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Teachers today spend a lot of time grading students' work. Yet many times students feel under-appreciated and they lack understanding of the grading criteria, which leads to no improvement of their learning through time. This paper presents a perspective on automatic evaluations of students' work with the use of gamified peer assessment. Using peer assessment, students not only learn what was correct...
Non-player characters (NPCs) in games are traditionally hard-coded or dependent on pre-specified goals, and consequently struggle to behave sensibly in ever-changing and possibly unpredictable game worlds. To make them fit for new developments in procedural content generation, we introduce the principle of Coupled Empowerment Maximisation as an intrinsic motivation for game NPCs. We focus on the development...
There are numerous widely disseminated beliefs in the rapidly growing domain of Mobile Game Analytics, notably within the context of the Free-to-Play model. However, the field remains in its infancy, as there is limited conclusive empirical knowledge available across industry and academia, to provide evidence for these beliefs. Additionally, the current knowledge base is highly fragmented. For Mobile...
Retrieving, recalling, processing, organising and storing information are integral parts of the human information seeking process and many socio-cognitive theories suggest that the approach of the seekers is closely related to their cognitive processing styles and abilities. The aim of this study is to investigate the impact of wholistic-analytic cognitive style to players' behaviour in the context...
With the proliferation of smart phones, mobile applications (APPs) are increasingly being used for mobile work and entertainment. In order to satisfy people's various demands, there are enormous mobile applications being delivered through different mobile application markets. This brings markets owners huge opportunities and tough challenges simultaneously. It is very difficult to find proper APPs...
In this contribution a process and a way for a standardized documentation are proposed for the creation of gamified and competency-based learning activities. Furthermore the application of the process and its documentation is described by using an exemplary learning activity which was created, implemented and evaluated. The findings indicate, that the use of gamification design elements for learning...
While the design of entertainment systems and 3D games often incorporates time and space in a creative and flexible manner, space and time are often viewed in a more rigorous and limited approach when designing everyday virtual environments applications. The limited exploration of temporal and spatial aspects in the design of everyday virtual environments could limit user engagement and impact the...
This paper explores the benefits of forming a coalition of a number of nanogrids in a smart community when they assist by supplying their energy surplus to a shared facility controller (SFC). In this context, a canonical coalition game (CCG) is studied, in which a number of nanogrids, such as households, form a grand coalition in order to supply a contracted amount of energy to the SFC with a view...
Mimicry and laughter are two social signals displaying affiliation among people. To date, however, their relationship remains uninvestigated and relatively unexploited in designing the behaviour of robots and virtual characters. This paper presents an experiment aimed at examining how laughter and mimicry are related. The hypothesis is that hand movements a person produces during a laughter episode...
This study looked at the relationship between local and online forms of community engagement for a small group of older people in the South of England. Interviews and a focus group were used to establish their understandings of online community and social networking sites (SNS) within the context of existing relationships in local communities. Past experiences of local community influenced expectations...
Forums for deliberation, i.e., Coming to decisions and solutions for community problems, play an important role in public life. Methods for evaluating the content of such forums are becoming more and more significant. A promising direction is to introduce feedback options of different types, i.e., Participants can assess a post by someone else according to different criteria, such as agreement/disagreement,...
Multi-view videos shot using multiple cameras are highly interested due to their considerable flexibility in enhancing the quality of our daily viewing experience, especially for large-scale events. However, the increase in the number of cameras burdens even experts on suitable viewpoint selection. Therefore, we propose in this paper an automatic viewpoint sequence recommendation system to support...
Although gamification has successfully been applied in office scenarios, it remains unclear how employees really feel about the introduction of a gamified system at their workplace. In this paper, we address this issue from two directions. First, we present the outcome of an online survey where we analyze users' opinion about gamification in a workplace environment. Then, we analyze the interaction...
How do people see a scene? To what do they pay attention in their field of view, and when? This depends on the observer's knowledge, experience, and so on. This study compares the eye movements of an expert and novices, and extracts the skill-based differences in their gaze behaviors. In this paper, we focus on the gaze behaviors of a soccer coach and nonprofessional people while watching a video...
Specification notations such as JML and Spec# which are embedded into program code provide a promising approach to formal object-oriented software development. If the program code is refactored, however, the specifications need also to be changed. This can be facilitated by specification refactoring rules which allows such changes to be made systematically along with the changes to the code. A set...
There is a growing interest in using serious games to uncover personality traits of people for job assessment. The disadvantage of the old paper questionnaires and interviews is the risk of giving socially desirable answers. Accommodating assessment in a game can provide a richer, less repetitive and more immersive context in which players might act more natural and intuitive. In order to design games...
Pervasive computing research is mainly focused on technology as such, while more human-centric issues are being addressed only recently. One such issue is trust and its management is getting crucial for further and wider acceptance of pervasive computing solutions. In IT domain trust was first addressed some fifteen years ago, but the suggested approaches were actually addressing security. After a...
Existing pedagogical approaches to ethics education in engineering and science reinforce what this paper terms “the fallacy of the individual decision-maker” by suggesting an oversimplified, individualistic model of ethical decision-making, rather than recognizing the organizational, cultural, or group deliberative context of an ethical dilemma. Consequently, students fail to develop the group deliberative...
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