Serwis Infona wykorzystuje pliki cookies (ciasteczka). Są to wartości tekstowe, zapamiętywane przez przeglądarkę na urządzeniu użytkownika. Nasz serwis ma dostęp do tych wartości oraz wykorzystuje je do zapamiętania danych dotyczących użytkownika, takich jak np. ustawienia (typu widok ekranu, wybór języka interfejsu), zapamiętanie zalogowania. Korzystanie z serwisu Infona oznacza zgodę na zapis informacji i ich wykorzystanie dla celów korzytania z serwisu. Więcej informacji można znaleźć w Polityce prywatności oraz Regulaminie serwisu. Zamknięcie tego okienka potwierdza zapoznanie się z informacją o plikach cookies, akceptację polityki prywatności i regulaminu oraz sposobu wykorzystywania plików cookies w serwisie. Możesz zmienić ustawienia obsługi cookies w swojej przeglądarce.
Engineering students need complex skills to be effective in college and post-graduate employment. Beyond technical skills, the ability to integrate varied types of information is essential for competence in applying engineered solutions to real-life situations. While research shows that project-based learning favorably affects engineering student success and retention as well as recruitment of diverse...
The use of Massively Open Online Courses (MOOCs) has been increasing in the past years. But there's still some problems that need to be solved and a lot of discussion can be done around this subject. Also, there is a lack of courses available to people who does not speak or understand English. Because of that, this project proposes a platform for Portuguese speakers tied up with gamification concepts...
This poster explores relationships among video games in an attempt to better understand the domain of video games and interactive media as well as improve user access to games. Video games are related in complex ways that cannot be adequately represented by contemporary conceptual models like Functional Requirements for Bibliographic Records (FRBR). Relationships between game editions, series, distribution...
Nowadays, using touch applications is almost ubiquitous. It is appealing to different age groups, including very young generations who have just started their education. This paper describes development of a product that implements existing web applications into environment that enables multiple users to simultaneously interact with multi-touch device. Web application is developed for children to...
This paper reviews peer-reviewed empirical studies on gamification. We create a framework for examining the effects of gamification by drawing from the definitions of gamification and the discussion on motivational affordances. The literature review covers results, independent variables (examined motivational affordances), dependent variables (examined psychological/behavioral outcomes from gamification),...
We have developed a wall amusement system for exergames (video games that are also a form of exercise) in which we play and operate by range scanner measurements. A screen is projected on a wall by an ultra-short throw projector. This system can be set up anywhere if there is a certain sized wall. We present here the system using mirrors with Range scanners. This makes both the time and space resolution...
A tool for authoring interactive three-dimensional animations is presented of which features are intuitive comprehensiveness of the user interface by way of state-transition diagrams and output being Flash contents that run on almost all web browsers.
Movement interaction devices offer important capabilities to create learning systems where students are able to interact with them through natural movements and gestures. In this paper, we present a system based on Kinect, whose main objective is to improve and train two important students' faculties: memory and motor abilities. The system is inspired on the Simon Says game where students have to...
The University of Portsmouth's pre-entry project, PrepUp, contains a library section which endeavours to use simple graphics and a virtual world metaphor to acculturate students to the university library before they begin their course. Using graphical elements it contains informative items and fun features to encourage exploration and discovery. Usage and feedback suggest that this is a useful addition...
The attitude and motivation influence childrenpsilas learning performance in second language acquisition (SLA). The content designs of many current language tools and platforms are too closed, which results in the learnerpsilas passive learning. The article first analyzes some related research on Childrenpsilas English Learning, especially on dialogues. And at the same time, it points out the shortages...
Building on the extensive research in Virtual Reality (VR), we are proposing a new dynamic prototype for modelling and simulating carbon emissions in a virtual village called VIRVIL. VIRVIL is a simulated settlement for the assessment of the impact of low and zero carbon technologies and measures in the built environment. The prototype will focus on the impact on the community as a whole, as well...
Podaj zakres dat dla filtrowania wyświetlonych wyników. Możesz podać datę początkową, końcową lub obie daty. Daty możesz wpisać ręcznie lub wybrać za pomocą kalendarza.