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The relevance of the article is determined by a new socio-cultural situation, conditioned by the development of the information society. There are unknown cultural practices, intellectual and emotional needs, value orientations against the background of a significant decrease in the communicative and cognitive abilities of students, necessary for functioning not only in the educational environment...
Customer service is a crucial task in bank companies. Yet, procedures in handling customer rapidly changed and improved due to bank company policies or other public policies. Training a massive number of customer service staffs is not an easy task. Motivation should be built around customer service staffs to keep learning new procedures. Games are broadly studied as learning media that could provide...
This article posits reflections from the author's mature body of work that resulted in sizeable national (Denmark) and international (European) funded projects, a patent, commercial product, and a Serious Games company. Main focus is on sharing a two-stage in-action and on-action emergent model for evaluating the use of ICT (serious games and creative expression) in healthcare and learning intervention...
Game based learning is still not widely accepted for work based learning purposes. Though game based learning has been integrated into formal education in school and university, corporate human resource departments still rely on more traditional learning approaches, since computer games are often seen as more of an opposite to work processes.
Sending malicious content to users for obtaining personnel, financial, or intellectual property has become a multi-billion dollar criminal enterprise. This content is primarily presented in the form of emails, social media posts, and phishing websites. User training initiatives seek to minimize the impact of malicious content through improved vigilance. Training works best when tailored to specific...
Phishing attacks sap billions of dollars annually from unsuspecting individuals while compromising individual privacy. Companies and privacy advocates seek ways to better educate the populace against such attacks. Current approaches examining phishing include test-based techniques that ask subjects to classify content as phishing or not and inthe- wild techniques that directly observe subject behavior...
The purpose of special education for students with intellectual disability is not only to introduce and improve academic skills but mainly to enhance the quality of the children's life and promote their autonomy and self-determination. Games have been used in special education classrooms as tools of gratification and extrinsic motivation. Contemporary game theorists have gone further to suggest that...
Phishing, elicitation, and impersonation techniques are performed using multiple forms, targeting content specific to the delivery modality, such as email, social media, and general browser communications. Education to increase awareness is one mechanism to combat phishing. Average email and internet users are less attentive to media warnings and training materials provided by employers than they...
This paper describes the prototype of a game, that was developed for a media facade and the techniques used to make it interactive. In particular it is about the possiblity to recognize human poses by using a simple webcam. Furthermore, the paper describes a NFC application, which implements a user registration for the media facade.
Al-Qaeda in the Arabian Peninsula (AQAP) has integrated crowdsourcing and gamification into its multi-issue online magazine called Inspire. This allows them to make recruiting and training believers and like-minded people to fight unbelievers — a virtual game that anyone can play worldwide. This paper provides customized crowdsourcing and gamification frameworks for Inspire. The framework can be used...
While employees of the Industrial Revolution were manual workers, employees of the Information Age were considered as knowledge workers, employees of the Technological era are a new breed of generation known as Digital Natives. Employee profile since the Industrial revolution has changed from being workers who performed repetitive and limited range of physical tasks, to those performing roles involving...
This paper deals with the question how much “Sport” is in sports games. Taking the broad market for sports games and games with sports content, it seems to be necessary to define a new taxonomy. This would, on the one hand, enable new scientific research, especially for sports and computer science, and on the other hand give insights into how the market is structured today. This means that the design...
Games and Learning Alliance (GaLA) is the EU Network of Excellence on serious games (SG). The main expected outcome is the set-up a Virtual Research Centre (VRC) aimed at integrating, harmonizing and coordinating research on SGs and disseminating knowledge, best practices and tools as a reference point at an international level. The other two key focuses of the project are (1) the support to deployment...
Webble Technology is the most recent form of Intelligent Pad. Webbles are objects in a browser window that allow for direct manipulation by drag and drop. One may pick up any Webble and move it over any other one for operational combination. The new Webble is plugged into the previous one and data between them flow through predefined slots. Human users may reconfigure the slot connections of Webbles...
Videogames already have their own space on people's lives (as well as films, music, etc). Serious games are able to provide players an interactive environment where they can have a new personal fulfillment, and try to achieve certain proposes as if they were real. First Person Shooters (FPS) represent a way of virtual reality, where the player is led to explore in a 360° virtual geography experience,...
The 4th international workshop on Multimedia and Enjoyable Requirements Engineering (MERE'11) was held in conjunction with the 19th IEEE International Requirements Engineering Conference (RE'11). It comprised six peer-reviewed technical papers and four interactive sessions. This workshop summary outlines the goals and structure of the MERE series of workshops and provides a synopsis of the 2011 event.
This paper describes the evaluation of a computer game to support triage training. Triage is a process for decision-making that prioritises mass casualties in terms of treatment. The main aim of the research was to test the hypothesis that participants using the game for practice would perform better in terms of the accuracy in applying the triage protocol than a group that practised triage with a...
In this paper, we present an approach for detecting MTV video shot using Hidden Markov Models (HMMs), in which the color, shape and motion features are utilized. First, the temporal characteristics of different shot transitions are exploited and an HMM is constructed for shot transitions, including cut and gradual transitions. Secondly, a trained HMM are used to recognize the shot transition automatically,...
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