identifier><language>eng</language><publisher>West Yorkshire: Science and Information (SAI) Organization Limited</publisher><subject>Boredom ; Computer &amp; video games ; Computer science ; Educational software ; Educational technology ; Game theory ; Games ; Genetic algorithms ; Learning ; Library and information science ; Skills ; Thickness</subject><ispartof>International journal of advanced computer science &amp; applications, 2023, Vol.14 (6)</ispartof><rights>2023. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>315,781,785,4025,27928,27929,27930</link.rule.ids></links><search><creatorcontrib>Nugroho, Fresy</creatorcontrib><creatorcontrib>Basid, Puspa Miladin Nuraida Safitri Abdul</creatorcontrib><creatorcontrib>Bahtiar, Firma Sahrul</creatorcontrib><creatorcontrib>Buditjahjanto, I. G. P. Asto</creatorcontrib><title>Dynamic Difficulty Adjustment of Serious-Game Based on Synthetic Fog using Activity Theory Model</title><title>International journal of advanced computer science &amp; applications</title><description>This study used the activity theory model to determine the dynamic difficulty adjustment of serious-game based on synthetic fog. The difference in difficulty levels was generated in a 3-dimensional game environment with changes determined by applying varying fog thickness. The activity theory model in serious-games aims to facilitate development analysis in terms of learning content, the equipment used, and the resulting in-game action. The difficulty levels vary according to the player's ability because the game is expected to reduce boredom and frustration. Furthermore, this study simulated scenarios of various conditions, scores, time remaining, and the lives of synthetic players. The experimental results showed that the system can change the game environment with different fog thicknesses according to synthetic player parameters.</description><subject>Boredom</subject><subject>Computer &amp; video games</subject><subject>Computer science</subject><subject>Educational software</subject><subject>Educational technology</subject><subject>Game theory</subject><subject>Games</subject><subject>Genetic algorithms</subject><subject>Learning</subject><subject>Library and information science</subject><subject>Skills</subject><subject>Thickness</subject><issn>2158-107X</issn><issn>2156-5570</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2023</creationdate><recordtype>article</recordtype><sourceid>8G5</sourceid><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><sourceid>GNUQQ</sourceid><sourceid>GUQSH</sourceid><sourceid>M2O</sourceid><recordid>eNotkE1PwjAYxxujiQT5Bh6aeB72Ze224wRBDMYDmHirbddCCVtx7Uz27Z3gc_k_h_9L8gPgHqMpThkvHlev5WxTTgkidIpwijhHV2BEMOMJYxm6Pv95glH2eQsmIRzQcLQgPKcj8DXvG1k7DefOWqe7Y-xhWR26EGvTROgt3JjW-S4kS1kb-CSDqaBv4KZv4t7EIbjwO9gF1-xgqaP7cUPBdm9828M3X5njHbix8hjM5F_H4GPxvJ29JOv35WpWrhNNsjQmmPNC5ZYrLKtMUyStUUjLImOYIyyLlCircaUMy5U2uc2xxjazSjNFJaeKjsHDpffU-u_OhCgOvmubYVKQPKWEpZzgwZVeXLr1IbTGilPratn2AiNxxikuOMUfTvGPk_4C_VRpig</recordid><startdate>2023</startdate><enddate>2023</enddate><creator>Nugroho, Fresy</creator><creator>Basid, Puspa Miladin Nuraida Safitri Abdul</creator><creator>Bahtiar, Firma Sahrul</creator><creator>Buditjahjanto, I. G. P. Asto</creator><general>Science and Information (SAI) Organization Limited</general><scope>AAYXX</scope><scope>CITATION</scope><scope>3V.</scope><scope>7XB</scope><scope>8FE</scope><scope>8FG</scope><scope>8FK</scope><scope>8G5</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ARAPS</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>COVID</scope><scope>DWQXO</scope><scope>GNUQQ</scope><scope>GUQSH</scope><scope>HCIFZ</scope><scope>JQ2</scope><scope>K7-</scope><scope>M2O</scope><scope>MBDVC</scope><scope>P5Z</scope><scope>P62</scope><scope>PIMPY</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>Q9U</scope></search><sort><creationdate>2023</creationdate><title>Dynamic Difficulty Adjustment of Serious-Game Based on Synthetic Fog using Activity Theory Model</title><author>Nugroho, Fresy ; Basid, Puspa Miladin Nuraida Safitri Abdul ; Bahtiar, Firma Sahrul ; Buditjahjanto, I. G. P. Asto</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c274t-1669b8f6b1ad7c30afeb0ca9751601a942bfc1dbe58bce8f81c1f7fbc5b3a63b3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2023</creationdate><topic>Boredom</topic><topic>Computer &amp; video games</topic><topic>Computer science</topic><topic>Educational software</topic><topic>Educational technology</topic><topic>Game theory</topic><topic>Games</topic><topic>Genetic algorithms</topic><topic>Learning</topic><topic>Library and information science</topic><topic>Skills</topic><topic>Thickness</topic><toplevel>online_resources</toplevel><creatorcontrib>Nugroho, Fresy</creatorcontrib><creatorcontrib>Basid, Puspa Miladin Nuraida Safitri Abdul</creatorcontrib><creatorcontrib>Bahtiar, Firma Sahrul</creatorcontrib><creatorcontrib>Buditjahjanto, I. G. P. Asto</creatorcontrib><collection>CrossRef</collection><collection>ProQuest Central (Corporate)</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>Research Library (Alumni Edition)</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>Advanced Technologies &amp; Aerospace Collection</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>Technology Collection</collection><collection>ProQuest One Community College</collection><collection>Coronavirus Research Database</collection><collection>ProQuest Central Korea</collection><collection>ProQuest Central Student</collection><collection>Research Library Prep</collection><collection>SciTech Premium Collection</collection><collection>ProQuest Computer Science Collection</collection><collection>Computer Science Database</collection><collection>Research Library</collection><collection>Research Library (Corporate)</collection><collection>Advanced Technologies &amp; Aerospace Database</collection><collection>ProQuest Advanced Technologies &amp; Aerospace Collection</collection><collection>Publicly Available Content Database</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>ProQuest Central Basic</collection><jtitle>International journal of advanced computer science &amp; applications</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Nugroho, Fresy</au><au>Basid, Puspa Miladin Nuraida Safitri Abdul</au><au>Bahtiar, Firma Sahrul</au><au>Buditjahjanto, I. G. P. Asto</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Dynamic Difficulty Adjustment of Serious-Game Based on Synthetic Fog using Activity Theory Model</atitle><jtitle>International journal of advanced computer science &amp; applications</jtitle><date>2023</date><risdate>2023</risdate><volume>14</volume><issue>6</issue><issn>2158-107X</issn><eissn>2156-5570</eissn><abstract>This study used the activity theory model to determine the dynamic difficulty adjustment of serious-game based on synthetic fog. The difference in difficulty levels was generated in a 3-dimensional game environment with changes determined by applying varying fog thickness. The activity theory model in serious-games aims to facilitate development analysis in terms of learning content, the equipment used, and the resulting in-game action. The difficulty levels vary according to the player's ability because the game is expected to reduce boredom and frustration. Furthermore, this study simulated scenarios of various conditions, scores, time remaining, and the lives of synthetic players. The experimental results showed that the system can change the game environment with different fog thicknesses according to synthetic player parameters.</abstract><cop>West Yorkshire</cop><pub>Science and Information (SAI) Organization Limited</pub><doi>10.14569/IJACSA.2023.0140660</doi><oa>free_for_read</oa></addata></record>
fulltext fulltext
identifier ISSN: 2158-107X
ispartof International journal of advanced computer science & applications, 2023, Vol.14 (6)
issn 2158-107X
2156-5570
language eng
recordid cdi_proquest_journals_2843254621
source EZB-FREE-00999 freely available EZB journals
subjects Boredom
Computer & video games
Computer science
Educational software
Educational technology
Game theory
Games
Genetic algorithms
Learning
Library and information science
Skills
Thickness
title Dynamic Difficulty Adjustment of Serious-Game Based on Synthetic Fog using Activity Theory Model
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2024-12-12T03%3A10%3A46IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Dynamic%20Difficulty%20Adjustment%20of%20Serious-Game%20Based%20on%20Synthetic%20Fog%20using%20Activity%20Theory%20Model&rft.jtitle=International%20journal%20of%20advanced%20computer%20science%20&%20applications&rft.au=Nugroho,%20Fresy&rft.date=2023&rft.volume=14&rft.issue=6&rft.issn=2158-107X&rft.eissn=2156-5570&rft_id=info:doi/10.14569/IJACSA.2023.0140660&rft_dat=%3Cproquest_cross%3E2843254621%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2843254621&rft_id=info:pmid/&rfr_iscdi=true