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Interactive Computer-based Game for Decision-making in Ecology

机译:基于交互式计算机的生态决策游戏

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This paper describes a prototype Ecology Decision Game which has been developed for experimental use within IBM. The paper is directed to those in ecology desiring to use similar techniques in developing programs that interrelate computing, management science, mathematics, and APL for training and educational purposes. The game is implemented in two modes: an author mode, which permits an author to write his own scenario; and a player mode, which enables a person to play the game. Features of the game exploit interactive capabilities for both modes. The particular scenario written for the game treats decision-making in the environmental area of solid-waste management. Three submodules explore progressively more complicated situations that give rise to management science problems: shortest route, transportation, and maximal flow. By active and passive role-playing, and controlled and uncontrolled learning, the player is given the opportunity to use quantitative tools to refine his subjective judgments.
机译:本文描述了原型生态决策游戏,该原型已开发用于IBM内部的实验性使用。本文针对的是生态学领域的人们,他们希望使用类似的技术来开发将计算,管理科学,数学和APL相互关联的程序,以进行培训和教育。游戏以两种模式实现:作者模式,允许作者编写自己的场景;以及玩家模式,使一个人可以玩游戏。游戏的功能利用两种模式的交互功能。为该游戏编写的特定场景处理固体废物管理环境领域中的决策。三个子模块逐步探索了引起管理科学问题的更为复杂的情况:最短路线,运输和最大流量。通过主动和被动角色扮演,以及受控和不受控制的学习,玩家有机会使用定量工具来完善他的主观判断。

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