The Infona portal uses cookies, i.e. strings of text saved by a browser on the user's device. The portal can access those files and use them to remember the user's data, such as their chosen settings (screen view, interface language, etc.), or their login data. By using the Infona portal the user accepts automatic saving and using this information for portal operation purposes. More information on the subject can be found in the Privacy Policy and Terms of Service. By closing this window the user confirms that they have read the information on cookie usage, and they accept the privacy policy and the way cookies are used by the portal. You can change the cookie settings in your browser.
There is a strong need for actions to supply the blood demand in the World. Based on this fact, it was designed an application, named ‘Blood Hero’, by applying the ‘gamification’ concept, which allows users to be rewarded by social acts related to the blood donation. It takes advantage of the application of mobile devices, implementing a specific social network, to attract and retain blood donators...
Traditional retailers are facing strong competition from e-commerce. One way to meet this challenge is to follow the marketing movement of focusing on customer experiences. This transformation is based on the notion of engaging customers and one way to drive this engagement is through gamification to support value creation. In this study, we have identified variables affecting intentions to use gamified...
A report published in 2014 by the World Economic Forum ranked the quality of South Africa's mathematics and science education in the last place out of 148 countries. Educational experts believe that learners can benefit from educational mathematical applications. Senior post-graduate students at the Central University of Technology in South Africa, therefore, embarked on a socio-constructivist project...
In this paper, we present the research in-progress, which aims to design a mobile application that can support social learning experiences in a game-like environment. Our research was mainly motivated by the fundamental dilemma in children and new media that the penetration of digital media in children's life poses both opportunities and risks. Adopting the key ideas of serious games, we have been...
When playing a game, the user expects an easy and intuitive interaction. Current controllers are physical hardware components with a default number, size and position of buttons. While in some cases a game uses a few controllers buttons, in others it requires all buttons and even a combination of them. Besides that, the use of few buttons in a physical controller (i.e. controllers that can't change...
Given the global spread of mobile platforms, such as iOS and Android, it is relevant to consider the potential of these devices in teaching and learning. Our exploratory research was designed to evaluate the possibility of using common ebook formats to create gamebooks (gamified books) that are effective in teaching and learning. After analyzing the features available in many free or open tools, we...
The rapid development of mobile technologies is driving the evolution of e-learning to mobile-learning (m-learning), however; academic research on the impact of mobile-technologies on the learning process in higher education and instructional design guidelines based on a solid theoretical framework for mobile-learning has not yet been exhaustively covered. The focus of this paper is to compare mobile-learning...
A collaborative m-learning experience conducted at higher education in the Northwest of Argentina is described in this article. It was implemented in a postgraduate course using Educ-Mobile, an interactive mobile game. The educational practice was designed using the framework for the Analysis, Design and Assessment of m-learning Experiences (MADE-mlearn). This framework allows the analysis and assessment...
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...
The success of context-aware systems depends on intuitive user interface designs which facilitate communication between multiple devices. This paper presents Throw It, a natural user interface for sharing objects between mobile devices using gaze and hand gestures. For enabling gesture control, Throw It includes an off-the-shelf monochrome camera with infrared lights and a hand-held 6 degree of freedom...
Situated learning stresses the importance of the context in which learning takes place. It has been therefore frequently associated with informal learning or learning outside the classroom. Mobile technologies can play an important role supporting this type of learning, since it mainly occurs on the field. In this paper we present a learning system and a methodology based on the use of patterns. Students...
Instructional pervasive game (IPG) is an innovative way in accomplishing m-learning. It has been introduced by various literatures in the past few years. An important critic of IPG is that most game strategy does not take into consideration the anthropological data pertaining to the specific context of use. In response to this issue, we proposed a prototype of a meta-model which puts together several...
M-Learning has been practiced for decades with success research results in various fields and levels. In order to enhance the quality of instructional activities in terms of students¡¦ learning motivation, human association, as well as the linkage between the students and the learning context and materials, instructional pervasive gaming (IPG) is integrated as the approach. This paper draws a learning...
As mobile devices still have limited battery, processing power, memory, and display size, compared to their PC counterparts, they cannot yet execute Virtual Environment (VE) and Online Gaming applications with the same fidelity and quality as their PC counterpart. In response, we have recently witnessed some research with the goal of real-time delivery of VE and multiplayer game content specifically...
Context-aware learning spaces (CALSs) utilise resources of the surrounding context in the learning process. UFractions is a CALS combining a storytelling game on a mobile phone and fraction rods for learning mathematics at middle schools. Technology integration is the process by which a technology is introduced to a pedagogical setting with an aim to use it effectively for teaching or learning. We...
Mobile social applications are becoming increasingly popular with a growing number of users turning to mobile devices for socializing, information sharing, retrieval or related activities, and/or gaming. The increased interest in the domain has resulted in numerous application prototypes being reported in the recent years that combine elements of socializing, gaming, and information related activities,...
The presented work on behavioural game AI stems from a research into using games to assess and evaluate human (game playing) behaviour. These games must be designed such that all (human) players are faced with identical situations because only then can the results be compared. This in turn requires the AI players to adhere to precisely defined behaviours. This paper outlines a formalism for the unambiguous...
This paper briefly presents our Information Retrieval and Indexing System (IRIS), and how it adapts to support game engine components. We describe a conceptual game, Chasers of the Lost Data, to demonstrate how pervasive games elements interact with content and user context detection, enabling a broad range of game applications. The presented game combines physical, sensorial and contextual information...
In this article it is argued that the player's experience in playable spaces and game environments is related to his/her autonomy into the emergent platform in terms of narrative and fiction. Player's are able to experience multiple situations and to collaborate for the progress of the platform itself. This article presents some transmedia experiences such as Uncle Roy All Around You (Blast Theory,...
This paper describes the design and implementation of location and situation based adventure games. The prototype uses different types of sensor data - including 3D acceleration data and XPS - to determine the current positions and activities of the players. Depending on the continuous classification, data and quests are retrieved accordingly from a central information system and visualised for the...
Set the date range to filter the displayed results. You can set a starting date, ending date or both. You can enter the dates manually or choose them from the calendar.