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Diabetes is a common and costly condition disease that is associated with significant morbidity and mortality. Recent studies have shown remarkable increases in diabetes during the last decade. This has attracted many researchers and doctors to investigate e-learning technologies as a way of assisting people with diabetes. However very little work exist that focus on educating children to adopt healthy...
This paper presents current work on a pervasive health and fitness game (exergame), designed to motivate children to reach their recommended daily exercise goals and facilitate long term behavioural change. I discuss briefly the current work in the area of pervasive exergames and highlight a common theme in the approach they take. Through my study of the relevant psychology literature, I identify...
The project described in this paper consists of designing and implementing a multimedia application within the framework of Serious Games. The main aim is to analyze the behavior and to promote certain social skills (conversation, negotiation...) of people with Neurological development Disabilities. The treatment has been planned at three levels. Each level treats a characteristic related to socialization,...
There are not many initiatives in the area of game development for children with special needs, specially children with Down syndrome. The major purpose of our research is to promote cognitive development of disabled children in the context of inclusive education. In order to do so, we address aspects of interaction, communication and game design in stimulating selected cognitive abilities. By using...
Children like cartoon games, a cartoon game for children should support more knowledge. Leaning nonverbal emotion interaction is a very important social skill for a child, how to animate nonverbal emotion interaction in a cartoon game is an interesting subject. Emotion cognitive structure of a virtual character is presented, emotion expression method is also proposed, a virtual character can express...
Obesity is a worldwide epidemic, with childhood obesity currently ranking as one of the biggest health challenges facing the United States today. In this project we introduce a mobile and wearable health video game, Dancing in the Streets (DITS). DITS uses two wireless, 3-axis accelerometers as input to a social, mobile, phone-based dancing game played by groups of collocated users. DITS was evaluated...
This study examines behavioral profiles of different character types in EverQuest II, a popular massively multiplayer online role-playing game (MMORPG) developed by Sony Online Entertainment. The study uses the game's player activity data to construct behavioral profiles of online game players for the applications of normal behavior recognition and anomaly detection. The behavioral profiles give insight...
A major challenge that faces most families is effectively anticipating how ready to start school a given child is. Traditional tests are not very effective as they depend on the skills of the expert conducting the test. We argue that automated tools are more attractive especially when they are extended with games capabilities that would be the most attractive for the kids to be seriously involved...
This paper presents an approach to providing better safety for adolescents playing online games. We highlight an emerging paedophile presence in online games and offer a general framework for the design of monitoring and alerting tools. Our method is to monitor and detect relationships forming with a child in online games, and alert if the relationship indicates an offline meeting with the child has...
In this paper, we present an Augmented Reality (AR) game for finding and learning about endangered animals in a fun way. It uses tangible cubes as the user interface. This game was included in the activity program of the Summer School of the Universidad Politecnica de Valencia. Forty-six children played the AR game and the equivalent real game. We have compared the results of the two games. The results...
Technology is changing the way today's children learn. Based on our experience in the development of educational software for children, it is our belief that computer interaction should consider the factors that affect children's cognitive abilities and take an active part in the realm of the methodological process of hypermedia design. Departing from the results of a preliminary study with pre-school...
The aim of this work is to support educators in the design process of computer game based learning experiences for teaching children about the risks of emergency. As an educational experience can be tailored to different student needs, the risk characteristics of emergency at hand, and the educational purpose of the experience, the proposed model includes the necessary elements to provide all this...
Path finding is importance for various areas such as robotic, game and transportation. It has a significant effect to the prosperity of economic increasingly. This research proposes three essential improvements. First, the position of each agent (player or robot) will be transferred to multilayer scene using Perspective Projection Method (PPM). It is able to send begin position and destination position...
Studies of using games for learning have being widely discussed in various literatures. This is due to believes that educational games (EG) can offer many learning benefits such as motivation, engagement and fun. Learning Programming requires many skills such as logical thinking and problem solving as well as understanding of abstract concepts. As a result, many students found that Programming is...
This paper demonstrates the development of a multimedia courseware that can be used to educate children with Learning Disabilities (LD). The use of game-based courseware could help those with LD to explore their capabilities without having to pressure them to catch up with other friend but to let them learn in their own pace of time. The courseware can be used as a medium to educate children with...
We propose a novel approach for American Sign Langauge (ASL) phrase verification that combines confidence measures (CM) obtained from aligning forward sign models (the conventional approach) to the input data with the CM's obtained from aligning reversed sign models to the same input. To demonstrate our approach we have used two CM's, the Normalized likelihood score and the Log-Likelihood Ratio (LLR)...
To the question of low multicast efficiency and poor game states synchronization in the SCRIBE algorithm based on P2P for MMOG, this paper presents an advanced multicast algorithm based on node heterogeneity. This algorithm constructs a multicast tree mainly considering node heterogeneity on bandwidth resource, computing resource and storage resource, moreover it approximately balances multicast tree...
The aim of this paper is to explain how a new type of participative role play simulation can be used to improve a learning situation. A learning goal is presented to make a concrete example of how to use the tool. The paper will address the particular learning goal, and how a total learning situation can be created to support the wanted outcome. We will discuss game design principles and the pedagogical...
This literature review summarizes research on game-based learning based on the categories of research outcomes. The analysis include total of 25 research papers that are published in this decade. They are categorized into four parts: cognitive aspect, affective aspect, psychomotor skill aspect, and behavior. In spite of cross-aspect of each research, we found that more researches focus on the impact...
In France, teachers must teach their children to respect the other sex. They must also educate children to understand the media. While play is an inherent part of pedagogy, few teachers think of using video games in class to address these issues. The following article belongs to the field of cultural and gender studies. It offers an analysis of the male and female performances staged in fighting games...
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