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Rubik’s Cube Encryption for Wireless Communications
Published in Mai Helmy Shaheen, Hybrid Encryption Algorithms Over Wireless Communication Channels, 2021
The Rubik’s cube proposed in this book depends on the puzzle concept. A puzzle is a problem that tests the ability of the mind imagination, skill, and cleverness of the solver. Puzzles were and are still classified as a form of games and entertainment, but we can also consider them mathematical problems or logical quizzes in different cases. People with a high attitude may be better than others, when they are dealing with those puzzles. Also, those quizzes may be solved easily by computer programs [62]. Generally, there are four different categories of puzzles. Some are listed as follows [63].
A narrative video game for adults with subjective and objective cognitive impairment. Design and preliminary results on user-interaction and efficacy
Published in Behaviour & Information Technology, 2023
Ana Nieto-Vieites, Sabela C. Mallo, Lucia Pérez-Blanco, Alba Felpete-López, Cristina Lojo-Seoane, David Facal, Onésimo Juncos-Rabadán, Arturo X. Pereiro
Various puzzles were designed to train memory (e.g, episodic, working, prospective, and binding memory) and executive functions (e.g. planning, flexibility, attentional control, mental manipulation) (see further description of training activities in Supplementary material 1). Prior to designing the training activities, a group of three psychologists who are experts in cognitive assessment and intervention with the elderly identified executive and memory training tasks included in 7 paper-and-pencil and digital cognitive training programmes. Full agreement on the specific skill trained in each task was required to select the task, although agreement could be achieved through argumentation. Then, tasks to train memory and executive function that were technically feasible and that best fit the plot of the video game were selected and adapted to the scenario. The training activities were designed so that the learning curve and adaptation to the game did not impede its use, as the target users were unfamiliar with new technologies and video games.
Brain–Computer Interface Games Based on Consumer-Grade EEG Devices: A Systematic Literature Review
Published in International Journal of Human–Computer Interaction, 2020
Gabriel Alves Mendes Vasiljevic, Leonardo Cunha de Miranda
Strategy games focus on carefully planning a series of actions, thinking and conducting a strategy to win the game. The player is usually put against one or more opponents and must defeat them by exploiting their mistakes and applying a better strategy. Strategy games can be turn-based, like the classical board games or real-time, also known as RTS (Real-Time Strategy). The puzzle genre focus on problem-solving, generally through logical thinking, deduction, pattern recognition, word completion or any other problem-solving skill. Players may be required to manipulate objects, colors, symbols or shapes in order to achieve a specific pattern. A game belonging to the simulation genre tries to simulate aspects of a real or imaginary activity or situation. They can be further classified according to what is being simulated: life simulation or artificial life; management and construction simulation or vehicle simulation. Lastly, the sports genre, as its name implies, comprises games that simulate a real or imaginary sport, with the same set of rules and conditions.
Commercial video games as a resource for mental health: A systematic literature review
Published in Behaviour & Information Technology, 2022
Puzzle games emphasise problem solving, focusing on logical, cognitive, coordination, or perceptual challenges (Adams 2006). In the corpus, they are represented by Tetris, which is used in 7 papers, all addressing PTSD (Brühl et al. 2019; Butler et al. 2020; Holmes et al. 2010; Iyadurai et al. 2018; James et al. 2015; Kessler et al. 2018, 2020).