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We present in this paper a web-based version of a scrabble game, describing its architecture and some implementation details. This architecture makes possible a high degree of interactivity, so that the players perceive the game as being played in real-time. Furthermore, no client-side plug-in or applet issued. These properties are achieved by means of a carefully designed architecture that uses AJAX...
Performance improvements in graphics hardware have made it possible to visualize complex virtual environments and provided opportunities to interact with these in a more realistic way. In this paper a virtual reality application for simulating a billiards game is presented. A real billiard cue is used and its movements are reproduced in the virtual environment using a visual marker detection system...
In this paper we show that the FPS paradigm has metaphorical correspondences with a low level category of ESGs. Extensions of the FPS paradigm lead to simple concept learning lessons analogous to the needs of teachers for the development of low level ESGs for use in classroom teaching. The main FPS extension discussed in this paper is the FSM module. The teacher is not required to recompile any code...
The general context of the work presented in this paper is assistive robotics with our long-term aim to support children with autism. This paper is part of the Aurora project that studies ways in which robotic systems can encourage basic communication and social interaction skills in children with autism. This paper investigates how a small minimally expressive humanoid robot KASPAR can assume the...
This paper presents an approach to analyze and re-design evaluation methods. The domain explored in this paper is evaluation methods for evaluating fun and entertainment. However, the approach presented may be applied in other domains as well. The approach is conceptually described and two examples of processes where the approach were used in practice are further discussed. As the map of IT applications...
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