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The profusion of embedded information and communication technologies makes them increasingly used in educational processes. Through convergent media in the digital world and its different approaches, new possibilities for education emerge. It is sought from the qualitative approach and the exploratory and descriptive study, this article present possibilities to incorporate transmedia strategies, into...
This work aims to present the planning, development (methodology) and implementation (technologies used) of the learnning object (LO) SegurIdade Virtual, as well as highlighting the learning experiences with the object. The material was built in game format and seeks to develop, in a playful way, the critical thinking of the elderly public for the safe use of the internet. The object was builded based...
It is sometimes a challenge to access to specific skills assessments and training programs for children with special needs. In the case of visual perception, and more specifically eye-motor coordination, methods like the Frostig one are not adapted to all children. In this paper, we present a two steps co-design process with therapists and children in order to come up with an alternative solution...
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...
We introduce SentenTree, a novel technique for visualizing the content of unstructured social media text. SentenTree displays frequent sentence patterns abstracted from a corpus of social media posts. The technique employs design ideas from word clouds and the Word Tree, but overcomes a number of limitations of both those visualizations. SentenTree displays a node-link diagram where nodes are words...
Foods consumed by children without parental supervision are not always healthy, which can cause to disease especially digestive diseases. Children should have knowledge about what is happening in their digestive and reaction after consuming food, so that they can avoid consuming bad food for their health. The medium used to convey it through games and activities is a mobile application app called...
Current metrics-based approaches to visualise unfamiliar software systems face two key limitations: (1) They are limited in terms of the number of dimensions that can be projected, and (2) they use fixed layout algorithms where the resulting positions of entities can be vulnerable to mis-interpretation. In this paper we show how computer games technology can be used to address these problems. We present...
This paper describes a game called Panorama, designed to facilitate data collection to study visual composition preferences. Design considerations for Panorama, implementation of composition rules, and data collection for an experiment to learn individual and collective preferences is described. Images taken through gameplay in Panorama are automatically scored for composition quality and contribute...
This paper provides a review of existing approaches to using evolutionary algorithms (EA) during procedural terrain generation (PTG) processes in video games. A reliable PTG algorithm would allow game maps to be created partially or completely autonomously, reducing the development cost of a game and providing players with more content. Specifically, the use of EA raises possibilities of more control...
A lexical network is a very useful resource for natural language processing systems. However, building high quality lexical networks is a complex task. "Jeux de mots" is a Web game which aims at building a lexical network for the French language. At the time of this paper's writing, "jeux de mots" contains 164 480 lexical terms and 397 362 associations. Both lexical terms and associations...
We assessed the effects of the addition of dynamic visual elements and sounds to a levee patroller training game on the appraisal of the environment and weather conditions, the engagement of the users and their performance. Results show that the combination of visual dynamics and sounds best conveys the impression of severe weather conditions and most strongly influences the appraisal of the environment...
The first-person-shooter Quake II is used as a platform to test neuro-visual control and retina input layouts. Agents are trained to shoot a moving enemy as quickly as possible in a visually simple environment, using a neural network controller with evolved weights. Two retina layouts are tested, each with the same number of inputs: first, a graduated density retina which focuses near the center of...
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