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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...
Universities around the world are increasingly under pressure to ‘internationalise’ and to support and embrace multicultural student bodies and learning environments. At the same time, ‘internationalisation’ is often associated with issues that complicate and pressurise the experiences of ‘international students’ as they attempt to identify and acculturate in their new settings, both socially and...
Serious Games (SGs) have been widely adopted in cultural settings and museums, especially the last five years. It is expected that SG can link directly the museum content with target user groups and can fulfill their educational needs. This paper aims to present a systematic mapping study on modern museum gaming technologies and applications. More specifically, focus is given on the use of Serious...
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...
Global software engineering is a growing field of research. The ability to develop software at remote sites provides means to utilize talents and skills in different parts of the world. Organizations and companies benefit from such diverse pool of developers. Recently, global software engineering courses started to be popular in academic settings to prepare generations of developers who can function...
Negotiation between virtual agents and humans is a complex field that requires designers of systems to be aware not only of the efficient solutions to a given game, but also the mechanisms by which humans create value over multiple negotiations. One way of considering the agent's impact beyond a single negotiation session is by considering the use of external “ledgers” across multiple sessions. We...
In this contribution we explore the challenges and opportunities of innovative mobile historical experiences in the domain of commemorative culture. We present two prototypes conceptualized and implemented for a mobile experience in this field, one as an experiment to apply gamification concepts in this domain, the other one in the utilization of AR technologies. We present first findings on critical...
Advances in computer and communication technology have brought about a so-called digital exodus and have impacts on the whole social life. The most remarkable example of the changes brought about by these advances is the birth of an entire generation of digital kids. These emerging "digital natives" are providing the impetus for profound social changes and cultural conflicts. The author...
This paper presents a research on the design and development of a serious game called EU-Topia. This serious game aims to raise students' awareness of interculturality during job mobility. EU-Topia is developed through an approach based on participatory design. After design and development phases, the serious game has been assessed by users as generally satisfactory which, in our opinion, can be inherent...
Gamification is an emerging trend in service engineering with a perspective on engagement management. Gamification applications include marketing, enterprise management, education, and health-care. Gamification facilitates user behavior design and social experience design. However, there are many obstacles to successful gamification in an enterprise context. The author discusses the challenges and...
This study highlights the importance of considering gender and offline cultural context when working in virtual teams. To this end, we examine gender differences in performance and participation within virtual teams in a popular online game, drawing from behavioral game data from game servers in nine countries, each representing a distinct region of the world. Results are compared to metrics from...
User feedback is crucial to improve software quality. For example, it can be used to identify missing features and clarify user trends and preferences for future improvement. However, obtaining user feedback is not a 'one-off' process which requires that developers need to gather user feedback in an on-going approach. The problem lies here: the majority of users are generally lack motivation and interest...
In this paper we discuss the difficulty of museum visitors to engage and relate with cultural objects focusing mainly on pieces of contemporary art. We present Taggling a location based game designed to support learning in the Macedonian Museum of Contemporary Art. The results of a qualitative user study with volunteers helped us to outline the learning potential of the game and supported us to gain...
This paper discusses approaches to teaching parts of the foundations of interactive narrative for the design of interactive media and games in a course offered to undergraduate New Media and Game Design students. The course is offered to upper division students, most of whom are in the Game Design degree in the School of Interactive Games and Media at the Rochester Institute of Technology. While traditional...
The level of basic care in Brazil’s Unified Health System is a community-based attention model composed by Family Health Units, small teams of health professionals intended to solve low-complexity problems at a territory delimitated by a certain number of families, attended by Communitary Health Agents. Despite the large amount of social inequalities in Brazilian countryside, smartphones and tablets...
The research of this paper focuses on a context of cultural heritage through the use of Serious Games. It presents 3D serious game, dedicated to cultural heritage including a first prototype of a Tangible User Interface. This Serious Game focuses on the Gothic cathedral of Amiens in France, in the context of the e-cathedral research program that faces the preservation challenge.
This paper discusses issues related to digital storytelling and its use in Cultural Heritage institutions. It will demonstrate the usefulness and advantages of digital storytelling by providing concrete examples of adoption and suggest how digital storytelling may be used in different cultural heritage environments. We will identify issues and challenges and also focus on lessons learnt, all of them...
Realism in computer graphics depends upon digitally representing what we see in the world with careful attention to detail, which usually requires a high degree of complexity in modelling the scene. The inevitable trade-off between realism and performance means that new techniques that aim to improve the visual fidelity of a scene must do so without compromising the real-time rendering performance...
3D virtual worlds and game-based simulations are to an increasing degree used for military training. However, there is a lack of research-based methods for using game-based simulations and developing scenarios for educational role-plays in a military context, especially in the area of cultural awareness. The CAMO project (Cultural Awareness in Military Operations) seeks to address these challenges...
In this paper, we present a Human centered Human Computer Interaction design approach for conceptualization of Persuasive games relevant to Indian cultural context. Core of the protocol process adopted involved semi-structured interviews with nineteen Indian families, where parents have reported certain behaviors, which they wished to change in their children in a positive way. On qualitative evaluation...
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