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With the arrival of the 2016 freshmen class on college campuses, the Engineer of 2020 is here. In the 13 years since the NAE's initial publication, many innovative engineering programs and initiatives have taken root across the United States. Many of these programs are rooted in experiential learning for technical mastery, and have demonstrated success in developing strong technical experts. The vision...
In our research we address the common and important problem of measuring users' experience in multimedia cultural heritage applications. Our objective is to develop a simple and efficient instrument capable to highlight both main qualities and major difficulties in using such applications for different types of users. We address specific objectives of usability for multimedia cultural heritage applications:...
As the number of international tourist has been rapidly increasing recently, they have more opportunities to experience different cultures. With the upcoming Olympic game in Tokyo, Japan 2020, digital signage is expected to be utilized for an effective information presentation device for them. This study focuses on the information presentation with four-frame comic for foreign tourists to improve...
This paper focuses on the integration of artificial intelligence methods in multi-agent virtual environments for cultural heritage applications and especially virtual museums and exhibitions. Multi-agent systems are considered here as being autonomous social organizations capable of developing dynamic personalized virtual environments. In this respect, some of the most common artificial intelligence...
Open systems are often submitted to rules and norms in an attempt to guarantee its well functioning and prevent selfish (e.g. free-riding) or unsustainable (e.g. tragedy of the commons) behaviour. Associated to the norms, there is usually also a sanctioning structure responsible to prevent and punish non-compliance enforcing conformity. Without disregarding the importance of these structures, we investigate...
Geogames, that is, location-based games played in outdoor environments, have been shown to support a wide range of learning experiences in areas such as cultural heritage and biodiversity. However, we still know little about how the different aspects of location-based game-play interact temporally. This paper addresses the design problem of integrating a simulation into the game mechanic of a Geogame...
Commercial sea routes joining Europe with other cultures are vivid examples of cultural interaction. In this work, we present a serious game which aims to provide better insight and understanding of seaborne trade mechanisms and seafaring practices in the eastern Mediterranean during the Classical and Hellenistic periods. The game incorporates probabilistic geospatial analysis of possible ship routes...
Interactive digital storytelling becomes a form of information presentation in many fields. Its application spans from media industry through digital cultural heritage, serious games, information visualization to contemporary theater and visual arts. In order to develop a new digital storytelling methodology hyper-storytelling, we engaged a team of multidisciplinary experts from computer science,...
Serious Games applications are implemented in many scientific fields including cultural heritage. Virtual museums mainly utilise game technologies for the provision of a means for digital representation of the cultural heritage sites. Many such applications and projects were developed in recent years. In this paper, the development of an application of a virtual museum for the Stoa of Attalos in Athens...
Serious games have received increasing interest for applications in the delivery of virtual heritage experiences, and many examples are well documented in the literature. There are also many examples of commercial (non-serious) games that contain heritage content. Although attempts have been made to classify these games, no models have been presented to define the different types of cultural heritage...
In Artificial Intelligence, games are the most challenging and exploited field. A language game is one such type of open-world game in which the word or phrase meaning plays an important role. Playing and solving such type of game is based on the player's ability to find the solution which depends on the richness of the player's cultural background for answering the question by understanding the question...
In this paper we use grammar-directed procedural content generation (PCG) techniques to develop folklore; based on the seven basic story plots, for a simulated religion. A hierarchy of values for a simulated community was first generated. Using these values, a variety of deities were procedurally generated, each with their own reflected values and persona. A Context-Free Grammar is then traversed...
This paper examines the critical importance of time to the experience of place and argues that time-based virtual heritage creates more engaging and affective virtual places supporting rich learning opportunities for heritage audiences. It examines the experience of place, heritage place and virtual place as instanced in state-of-the-art computer games. It discusses the use of heritage visualisation...
In a mobile crowdsensing (MCS) application, user diversity and social effect are two important phenomena that determine its profitability, where the former improves the sensing quality, while the latter incentives the users' participation. In this paper, we consider a reward mechanism design for the service provider to achieve diversity in the collected data by exploiting the users' social relationship...
This study use the method of Component-based Software Engineering to develop the content of game-based tourism information service. The result of this study combined with 3D VR technology to implement the indoor 3D interactive tour guide and show all the attractions information service platform of game-base culture tourism. There are eight kinds of game's templates have been built in the component...
The visual image design of Olympic Games is an crucial task for each hosting country for which embodies the connotation of the Olympic games. The visual image design of 2016 Rio Olympic Games not only expressed the eternal Olympic spirits, but also conveyed the special understanding on Brazil's Rio Olympic Games. The construction of stadiums, opening ceremony and rewarding medals, communicated its...
In the past several decades, the Japanese multimedia communication industry has been a leading place in the world. Especially, it has a certain influence in the Asian region. It can be said to lead the trend, causing all walks of life to follow. Although in now Korean wave swept the world, Japan also keeps the creative value even then Korean have to learning with it. We have a study of four representative...
Cognitive self-rehabilitation lacks updated means and tools. This paper provides a synopsis of novel cognitive recreation game tools, an analysis of their user feedback, as well as potential new ideas for game developers. The purpose of this study was to evaluate the attitudes and user experiences of Chinese elderly people on mobile memory rehabilitation games originally developed in Finland, Europe...
Children use Internet in a daily activity both at home and school. Despite the benefits that Internet might has for children, there are risks surrounded children that we must recognise and be careful of it. Internet use has serious risks including child sexual harassment and child pornography. Unfortunately, cyber criminals take advantages of technological advancement and exposed young people as they...
This paper presents some empiric results on the effect of some game player profiles to their user experience. The cultural gamification prototype for this study is developed using Virtual Reality technology on Google Cardboard in which some elements of Indonesian culture is used in part of the game story. Dataset for the game evaluation is collected using survey method. Data collection is implemented...
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