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In this paper we present a free tool for semi‐automated matching of virtual and real prototypes in a wide range of industrial applications. Within the introduction we would like to explain the motivation behind the development of our tool. After a short description of the basic principles of input design for dynamical systems, we are focusing on the individual steps of the tool‐chain, implemented...
In ihrem Kern sind Serious Games als (digitale) Spiele definiert, die zu einem anderen Zweck als reiner Unterhaltung entwickelt wurden. Die enorme Popularität von Videospielen insbesondere unter Kindern und Jugendlichen legt nahe, dieses Medium auch in der Psychotherapie in Erwägung zu ziehen.Das Team der ISGinnovations GmbH entwickelt digitale Spiele in der Überzeugung, dass deren therapeutische...
We study optimal input design and bias-compensating parameter estimation methods for continuous-time models applied on a mechanical laboratory experiment. Within this task we compare two online estimation methods that are based on Poisson moment functions with focus on quantized system outputs due to an angular encoder: The standard recursive least-squares (RLS) approach and a bias-compensating recursive...
Doc and the machine can be described as a game-based qualitative analysis and crowd interpretation software that provides real-time, in-game peer assessment and feedback to encourage user reflection and self-explanation in cultural competence training. The primary audience includes students and trainees in medical and nursing schools and practising healthcare providers looking for professional development...
Serious games employ video game technology to convey serious content, facilitate learning, or initiate behavioral change. A common approach is to combine standard game mechanics with linear content expected to deliver the intended message. In contrast, we advocate an approach centered on player decisions and subjective experience, referring to innovative examples of learning by experience, both analog...
Serious games deliver interactive worlds in support of a wide range of application areas. Addressing the current paucity of scientific empirical studies in game-based psychotherapy, we address scientific and methodological challenges and their implications for the design of serious games for this domain. We do so in the context of a comprehensive multistage design process that preceded the final game...
In this study we present a new free tool-chain for model based control design for mechatronic plants applicable to small embedded systems based among other software on the open simulator Scilab-XCos. After a very short introduction of model based design terms this article focuses on the code generator and the other programs of the tool-chain. The design concept is demonstrated by an adaptive self...
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