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A game space is designed and placed by considering the beats (Events or Quests) inducing the behaviors of a player. Beats of FPS game can be divided into three types. It is possible to evaluate the placement of the pieces of space in case of analyzing the visual cognition information obtained by the player depending on each kind of beat. In this paper, players were divided into two groups (Novices...
Recently, the introduction of vision-based deep Q learning demonstrated successful results in Atari, and Visual Doom AI platform. Unlike the previous study, the fighting game assumes two players with a relatively large number of actions. In this study, we propose to use deep Q Networks (DQN) for the visual fighting game AI competitions. The number of actions was reduced to 11 and the sensitivity of...
Recently, the deep reinforcement learning has shown successful outcomes in classic video games (e.g., ATARI) and visual doom competition. Although it's very powerful, it suffers from very long learning time to generalize its performance. For example, it takes about 7~15 days to produce a good controller for ATARI games with state-of-the art GPUs. In this work, we propose to speed up the visual-based...
More and more people watch TV with a second device in the nearby. They use it for many different reasons: to play, to search for something, to interact with other people, etc. As a result, their visual attention is often turned to the second screen, especially during commercials. This scenario scares broadcasters, as they fear losing the advertisers' investment. Therefore, it is necessary to improve...
Recently the quick development of virtual technology has made technology-aided learning more versified and education revolution more advanced. With visual and audio stimulation, technology-aided teaching can make student pay more attention than traditional way. Currently the way of learning idioms in elementary school is of more traditional way, which, without multiple interactions with students,...
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 this study, we investigate the factors influencing the playability of a music rhythm game, and then design a game with a higher level of playability. Three categories were used to investigate playability. They were functionality, structural, and audiovisual. Four popular games are used to carry out the comparison of playability. They include ‘Don't Tap The White Tile V2’, ‘Deemo’, ‘Cytus’, and...
There is a visual novel which is a game combined with visual interaction and novel texts. We have challenged making an EPUB-type visual novel, because we can easily make it. The EPUB format is based on HTML5. In addition, We can get an easy way to make a visual novel with equations. Our visual novel gives us happy math.
A decision-level fusion (DLF)-based team tactics estimation method in soccer videos is newly presented. In our method, tactics estimation based on audio-visual and formation features is newly adopted since the tactics of the soccer game are closely related to the audio-visual sequences and player positions. Therefore, by using these features, we classify the tactics via Support Vector Machine (SVM)...
Because of rapid population aging, it is necessary to design and develop senior-friendly or disability-friendly interfaces that can decrease the cognitive workload caused by an interface. At that time, the design implications and evaluation criteria of an interface should be needed for creating senior-friendly and disability-friendly interfaces. One of the elements that relate to memory functions...
Though some games for visually impaired persons have been developed, most of games that use only auditory information present challenges for sighted persons. Moreover, unfortunately, it is still difficult for visually impaired persons to play the same game with sighted persons and for sighted and visually impaired persons to share a common subject. Thus, we developed a barrier-free game that both...
We collect environmental information through our sensory organs, perceive them suitably to execute the task in hand. Examples of such tasks are abundant, like driving, operating machines, playing games, hunting, or mushroom picking on mountains. While executing such tasks, there is a marked difference in efficiency and accuracy between an expert and a novice. An expert is attentive to only what is...
Technological developments about robotic and programming have become indispensable part of our lives. Learning and improving these technologies which get in our lives quickly is very important in the age of the child. In this study, Interactive Serious Games with Visual Programming for Mobile Robot Learning (evacocuk) that is an educational game has been developed in Unity and it has been presented...
Learning to programming language is difficult. One solution is to use a digital game, which increases motivation of first-time learners. In this paper, we were executing programming learning with MincraftEdu of sandbox game and ComputerCraftEdu of expansion function. In addition, learning method to programming has illustration-based programming and text-based programming in ComputerCraftEdu. We compare...
Having worked with transposition of domain knowledge in digital and card games, we propose a novel approach for enabling groups of primary school pupils to express their shared understanding of a topic, the group can represent their knowledge by creating a trading card game (with custom cards and rules) instead of using diagrammatical formalisms. A kit and a special design method have been devised...
In this paper, the authors report the initial development stages of Jeliot Mobile, a tool that aims to bring the benefits of visualization to the new generation of learners that makes use of new technologies. From the research point of view the authors want to 1) frame the development of the tool in the socio-constructivist paradigm, and 2) bring the learner-centeredness via participatory design....
Visual neglect is one of the various symptoms and causes of stroke which patient cannot respond at their opposite site of the brain hemisphere lesions. Left neglect following the right brain damage is most likely to occur more among the stroke patients. In recent years, the popularity of serious game in healthcare has given an opportunity for therapists to assist them in therapeutic and diagnose sessions...
In this study, the effect of pure synchronous and asynchronous transmission delay was examined in an interactive videotelephony setting. It was found that the conversational quality rated by participants of the study was clearly dependant on the tested conditions. This outcome can to some extend be ascribed to the used task which facilitated the usage of the visual channel for social interaction....
Code-generation environments have emerged as a new mechanism for building software systems in a systematic manner. At their core, model-driven engineering technologies such as model-to-model and model-to-text transformations are effectively used to build generation engines. However, due to the complexity of model-to-model and model-to-text transformation scripts, which is exacerbated as they are composed...
In recent, the healthcare industry is developed to provide effective health and wellness services based on smart devices with IT convergence. Particularly, this smart device is helpful for making rehabilitation of unilateral neglect patient after stroke. In order to improve the balance of the unilateral neglect patient, a visual feedback training method with a smart device can be used. Thus, we propose...
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